Orbis - the original thread

I do have a question about the Blood Moon: what causes it? Is it a random promotion/event?
Plus, while I've pushed for Mokka's Cauldron to be able to create zombies, maybe different races could sacrifice units to create different units. The Doviello could create werewolves!
Take Doviello civ, feral bond tech, recon or melee unit lvl 6. Take lycanthropy promotion at lvl 7 - it should answer both questions...

However, I did find some bugs.
First off, I second that annoying bug of having certain ports being blockaded with no enemy in sight.
I am tring to find it. Xienwolf's fix for hidden nationality blockades is in for quite some time and I am looking if there was anything else.
On the bright side, in next version you will be able to group hidden nationality units.
For assassin, use the attached file.
I'm bordered with the Sheaim and I developed FoL & OO early and then they founded AV but even as late as turn 440, Sheaim has no religion.Then I created Sabista the Redeemer as a vassal and had the OO in all of the cities I gave him and yet he didn't convert to OO.
If you mean Statius, he is Infernal, so can't adopt anything but AV. What leader was leading Sheaim (both seem fine, will have to look for a cause)?
My thinking was since this is a fantasy game, your walled cities would be grand things on the order of Minas Tirith and the like.
or just look like cities in Warhammer - normal late medieval/early renaissance city. I doubt that lanun, grigori or any of barbarian/elven civs would agree.
Regarding building destruction, there is already plenty of it during city capture. I am not a fan of adding another. Even holy granade of cahir does not destroy buildings, and I had much fun with it in wages of sin scenario (see below) ;)
 

Attachments

  • take out the holy pin.jpg
    take out the holy pin.jpg
    81.6 KB · Views: 124
  • Art Fix.zip
    Art Fix.zip
    38.2 KB · Views: 42
If you mean Statius, he is Infernal, so can't adopt anything but AV. What leader was leading Sheaim (both seem fine, will have to look for a cause)?

The Sheaim is being played by Tebryn. While I realize that Statius is an infernal, when he was created as my vassal so he is on a Doviello theme. I've noticed that in a recent patch that your initial vassal is a 'copy' of what ever race your playing. (I'm wondering if the pick of Arcturus Thorne as my second vassal was random or because I had sided with the dwarves against the lizardmen as well as already founding RoK).

Anyway, even if Statius was still be listed as a infernal, he bordered a Sheaim city that had AV in it but he still didn't convert. Was 'bad' about the Sheaim not converting at all is now Hyborem can't come into the world.
 
May I please have a save? I doubt I will find the cause, but at least I will try.

And good news, found the blockade fix by xienwolf so it will be added in the next patch ( which is near by the way).
 
May I please have a save? I doubt I will find the cause, but at least I will try.

And good news, found the blockade fix by xienwolf so it will be added in the next patch ( which is near by the way).

Here you go. Like I said, I haven't checked to see if Mechanos went to Humanism after they got Printing Press or checked to see what religion (if any) the Luirchirp have.

UPDATE: BTW, is the above Artfix new? I used the last one you gave us already.
 
Yes, the one I have attached 2 posts above should make your assassins move.

I checked the save and think it is fine (except for the blockades, but patch h should fix that)
Religious preferences are handled by leaders, not civs.
After I gave Statius AV, it converted just fine. Too bad it meant Basium/Sabathiel declared war on the same turn to eradicate the demons and you as their sovereign. ;)

Tebryn has Council of Esus holy city and he is neutral towards this religion, so adopted it just fine. But CoE does not show as a state religion (it is hidden one).
I guess he converted early and needed a strong motivation to go for AV as he had both CoE holy city and Nox Nocis. Taking this city (the one you laid siege to) made him convert the next turn.
 
I have been playing FF for a while and now iam currently trying to play orbis.

I dont know if this is a bug or not but Iam playing as clan of embers, I cannot seem to explore some dungeons and lairs. I was able to destroy a wolf den using a goblin and it turned to a wolf rider(which is cool BTW), but I cannot seem to destroy some lairs and dungeons. I was able to see the icon to explore it like in FF but I cannot click on it, its saying that I need to have a lair on the same tile but Iam alreay standing on top of it.

Also Iam just wondering whats the difference of FF and Orbis. Like whats in Orbis and not in FF and whats in FF thats not in Orbis.

Thanks.
 
Both clan of embers leaders are barbatrians, so can't explore lairs. That is a normal FfH feature. Dens are my addition and linked to animals so barbarians can explore them.
I plan to divide barbarians into 3 civs as in FF, but that has not yet been done (and at least some lairs should stay blocked for barbarian leaders for balance reasons).
Also Iam just wondering whats the difference of FF and Orbis. Like whats in Orbis and not in FF and whats in FF thats not in Orbis.
Thanks.
:crazyeye: Where to start...
I will list only the main features

In FF but not in Orbis
Decimal XP system and passive xp gain (I decided that I like the old Civ/FfH system better. Some buildings grant free xp)
Broader alignments
barbarian split (but I want to add it)
Most of the civs (only mazatl and scions are in, but with some changes)
Equipment buildings (all different types of weapons etc.)
Civs names dependant on government
New rituals
Creation and force mana and spells
Wolfpack growth of doviello
Some other things I surely missed

In both FF and Orbis
Ranged attacks
Guilds (but see below)
Elohim pilgrimage (but much less powerfull in Orbis)
Xienwolf's bugfixes/tweaks (most of them at least)
Dimensional spells (but spells are quite different)

In Orbis only:
Forts that can have commanders and expand civ borders
Great generals (like in warlords/BtS) with all extra stuff like promotions, special buildings that only generals can build (military academy, legion house...)
11 guilds - every guild has special abilities, I think mine are more developed (are much older after all). Mercenaries allow expanded mercenary access - different units that can be hired but require regular salary. Ratcatchers guild is not active atm - plan espionage for them.
Mechanos civ (steampunk - zeppelins, steam engines and mana used to power factories)
Changes to some of the civs (especially Doviello, Amurites, Malakim, Khazad and soon Kuriotates)
Changes to financial, industrial traits. New traits.
Tech tree reworked and expanded towards late medieval/renaissance
Religious civics - every faith has its own civic, separate category. Plus magocracy & survival.
New buildings and national wonders (monastery, university, citadel, ironworks...)
Imperial roads - slow to build, fast to travel
Total rework of ships (more kinds, more diversity)
New units
New bonuses (salt, olives, spices, tea, coffee, flax, silver, amber, duskwood (grants free promotion to archers)... pearls for everyone)
Base food cost for point of population increased to 3
Wetlands (marsh) start with swamp feature, after removal can be farmed for a lot of food
Animal dens, animal totems for recon units
Many more minor things

If I missed anything important, please remind me :)
 
Most of what you leave out for FF is semantics or only of concern for ModModders I imagine (like the drastically altered approach to Promotions). We also modified how Doviello work, but not nearly as much (only changed how their wolfpacks form/grow). Hrm... did you add the other 3 mana types? that would be another difference that a player would notice I suppose.
 
Me and my friend tried playing this game last night and we got an out of sync error pretty early on. I had just enough time to build like 3 warriors and a settler before it happened. I don't remember what events were in the event log.
 
I think some tweaking is warranted on the AI's early game war declrations. Playing on aggressive ai, I get a steady stream of declratons, each coming with a single stack of 3-5 warriors scouts with decent promotions, which happilly suicide themselves against, say, 2-3 unpromoted warriors fortified in the capital, who with the palace guardian promotion easily defeat them. They either need stronger stacks or to be programed to avoid the palace in the early game.
 
I can't seem to get orbis to work. It gives me an error that fails to initialize "Primary control theme". I even went as far as to uninstall FFH2 and reinstall it, then Orbis. No dice.
 
Me and my friend tried playing this game last night and we got an out of sync error pretty early on. I had just enough time to build like 3 warriors and a settler before it happened. I don't remember what events were in the event log.
OOS is a big problem. It is partially inherited from FfH, but Orbis adds it's share. Unfortunatelly, I can't easily fix them, especially not without OOS logs and a lot of info:(
I just play single or hotseat games nowadays...

I think some tweaking is warranted on the AI's early game war declrations.
I am going to move to notque's Ai entirelly just after he releases the source code. I hope it will take just a few days.

I can't seem to get orbis to work. It gives me an error that fails to initialize "Primary control theme". I even went as far as to uninstall FFH2 and reinstall it, then Orbis. No dice.
You have probably installed it in the wrong directory. Make sure you have it in the mods directory and the folder name is just Orbis. If it wants to install itself in anything else, including orbis with version number, force the right one.
 
I am going to move to notque's Ai entirelly just after he releases the source code. I hope it will take just a few days.

Please tell me that you'll also have that stupid sea trade problem fixed. BTW, can sea monsters block trade?

Plus, again the on my knees asking for deliverance from sea monsters. On land spawning bears is one thing, but for the sea to start spawning monsters tough enough to take out Frigates, well what is the point of having 'daring' drakkars if you can't get 4 tiles out of port without some sea serpent coming in and eating you? I mean really, you can't afford to go out to sea till optics when you can have Frigates and that just nerfs the hell out of the Doviello and the Luann.
 
Blockades are fixed. Period :)
Same applies to sea monsters - you will see some more than in FfH but nothing even close to limiting your sea expansion.

If notque will not release his code soon, I will post what I get now anyway. Just need to tie some loose ends/fix some minor bugs first
 
Same applies to sea monsters - you will see some more than in FfH but nothing even close to limiting your sea expansion.

I hope so; I'm playing a Doviello game w/the Perfect World and I'm on a island all by myself and I can't even use my 'daring' Drakkars to explore since there are like 3 sea serpents and 2+ sea turtles luring around. Even though I founded FoL, since I'm on an island by myself, I can't get my Faun's experienced enough to try to use memorize beasts!

If notque will not release his code soon, I will post what I get now anyway. Just need to tie some loose ends/fix some minor bugs first

BTW, any thoughts on Knight Orders that was discussed a few posts before? One of the things I'd like to see (sorry I harp on this a lot) would be a way to use the old Warlord Genghis Khan scenario 'movable camp' that would spawn units. I always thought it would be neat to have a group of barbarians that aren't tied to cities.

Well they always said most nations have an army except for Prussia which was an army that happened to own a nation. So I was thinking with those movable camps, you could have independent Knightly Orders that would move around the board doing their thing. They could be helpful or a pain in the butt.
 
Thanks for the reply. Iam really enjoying the mod.BTW are you planning to add the equipment building to orbis also?

I also found some problems but it is not really a problem, its just annoying. Iam playing as ljosalfar and i built my settler near a goblin fort. Then there is a volcano that spawned right above my city. When I attakced the fort and destroyed the lair a goblin assassin and a wold spawned on the volcano tile. The goblin was able to attack me so it died but the wolf just stayed there on the volcano tile.So each turn it will warn me that there is an enemy near my settlement, which is annoying. :(
 
BTW, any thoughts on Knight Orders that was discussed a few posts before? One of the things I'd like to see (sorry I harp on this a lot) would be a way to use the old Warlord Genghis Khan scenario 'movable camp' that would spawn units. I always thought it would be neat to have a group of barbarians that aren't tied to cities.
Well they always said most nations have an army except for Prussia which was an army that happened to own a nation. So I was thinking with those movable camps, you could have independent Knightly Orders that would move around the board doing their thing.
Trust me, knightly orders were anything but movable. Prussia is a bit later time, but teutonic knights (which were a bit like ancestors of prussian empire) were really good at building castles and keeping them. No nation knows it better than mine - one invitation and then several hundred years of saying: you are done here, thank you and move away. It was sometimes easier to buy castles from them (or their under-payed mercenaries) than make them move by conquest ;)
Knightly orders in general were great and building and maintaining castles. Thay could travel and do crusading, but fortified bases were key to their succes. Mongol camp would better fit barbarians, doviello or hippus.

Knightly orders are one of the loose ends I am working on. Currently, the order allows training to squire. A squire can then be promoted to a specific knight order, one per every religion (agnostics are not in for now). It will require appropiate state religion, I am trying to find a way to link it to unit's religion as well. I want to limit it to 1 per unit.
If you have any names and abilities proposals, please post them. Currently I have law knight, sun (light) knight, brass knight, green knight, knight of shadows, knight of overlords, black knight and dragon knight (CotD special one)
Most of the names could use improvement, plus abilities are non-existent yet. I plan to add anathemas and quests, but that will have to wait...

I do not want that any units start with squire, but paladins (should paramanders and eidolons too?) will start with it if build in city with knightly order. It will allow them to become mounted units at will :)
Thanks for the reply. Iam really enjoying the mod.BTW are you planning to add the equipment building to orbis also?
destroyed the lair a goblin assassin and a wold spawned on the volcano tile. The goblin was able to attack me so it died but the wolf just stayed there on the volcano tile.So each turn it will warn me that there is an enemy near my settlement, which is annoying. :(
Currently no plan for equipment. And I hope that one of xienwolf's fixes will prevent the situation you described.
 
Yes, well I had the Teutonic Knights in mind when I posted about Prussia. As a Pole, I'm sure you'd rather not see any Mongols in your game. :lol:

Actually in regard to 'barbarian' Orders, you might have one where instead of forts spawning and being available to be capture, they'd have a defender and from their would spawn units from those forts.

I do like the idea of training up to Paladin.
 
Black knights? I personally think that Dark knight, chaos knight, and Infra-blacks sound cooler :). Law knights can be Champions (recycling is good). Btw, can we expect to see some more ninja's in this game? Edit: how about calling sun knights Templers?
 
Back
Top Bottom