Orbis Bug Thread (Old)

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Great, thanks! Truth be told, the current state of that code left me uneasy.
I am fine with re-adopting values needing techs. They are avaliable early, and if you change your values, you better know what are you doing.
I'm fine with it too then :)
 
i know, but strength 10 bears.... bit to much if you ask me.... or strength 8 wolfs... they are pretty common, and can become strong relatively quick.
 
Maybe the strength boost should be scaled by gamespeed and base strength (if not already the case)?
 
It's pretty easy to tweak the animal strength gaining thing. Right now they can gain up to 5 strength; I set mine to 3 and might even drop it down to 2. Mostly I think they gain strength too quickly and would rather slow down how quickly they get stronger but I am not as sure how to do that, so I just lowered how strong they can get.
 
Just checked how it works and it's scaled according to gamespeed and to a tag in CIV4HandicapInfo.xml, <iAnimalEscalationTurnsElapsed>. So that in Noble, an animal gain +1:strength: every 60 turns. I think the :strength: cap should be function of the base strength rather than an absolute value, though so that wolf could be capped at +50% (6?).
 
More options problems in .24 -- about half of the ones that GameOptionsInfos says should be visible are not displayed. Possibly related is the absence of the Fellowship of Leaves.

Also, I had a wild Wolf come into my territory. However, it did not attack and eventually left.
 
Also, I had a wild Wolf come into my territory. However, it did not attack and eventually left.

That happens if your borders expand over an animal.

I like seeing strong animals... it makes being allied with them worth something. :p
 
More options problems in .24 -- about half of the ones that GameOptionsInfos says should be visible are not displayed. Possibly related is the absence of the Fellowship of Leaves.
Would have more details about that?
 
Just checked how it works and it's scaled according to gamespeed and to a tag in CIV4HandicapInfo.xml, <iAnimalEscalationTurnsElapsed>. So that in Noble, an animal gain +1:strength: every 60 turns. I think the :strength: cap should be function of the base strength rather than an absolute value, though so that wolf could be capped at +50% (6?).
I think I might increase the time needed to enhance strength by 1 point. 60 seemed fine at first, but might be too much. Some reduction in max enhancement (3? 4?) can be a good idea, too.
On the other hand, is it really so strong? Hunter with a bit of experience can kill an elephant easily and it is one of the most powerfull animals.
All this mechanics is meant as a way to make animals more competetive. They are strong at first, but later get wiped easily.
It works for wild animals only. So not so easy to exploit.
Also, if you have beastmasters/rangers to capture the animals and yopur enemy does not have anything to defend from the few animals that survived long enough to become strong and be captured then, you would win anyway.
More options problems in .24 -- about half of the ones that GameOptionsInfos says should be visible are not displayed. Possibly related is the absence of the Fellowship of Leaves.
Also, I had a wild Wolf come into my territory. However, it did not attack and eventually left.
Mine display fine I think, but will check that again when I can.
Some options are just hidden and turned off by default (save for flavour mod).
I thought that there are so many options that it is really messy, so decided to hide some of the rarely used ones (or used all the time). All are still in and can be accessed by gameoptioninfos.xml - a really easy file to edit.
I always try to add new options at the end of the list not to mess the ones that are higher on the list... :mischief:
Unfortunatelly, I changed the order of options compared to FfH - there were some hardcoded ones and some problems caused by it it FfH, so I decided to keep close to BtS order.
Another problem are people that ignore my installation instructions - if I ask to run one game in play now mode, I do it for a reason. Another option is to disable saving game options and world settings and I will not do it (but Kael, tired of explaining it over and over, already did).
That happens if your borders expand over an animal.
I like seeing strong animals... it makes being allied with them worth something. :p
Thank you :)
Animals can also wander into the borders of animal friends, and then into other borders I think. But that does not happen much.
Uhm, I'm missing the civilopedia entry for Amurite Battle mages i wrote some time ago....
Sorry, forgot to link it in the unit description. Fixed.
 
On the other hand, is it really so strong?
No, not really. And it's really cool anyway. I wonder how a 300+ turn Elephant with Nature's Revolt would look :lol: Nevertheless, maybe the escalation should be made with base strength in mind, don't you think?

I always try to add new options at the end of the list not to mess the ones that are higher on the list... :mischief:
Damn, I feel so targeted. Do you think moving my new game options at the bottom would save some bugs?
 
Nevertheless, maybe the escalation should be made with base strength in mind, don't you think?
Perhaps, but that would mean thet it would do nothing for the wolves - would still be pathetic...

Damn, I feel so targeted. Do you think moving my new game options at the bottom would save some bugs?
Wait till you read my 'insight' in LE thread... And yes, I was targeting you ;)
But I am just teasing you, some bugs could be probably avoided, but nothing that 'play now' mode does not cure
 
Perhaps, but that would mean thet it would do nothing for the wolves - would still be pathetic...
Yeah, that's what I thought... Let it like that :p


Wait till you read my 'insight' in LE thread... And yes, I was targeting you ;)
But I am just teasing you, some bugs could be probably avoided, but nothing that 'play now' mode does not cure
I may move them nonetheless...
 
I am not sure if :mad: should be added for mana - if it is in, it is for everyone. Infernals and entropy? Scions and death?

Doesn't Enchantment give :) and Life give :health: for "everyone"? For balance, maybe some mana should give opposite effects. Maybe Entropy could give :mad: and Death :yuck: (or the other way around). Or does entropy already cause decreased healing... Or you could tie effects to civs, but that could force specific civs to take specifica mana.
 
Now that I think of it I can't recall when I actually used mages in this game. Spells are so weak, archmages takes forever to develop and the unit is so fragile it quickly dies to assassins anyways. Just like in D&D clerics are the best spellcasters around.

Are death and entropy magic really so strong that their mana needs more penalties?
 
Now that I think of it I can't recall when I actually used mages in this game. Spells are so weak, archmages takes forever to develop and the unit is so fragile it quickly dies to assassins anyways. Just like in D&D clerics are the best spellcasters around.

In the past whenever I have suggested making more powerful spells for archmages I would get people complaining that one archmage means game over. Maybe the Orbis crowd would be more receptive to magic change ideas. You could start a new thread and see what comes of it here.
 
You could modify the Animal Escalation to be a non-linear function, then instead of:

Age 61: +1
Age 121: +1
Age 181: +1

You could have:

Age 61: +1
Age 181: +1
Age 361: +1

But seriously, if a bunch of animals lived for that long they kinda deserve to be higher strength.
 
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