Keelyn, my restless neighbor, built strange mechanical-looking contraptions on top of her mana sources. It may be necessary to disable such ability from adepts other than the ones Mechanos can build
You are right that these contraptions are mechanos replacement for mana nodes. The problem is, I have never enabled it to any unit except mechanos adeptos & tech priest, but I have seen it Sheaim lands, too. I suspect foul event at play, but am not sure.
1. Regeneration spell has degenerated.
Added back
Building mines with calabim workers in tiles with ancient forest does not clear the forest, although it does clear them if building a farm or cottage.
That is correct. Mines in Orbi do not remove forests, jungles & ancient forests, but initially produce one hammer less.
Millers and prospectors are getting the crazed promotion after not discovering a resource. Too much pressure drives them crazy?
It would be nice if the chances for millers and prospectors to find resources were greater. In a multi game, my friend had 3 millers working to find a resource on different tiles around his whole city for 50 turns and never found one...
The chances for both prospecting & breeding are
5% big bad monster (as in lair exploring)
35% special bad (randomly chosen from a list: crazed, demonic possesion, diseased, poisoned, crazed cannibal, monsters dependant on terrain(lich, minotaur, wolf rider, griffon, treant, vines, lich, minotaur))
30% nothing
20% some gold
10% resource.
Adventurer adds +10 to the result. Also, you will get nothing if there is already any resource in the plot if you should get resource.
I am afraid to increase the chances too much (you get a new resource at the point of your choice after all), but 15% to get resource and if there is already one, some gold instead of nothing, can sweeten the deal a bit. I will probably lower the adventurer effect to 5%.
As for the crazed thing, it is a big pressure - all this time alone, full of greed, in wilderness, surrounded by demons, giants, wolves... It can drive you mad
But I will add some possible results to make insane results less common. Ideas?
Also the corp that consumes fish, crab, ect. - would be cool to add a workboat that found naval resources, and could plant kelp.
So far... having tons of fun with orbi - no CTD's
I am not sure if I want to add any resource seeking to hansa - they are trade company, already have special ability (trade mission for some gold). Also from the all sea resources they use only fish.
Sea resources are also quite common and not diverse enough - just fish, crab, calm (pearls if you are lanun), all over the coast.
As fot the kelp planting - I am thinking of it for a long time, now I have a vote to go for it
Glad Orbi is stable - that was one of the goals of rebuilding it from scratch, to check for possible bugs.
I think I collected enough for one patch, I will post it later today (want to change some animal spawning rates first and get your opinion on proposed changes...)