Orbis - the original thread

WoW! New Orbi mod yay! Am reinstalling Civ 4 and XPs but Warlords says - Cyclic Error Redundancy. :(
 
About 150 turns in and everything's running very nicely. Really like the added leaders and espionage so far.

One minor bug to report is that if you click on a city, the emphasize buttons for great persons and avoid growth are not visible or clickable. This also applies when selecting cities through the domestic advisor screen. You have to actually enter the city screen and then they'll appear.
 
workers automation does not seem to work correct, once they have finished the improvement they stop automation, this also happens when they do just walk around, with every points of movement lost, worker automation does seem to stop :S

also can build the ratcatcher unit at start..

thank you for all the great work on this modmod
 
Patch A is out
It fixes most of the above problems:

Added missing Orbis icon
Fixed missing unit capture text
Removed test promotion :blush:
Ratcatchers require poisons tech and guild in the city to be build
Religion advisor shows all religion options, including no state.
Moved mana bar to not collide with espionage slider
Added growth control function from Flavour mod (emphasize buttons should work fine now)
Winery, camp, fishing boats, whaling boats, watermill get +1 :food:
Reduced yurt upgrade time to 20 turns
Goum gets extra 1 :food:, horseback riding grants 1 :hammers:
Guild of endavors moved to architecture
Scion councli members will not get multiple popups

I ahve updated main download, too, so if you did not get the old version patch a is not required (but it will not hurt ;)
 
After I finish up with Osatra rituals here, I look forward to installing and playing this even if I do have to abandon a game I'm playing.

One thing, though, since I know English isn't your primary language. I'd change the name of Volva since it's way to close to Vulva. Even to English speakers, the difference between Vol-va and Vul-va is way to close. :eek:

Perhaps Volava? (As in Vola-va and not Vo-Lava - although maybe it would better as Volahva, Vol-ah-va)
 
If scouts or workers move across an improvement they stop their automatic explore or building

same for every automated movement, religion and coörperation spreaders aswell
really anoying
Ok, I think I might have fixed it. Try the attached file (you need to replace Orbis CvGameCoreDLL.dll). It does not break anything,.
Let me know if it worked

One thing, though, since I know English isn't your primary language. I'd change the name of Volva since it's way to close to Vulva. Even to English speakers, the difference between Vol-va and Vul-va is way to close. :eek:
The name comes from Völva, norse priestess - http://en.wikipedia.org/wiki/Völva
You are right, the names are simillar and is not something I intended... You simply have too many latin words in your common language :mischief:
Would it help if I call her Völva, Volve, Vølve, Wolva or Wolve?

Volahva might pass, though for me (and possibly other slavic languages speakers) it sounds as an indication that she is married to an ox ;)
 

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Thnx, the worker problem was very annoying to my recent Amurite game (in game footage: I realize that the worker I built at turn 40 had only built a road, 2 farms, and a cottage after 150 turns). The ratcather problem also bothered me in the way that you could build a uber scout that could never get caught from the beginning. As if that was not ennough, I started from a jungle with no mana node around for miles on end.
 
You are right, the names are similar and is not something I intended... You simply have too many Latin words in your common language :mischief:
Would it help if I call her Völva, Volve, Vølve, Wolva or Wolve?

Volahva might pass, though for me (and possibly other slavic languages speakers) it sounds as an indication that she is married to an ox ;)

Well as a follower of Asatru, one of the reasons Vulva has that definition is because of it being the name of a Goddess. English is filled with things like that of which most people don't notice.

I mean most Americans probably don't realize that Tuesday through Friday are named after Norse/Germanic Tyr/Tiws, Odin/Wotan and Freya/Freyja! Of course most Americans don't understand the symbolism around Christmas of the holly and the mistletoe and tend to be grossed out when I tell them the older symbolic meaning. :eek:

However, as a relatively good German speaker I'd go for Völva or Vølve would be nice as well. As for to much Latin, it is held rather commonly that the reason English survived was due to the fact it was held in such low regard that it wasn't even worth trying to rid of. So when you are in the 'gutter' as languages go, why not steal what you can? That and being a mish-mash of Celtic and Anglo-Saxon, then conquered by the Norse and then the French doesn't do your language any good. :p

As for her being married to an ox, maybe Her God is just hung like one! :lol:
 
BTW, thanks for allowing the gifting of units. A lot of times it's just easier as well as strategically sound to gift the defensive units you had in cities you turn over to a vassal. That and gifting workers is always nice.
 
"My god, it's full of features!" - Mod Odyssey 2009

Next major update of Orbis might be focused on filling out the fluff, aka Civilopedia entries? The mechanics are excellent, and I don't know how much more you can add to them without needing to reinvent yourself. Perhaps now's the time to breathe some "life" into the mod? Just give a holler if you need help with filling out any entries.
 
So when you are in the 'gutter' as languages go, why not steal what you can? That and being a mish-mash of Celtic and Anglo-Saxon, then conquered by the Norse and then the French doesn't do your language any good. :p
And roman rule before added it's share, too.
But I think all languages influenced by western christanity got their share of latin. It was a language of educated people until renaissance and reformation.
It is interesting how words travel from language to language, i.e. I was suprised to learn how many words in Polish have Gothic/Eastern Germanic ancestry.

Back to our female dwarf, I think I will change her name to Völva. Tried, it works. Unfortunatelly, ø shows as simple o.
By the way, should Laggs (Gothic word for "long" by the way ;) ) get dwarven promotion on his units? Much of his crews are dwarven ;)
"My god, it's full of features!" - Mod Odyssey 2009

Next major update of Orbis might be focused on filling out the fluff, aka Civilopedia entries? The mechanics are excellent, and I don't know how much more you can add to them without needing to reinvent yourself. Perhaps now's the time to breathe some "life" into the mod? Just give a holler if you need help with filling out any entries.
That is a good idea. I wanted to add pedia entries for a long time already, but mechanics always had to come first.
I have no immediate ideas for new features that I would like to add. I need to finish Engineering corps, naval academy and add special academy for archers, but that is not much. Illians and Scions need special knight, some of existing ones could use some improvement.
Also, I really want to work on the AI. In 0.22 promotions work the same way as in FF, so not much changes required here.
There are some FF features I like, but I have to be carefull to not add too much. All Orbis/FF things in one mod would not be fun I think.
Anyway, I have urgent real life work to complete till Easter so I will keep on bugfixing in the next few weeks. Some rest would be good, too, so no plans for big new shiny things in next few weeks.

I will probably write some pedia entries, but if anyone has an idea and wants to write it down as a pedia entry, I would really like it. I reserve myself the right to edit it a bit to better fit the picture I have in my head. And to change it to the pidgin english dialect mine are written :rolleyes:
Corrections of the language used in already existing entries would be good, too.
Now that I think of it, a specific thread would be good for it. Need to work on it. For now, you can always post it here or just send me a PM.
 
Features I can help you add (and already have the code for):

Enhanced resources. Industrial resources that add +5% hammers. Happiness resources add +5% Commerce. Food resources add +5% food. This gives more reason to collect (and trade for) resources.

Fluid great people. Each GPP spawned increase the amount of GPP everyone needs by some amount. GPP required goes down by a proportion each turn. So one person can "hog" the great people, yet GPP never become rare like in late game. Plus there's more reason to spread out GP production.

Holistic culture. Cities generate culture according to their current nationality percentages and culture spreads through trade. This means border cities are not the only one that play part in the culture wore: Core cities help keep the border cities pure. And core cities won't be safe because encroaching culture will have a head start. This makes the cultural victory condition obsolete and replaces it with something much more natural.

Changing the research/weath/culture processes so that they have permanent effects, allowing one to indefinitely boost a city (though with dimnishing returns).
 
Really like the work of Mylon! The multipliers of resources make them important for the empire as a whole (and the corporations really powerful :)) Think it would be a great addition to Orbis!
 
well i would like to write some pedia's, but then i need to studie some story lines, wich will require some time.

i could come up with several new features you could include :P and most of you would actually like ^^ i guess

the workers work automatically again :D thank you so much
 
Features I can help you add (and already have the code for):

Enhanced resources. Industrial resources that add +5% hammers. Happiness resources add +5% Commerce. Food resources add +5% food. This gives more reason to collect (and trade for) resources.

Fluid great people. Each GPP spawned increase the amount of GPP everyone needs by some amount.

Holistic culture. Cities generate culture according to their current nationality percentages and culture spreads through trade.

Changing the research/weath/culture processes so that they have permanent effects, allowing one to indefinitely boost a city (though with dimnishing returns).
Resources - I am not sure if corporations + described effect is not too much. But in general, I think it is nice. Maybe limit the effect to 3% or just add some small yield (like 1 :hammers: per every copper instance)

Great People - I am not sure. I think that having one cultures influence other chances of getting GP might be too hard on the ones weaker in this field - basicaly philosophical etc take all. Also, Grigori world spell would end up useless.
I agree that late game uit is really hard to get a great person, plus it is currently best to have one GP city farm.
But maybe lower the treshold, so the next ones will not be that much more expensive?
They need to be somehow, late game there are many ways to gate these GP points.

Culture - nice, but would it not make foregin culture cities foreign for ever? I think the current way of changing culture is good. But culture from trade sounds interesting

Processes - currently they are not that usefull, might use some improvement.

In general nice ideas, I will have to take a look at your mod.
But as I have already said, new big features are on hold due to my work, so you would be on your own adding them ATM. But I am byno means done with Orbis :D
well i would like to write some pedia's, but then i need to studie some story lines, wich will require some time.

i could come up with several new features you could include :P and most of you would actually like ^^ i guess

the workers work automatically again :D thank you so much
There is no hurry :)
And I always like new feature proposals.

Regarding automation, thanks to you and Tayschrenn
I never automate my workers so I missed it (and it was in 0.21). Plus Tayschrenn's info that automation stops at improvement allowed me to find it quite easily :)
 
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