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Orbis - Questions and Suggestions

Discussion in 'Orbis Modmod' started by Ahwaric, Mar 16, 2010.

  1. mcwill123

    mcwill123 Pretender to the Throne

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    I think maybe the chance of the spell succeeding is much less than 100%. It's not grayed out or anything.
     
  2. Kalina

    Kalina Just lurking...

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    Hmm... I don't see anything about lower then 100% chance to work :/ Does it return any python exceptions ? I'm asking because this one is hard to duplicate...
     
  3. mcwill123

    mcwill123 Pretender to the Throne

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    No exceptions that I'm aware of. Sometimes it succeeds after > 1 try also.
     
  4. Skeet66

    Skeet66 Chieftain

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    Uhm..not sure If this has been posted before..

    (Running a short timer here) But why Isn't there ice mana?

    Not even lore wise would It be accurate for It not to be In the game :(.

    I wish I knew how to implent It though..
     
  5. Kalina

    Kalina Just lurking...

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    Well, Ice mana nodes cannot be build but there are other ways to get Ice Mana.

    1) Illians start with one Ice mana
    2) Heart of the Winter (White Hand holy shrine) provides one
    3) Letum Frigus (unique feature often found in cold places) provides one
    4) Alcinus Keep (Scion unique wonder build by Alcinus, unit they get after Knowledge of the Ether) has chance to provide ice mana, but it random as it provides 1-2 types chosen from 5-6 types.
     
  6. Apeiron

    Apeiron Warlord

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    Is it normal to keep the bonus trait of the republic doctrine ? It should change with elections, or be lost with a changement of doctrine, shouldn't it ?
     
  7. Apeiron

    Apeiron Warlord

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    Two other things.

    What is the exact formula for the adventurer's counter of Grigoris ?

    All the religion, except the White hand, have a special promotion with the knighly order. Maybe it should have one too ?
     
  8. Valkrionn

    Valkrionn The Hamster King

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    Not sure of the exact formula in Orbis, but it's based off the one in RifE so I'll post that. ;)

    Code:
    	def doChanceAdventurerSpawn(self, iPlayer):
    		gc 			= CyGlobalContext() 
    		if iPlayer == -1:
    			pPlayer = gc.getPlayer(CyGame().getActivePlayer())
    		else:
    			pPlayer = gc.getPlayer(iPlayer)
    
    		iGrigoriSpawn = (pPlayer.getCivCounter() / 100)
    		
    		Civ			= self.Civilizations
    		
    		if pPlayer.getNumCities() > 0 and pPlayer.getCivilizationType() == Civ["Grigori"]:
    			Civic			= self.Civics 
    			Building		= self.Buildings 
    			Specialist		= self.Specialists 
    			countB 			= pPlayer.countNumBuildings
    			iNumMuseums 	= countB(Building["Museum"]) 
    			iNumTaverns 	= countB(Building["Tavern"])
    			iNumGuilds 		= countB(Building["Adventurers Guild"])
    			iNumPalace 		= countB(Building["Grigori Palace"])
    			iNumDagda 		= countB(Building["Grigori Temple"])
    			iNumRefuge 		= countB(Building["Dwelling of Refuge"])
    			
    # Different buildings give different modifiers.  Aristocracy gives a +66% mod.
    			iPalaceMod 		= iNumPalace 
    			iDagdaMod 		= iNumDagda * 0.33
    			iMuseumMod 		= iNumMuseums * 0.33
    			iTavernsMod 	= iNumTaverns
    			iGuildsMod 		= iNumGuilds * 0.5
    			iRefugeMod 		= iNumRefuge
    			iCivicMod 		= 0.00
    			iCivicMult 		= 1
    			if pPlayer.isCivic(Civic["Apprenticeship"]):
    				iCivicMod = 2
    				iCivicMult = 1.25
    				
    # Allows Statesmen to take affect after their city has an Assembly
    			iStatesman 		= Specialist["Statesman"]
    			iAssembly 		= Building["Forum"]
    			iStatesmanMod 	= 0.00
    			iNumStatesmen 	= 0
    			for pyCity in PyPlayer(iPlayer).getCityList():
    				pCity = pyCity.GetCy()
    				if pCity.getNumBuilding(iAssembly) > 0:
    					iNumStatesmen = (pCity.getSpecialistCount(iStatesman) + pCity.getFreeSpecialistCount(iStatesman))
    					if iNumStatesmen > 0:
    						iStatesmanMod += (iNumStatesmen * 0.33)
    # AI modifier
    			iAImod = 1
    			if not pPlayer.isHuman():
    				iAImod = 1.5
    				
    			iGrigoriSpawn = round(((iPalaceMod + iDagdaMod + iMuseumMod +iTavernsMod + iGuildsMod + iCivicMod + iStatesmanMod + iRefugeMod) * iCivicMult * iAImod), 2)			
    			iGrigoriSpawn = int(iGrigoriSpawn * 100)
    			iGrigoriSpawn = scaleInverse(iGrigoriSpawn)
    			
    			pPlayer.changeCivCounter(iGrigoriSpawn)
     
  9. Skeet66

    Skeet66 Chieftain

    Joined:
    Apr 21, 2010
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    I was wondering guys...what are your thoughts on the Immortals?

    Personaly I find some of them rather un-flavourfull or just plain out of lore.

    For Instance, I'll use infernals and mercurians.

    The Balor would seem a more fitting UU rather then some unit we barely ever heard of.
    We could put the beasts of Ageras In the rage tech..seems more fitting.

    The valks are pretty good to be UU's but still their Immortality Is unlorish?

    As gods take away their ara If they go to erebus..But for the sake of gameplay so be It,
    Brigit Is Immortal too..

    Would be neat If we had an overhaul on existing units rather then mash In more races..
    Some of them need some working..I started on this already so I'll put It on the Orbis boards If
    anyone's Interested..and perhaps let the real modders take my idea and make It better?
     
  10. Apeiron

    Apeiron Warlord

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    Thanks Valkrionn... well, the grigoris building and the doctrine aristocracy improve the counter. And the population of the capital too, like for Scions ?
     
  11. Kalina

    Kalina Just lurking...

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    In Orbis it's improved by City States civic, not Aristocracy. From what I see in CustomFunctions it's Grigori Pagan Temple (Dagda's Memorial), Tavern, Grigori Palace and Adventurers Guild what's affecting adventurers spawn rate. Guild have more effect then others (0.5 vs 0.33 ?). Population is not affecting spawn rate.
     
  12. Apeiron

    Apeiron Warlord

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    Thanks ! :)
     
  13. mcwill123

    mcwill123 Pretender to the Throne

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    Hi. I really like the Erebus Continent map script. I've been playing Orbis a lot lately. Using EC map script there are too many resources. Is there some way to add an option to reduce resources? Kind of a reverse Blessing of Amathon. Curse of Amathon perhaps?
     
  14. Apeiron

    Apeiron Warlord

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    The animal lairs are too difficult to remove. You can have three choices :
    - A big boss
    - A grave disease
    - A few money

    Well, I think it should be changed.
     
  15. Kalina

    Kalina Just lurking...

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    There are other options - free totem/free animal for example. It also seems that BigGood results (95+) are same as when exploring other lair. But of course, those bad results are annoying, especially since animal lairs don't give this free xp point normal dungeons do.
     
  16. AgentTBC

    AgentTBC Warlord

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    Am I crazy or have Council of Esus and Old Ones switched alignments? Esus seems to be evil and Old Ones neutral but it used to be the other way around. That really doesn't make much sense since Old Ones is all about things like Mind Stapling and such, while Council of Esus is just about making cold hard cash.

    I understand making Old Ones neutral from a game balance standpoint although obviously if its going to stay that way there needs to be some serious flavor changes as right now its really, really obviously evil in flavor. But why make Esus evil? It's not necessary from a balance standpoint with Ashen Veil and The White Hand balancing Order and Empyrean.

    So my strong suggestion is to put Esus back to neutral (which I'm doing for my game, its trivial to do) and change the Old Ones flavor if its going to stay neutral (which I kind of like although thats a LOT of flavor change).

    edit: I just noticed that Fellowship of Leaves is neutral but Runes of Kilmorph is GOOD. What the heck? Weird. Guess I'll change that to neutral too.
     
  17. AgentTBC

    AgentTBC Warlord

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    Note that the way I've modified it preserves symmetry:

    GOOD: Order
    GOOD-NEUTRAL: Empyrean
    NEUTRAL: FoL, RoK, Esus
    NEUTRAL-EVIL: White Hand
    EVIL: Ashen Veil

    I left off Old Ones. Obviously the symmetry wants it to be n Neutral which is where it is now, but the flavor, heroes, civics, etc are all evil so needs to be tweaked.

    So I guess my question remains: Why is Esus evil, Old Ones neutral, and Runes good now?
     
  18. hbar

    hbar Constant

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    How about:

    GOOD: Order
    GOOD-NEUTRAL: Empyrean, RoK
    NEUTRAL: FoL, Esus
    NEUTRAL-EVIL: White Hand, OO
    EVIL: Ashen Veil

    RoK is kind of about self improvement through hard work, forgoing greed in favor of personal achievement in craftsmanship (and turning a tidy profit), so it definitely leans good. I don't really agree with Esus being neutral - its not about making a profit, it is about deception and greed, gaining not only money but power through subterfuge and deceit. Of course, that would ruin the nice symmetry of the above chart :lol:
     
  19. Valkrionn

    Valkrionn The Hamster King

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    Actually, CoE is entirely about deception, lies, and deceit. The Stewards of Inequity (Mammon's cult) are about making a profit. IIRC, the two tend to cooperate but they are different groups.

    Here is RifE's chart; Keep in mind, we have an extra alignment axis so it doesn't translate perfectly. Also keep in mind that it was designed with Broader Alignments in mind, so not all of it fits cleanly without that mechanic; The goal is to improve it to the point where we can make it no longer optional. ;)

    Will list from most Good to most Evil. When two fill the same slot in the Good/Evil axis, I'll order them by the Law/Chaos axis.


    • Empy - Full Good (250pts), does not effect the Law/Chaos axis.
    • Order - Slightly Good (100pts), fully Lawful (250pts)
    • RoK - Slightly Good (100pts), slightly Lawful (100pts)
    • Airandamar - Does not affect alignment whatsoever.
    • FoL - Does not affect Good/Evil axis, slightly Chaotic (-100pts)
    • CoE - Adoption does not affect alignment, buildings/civic/units will make you Evil.
    • WH - Slightly Evil (-100pts), slightly Lawful (100pts)
    • OO - Slightly Evil (-100pts), fully Chaotic (-250pts)
    • AV - Fully Evil (-250pts), slightly Chaotic (-100pts)
    Keep in mind these are just the instant values, and there are perturn shifts involved as well.

    When playing without BA, it's slightly different but I tried to keep it close; For example, the "Slightly X" shift will move you one step. Evil becomes Neutral, Neutral becomes Good, etc.
     
  20. Apeiron

    Apeiron Warlord

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    Well, for me there is 5 type of religions :
    - really good (make the leader good) : Order
    - good (evil->neutral, neutral->good) : RoK, Empyreans
    -neutral (no changement) : CoL
    - evil (good->neutral, neutral->evil) : OO, Esus
    - really evil (make the leader evil) : AV

    I don't know where to place the White Hand... evil, really evil ?
    The Ordo Machinarum may be neutral...
     

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