Orbis - the original thread

If buildings can grant resources you can make the prospector, and the miller, cast a spell that creates a guild that grants a random resource. Drains gold and vanishes if the unit leaves the city. Or perhaps a system like the mercenaries where you can buy a random resource from the guild for 20 turns.

But myself would prefer if new resources were spawned by multi choice events.

"A dwarven messenger arrives at your court. It would seem that his clan has unearthed a deposit of rich iron ore somewhere inside our borders. They are willing to negotiate a deal, gold for steel, if the price is right.

1. Sell our own iron back to us? I do not think so. Dispatch scouts and find out where these dwarves are hiding! *Spawn iron resource with fort on top (even if it destroys an already present improvement). Spawn x number of hostile barbarian dwarven units in the fort*.

2. Very well. But it better be worth it. *Pay x gold. Receive iron for 10 turns.*

3. A shrewd deal, but I think I can make you one better. Your weight in gold for the location of that mine. *Pay 3x gold. Spawn iron with mine and road.*

4. Send him on his way. I have far better use for my gold. *Nothing*.

5. Thank you for bringing me this news. However, my prospectors are tracking that deposit down as we speak. *Spawn iron resource.*"
 
I'm having an issue with the modmod crashing every few turns. It wasn't nearly so bad early game. But now, Feels like I spend more time loading than playing.
 
I'm having an issue with the modmod crashing every few turns. It wasn't nearly so bad early game. But now, Feels like I spend more time loading than playing.
Hmm...? That is interesting, I once had a same problem as you did but I assumed that it was my computer doing that. Are you sure you have updated BtS to3.17? What I did wrong, it turns out, was that I have accidentally downloaded patch 3.16 instead of .17 and it misleadingly made it so that the game would still run but that it would hit you with bunch of crashes later. Hope that helps...
 
Yep, running 3.17. It is an odd crash, often coming when the AI issues a diplomatic message, or if I scroll around much late game. Maybe it's hardware, if so something must just now be acting up. Or possibly a conflict with WindowsBlinds, that's the only new program installed recently.
 
I do not want to limit Hydra cannons - I want Mech to use steam powered powerful cannons. And normal cannons (especially dwarven ones) are quite powerfull, too. Maybe I should just lower Hydra's movement to 1?
I think it would better lower to lower down some other characteristic (strength, collateral damage, ranged attack radius to 1...)
I'm also against the idea of limiting them to 4, and without 2 movement, no multiple attacks wich is it's unique feature.


Also, about graphics for mechanos, I think that Vinchi (or Vinci?) civilization from "Rise of Legends" would have lots of units compatible with Mechanos. (Giant mechanic spider... do want)

And the only thing left is espionage.
 
Yep, running 3.17. It is an odd crash, often coming when the AI issues a diplomatic message, or if I scroll around much late game. Maybe it's hardware, if so something must just now be acting up. Or possibly a conflict with WindowsBlinds, that's the only new program installed recently.

I get that issue sometimes. Usually on older orbis versions but it happened with 0.20 (unpatched). Mid game (around turn 500) crashes were very common. Probably caused by the same thing as they repeated on loading the same turn but could sometimes be avoided by loading several turns in advance (due to random seed).

Al
 
WOW ur adding scions! How interesting... will this not cause the same problem pearls did? Creating a resource that only one civ can see?

When can we expect the new Orbis? :)

Al
 
I have a request. Instead of deleting prospecting and breeding altogather, how about adding 'disable prospecting' tab at the custom games? That way, people who like prospecting and breeding can continue to reap the benefit while others can choose to disable it. Nevermind if it's too hard...
 
I have a request. Instead of deleting prospecting and breeding altogather, how about adding 'disable prospecting' tab at the custom games? That way, people who like prospecting and breeding can continue to reap the benefit while others can choose to disable it. Nevermind if it's too hard...

Or just leave it in and people who don't want to do it don't have to.
 
Oh well that is simpler but there is something called "temptation" when you discover that there is not a single mithril resource on the map and, according to the change logs, discover that a dwarf civ had already discovered mithril weapon and is probably rushing for caminus aurealus (hope I got the name right....)
 
Oh well that is simpler but there is something called "temptation" when you discover that there is not a single mithril resource on the map and, according to the change logs, discover that a dwarf civ had already discovered mithril weapon and is probably rushing for caminus aurealus (hope I got the name right....)

There are many temptations right at your fingertips, lad. If you want that Mithril bad enough, a quick edit with the WorldBuilder does the trick. You can even give yourself the Caminus if you need it so badly.
 
Some random thoughts I thought after being woken up by my cat who Desperately Need To Go Out last night.

First off, we on this forum discussed the need for some way for Mechanos to get Loyalty and Courage. Well one thing that has sort of bugged me about the units is unlike vanilla Civ, races really aren't starting from scratch. While you may not be able to make swords because you don't have iron mines, the Civs of FfH know about swords. So in a sense, FfH is similar to Sid Meier's Alpha Centauri in that much of what you are doing when researching a tech isn't discovering a tech, but building up the knowledge base to recover the tech.

That being said, what really is the difference between a warrior, an axeman and a swordsmen? Armor? Training? Fighting in the SCA, there really isn't that much of a difference between axes and swords to really merit a different unit. So really these are just handy way of saying, axemen = troops trained to attack cities (closed order) & swordsmen are more trained in open warfare against other troops (open order).

However, blocks of pikes such as the Spanish tercio or any block of mixed polearms (pikes/halberds) and arquebusiers (or handgunners in this case) requires a lot of training. As an ex-Army type and one who did marching band, I can tell you getting everyone to do close order drill takes some training.

So perhaps the Polearm tech would be the one you'd need to be able to teach Courage. Since tercios (or any pike & shot formation) is slow, they tend to take a lot of long range fire before closing and that takes some training. So it would seem that would be the tech to use. Of course this may mean pushing up the tech a bit earlier so that it's useful in combating those anti-heroes spawned by the AC.

It also brings up another thought. While a Phalanx was just a dense, highly trained group of spearmen (they weren't pikes as their spears were under 8 feet in length) what the Mechanos would have is a Tercio and that would be a collection of swordsmen/halberiers and handgunners. So the Mechanos tercio should have the ability to shoot like a missile unit. Many of the other races probably also should have this ability.
 
Some other things that got me. As I mentioned earlier, since the FfH Civs really aren't starting from scratch, I hate how the Warrior is running around in fur with a piece of wood. Please, they didn't devolved that bad. So my recommendation is that all warriors have some sort of graphic of a basic Spearman with some clothing appropriate to the race.

For the Mechanos, I believe a lot of the graphics should be taken from the late 15th/16th century period as possible, mostly from the Landsknecht style. The Handgunner is already in that style. I would think that the heavy infantry should be a Halberdier or something. Plus, the Ranger needs a more steampunk flavoring to it. I would think the Ranger would look more like the Fenris hero.

I've noticed in Orbis, there are more spear/pike units. Personally one of the things I miss from vanilla BTS is Spearmen, especially when fighting the Hippus or Svartalfar. Now I don't think you need a separate unit, but I've agitated for some time on different forums that the anti-horse promotion needs to be moved up. I mean often times I'm much more worried about attacking/defending against cavalry than I am against archers.

Anyway, so other thoughts. Could someone give me the path to Humanism? Many of the new techs don't seem to be in the Civlopedia and I have to guess how to get there every time. Plus, I do think Humanism (as a 'religion') needs to allowed much earlier in line with other religions. Plus, I haven't done it, but is Mechanos able to research Deception and found the Council of Esus like the Grigorri since it isn't really a religion? I would also think the Mechanos could go for the Cult of the Dragon as well.

Finally, is there some way (without it being a MASSIVE pain) that certain graphics would change as you change eras? I know most FfH mods dont' bother with a screen that announces what era you are in, but I though it might be nice if perhaps your warrior looks like the guy in furs, but once you change eras, the graphic changes to something more modern, like a guy with a spear. Then a later era might have him still with a spear but more armored. Just a thought.
 
BTW, when there are changes to the base FfH, how does that affect Orbis? I've noticed that Kael has had a lot of upgrades in the graphics for a lot of the different races units, the Svartalfar especially. Does this automatically port over or does it have to be put in as an update to Orbis?

UPDATE: I just noticed that FF 0.50 is out; same question, how much of this new stuff automatically ports over if at all?

Plus, I've noticed that the Griffin-riders have a problem. Since they can fly over any terrain, the program assumes they are always flying and thus they don't get road movement bonuses which often then make them the slowest unit around when moving troops anywhere inside your own borders.

UPDATE the 2nd: BTW, is there any chance in the future that the Mechanos will show up in your Victory screen (that new Ffh-2 thing) if you win a game as the Mechanos. Last time I checked playing FF, none of the FF races showed up.
 
when will an Orbis patch make it "s" compatible?
 
Sorry for not posting, been busy lately, especially trying to add Scions ;)

I try to update as soon as possible to the latest possible FfH patch. But Scions are well developed civ, so there is a lot to include. Also, Tarqueline allowed me to do some changes, so I do. I try to keep to the spirit, but the mods are different so I have to make adjustments.
It will take some time and I am not sure if all will be in at first, but I want them to be fun from the start, plus I want the graphics in the pak file. In general, I try to make them more roman - in graphics at least.
A little preview attached.
Unfortunattely, no update is done automatically. Even if the graphics is there, I need to manually link. I include everything from main mod (except the thing I do not like/work differently here), plus I steal many things from FF if I can (read:have time).
I expect Orbis 021 to be ready before next weekend, hopefully in 2 or 3 days.

@ arkham4269
It would be nice to do the era changes, but there is one big problem - graphics. Trust me, it is a real pain to get a one that fits, or at least is passable. I wanted Hydra Cannon to look like a big cannon, but there are almost no cannons avaliable, so I took what I got... I can't make entirelly new models, just move some parts, reskin etc. Models can be imported from other games, but first, I can't do it, and second, Rise of Legends is not one of them. Also, it takes a lot of time to make a new/edit model. So, unless I get my own slave modeller, no chance for that.
I disagree on the fur warriors - there was one big ice age and most civs were almost extinct. Much knowledge was lost, and even if you have the knowledge, you need infrastructure and people to operate it. So I guess you can find some good iron or even mithril weapons, but most of your troops would still use flint axes. Even if it is unlikelly to get a catastrophe wiping human knowledge so totally, that is the setting. You can always start at classical ;)
Talking of technologies, I have great problems trying to make FfH techs follow real world development - i.e. currency was a really early tech, but I need something to carry the late economical bonuses. Same applies to knights - armored cavalry is late tech, while in real world knights should come before pikeman...
Regarding Tercio, another problem with civ appears - no combined arms units. You got pikeman, musketman, but Tercio formation has ability of both - good firepower and protection from cavalry, so in civ it is best to get it as mixture of pikemen, some halberdier/heavy infantry and muskets.
Regardin humanism, I know it comes late. But FfH is a world where gods are fact, and even in our world it took all the way to 16 century to develop such ideas (well, greeks did it, but they did steam engine too, right?).

@ prospecting
Ok, I will keep it for now. I am not sure if I can add the option, though. Also, maybe it just needs some tweaking - cost a lot of gold but give a big chance to discover valuable minerals? Require some area free of resources to be possible?

@crashes
If you get repeteable crashes (especially if base FfH runs fine), please post your saves (save just before the crash, best if I can use worldbuilder to check what is going on on the map). I am willing to fix such bugs, but need to have a material to study.

Ok, here comes scions screenshot. Scion capital with cathedral of the gift, shrine to kylorin (mage guild unique building in Orbis version) and palace (pantheon...). On the hill above - Triarii (Scions unique pikeman).

Edit: Good idea on new Civs trophies - will look into it.
 

Attachments

  • Scions.jpg
    Scions.jpg
    103.7 KB · Views: 154
Yay! just looked at the new image and I love the scions new pikeman, especially the tower shield. It is one of those things I am obsessed about. I just cannot get the Roman army theme out of my head.
 
Hey Ahwaric, just thought I would give some feedback about Orbi and some requests.

1st. The seas are just brutal, it is difficult to explore/fight from the sea because of so many turtles/sea monsters. Any way to tone down their spawn early in the game? Its fine later when you have more than just triremes and workboats (which are always getting eaten.) Maybe its just me but there seems to be a LOT of sea creatures early.

2nd. some FF features i would like to see in orbi is the Master Smith, Fletcher, ect. and the changes to Esus (as well as the new promotions and items they put in the game). The FF team did a lot of great work to Esus!

3rd. I can't wait for patch g some of the changes to the Mechanos look really fun. They are turning out to be a unique civ with some awesome features.
 
1st. The seas are just brutal, it is difficult to explore/fight from the sea because of so many turtles/sea monsters. Any way to tone down their spawn early in the game? Its fine later when you have more than just triremes and workboats (which are always getting eaten.) Maybe its just me but there seems to be a LOT of sea creatures early.

This is a major problem in my games as well. In my latest game as a Lanun (:eek:), I sent out 7 clippers and 3 man of war in a single turn hoping that at least one of them would discover that the world is round. They were all eaten 5 turns later by some random sea serpents, griffons and giant tortoises that suddenly seemed to appear out of nowhere to attack. Needless to say, all my ships went "gulp" "gulp" and gone.
 
Back
Top Bottom