Orbis - the original thread

I think I know what happened. You have installed 0.22 on top of 0.21, am I right? Or uninstalled and did not remove the Orbis folder (that may cause some problems, as Uninstaller does not remove files that were non-existant in base install, but came with patches.
To cure it, either uninstall, then remove Orbis folder and then reinstall and patch. Or remove Orbis/assets/art folder. That should help.

Thanks, that was it. I always forget to remove the mod folder.:goodjob:
 
By the way, why does Deruptus Brewhouse require 52430 breweries? Seems a lot
 
Listening to Narvas from the matrix, I thought it would be an awesome theme song for the opening of orbis. If you haven't heard it a demo can be found here... http://www.youtube.com/watch?v=LInBuEZmEos
I could send you the mp3 if you like it.

Also I had a question? I started a game as Illians (its been a long time), weren't they supposed to have +2 food on snow? It seems stupid for them to be on ice now; they can't grow! (or am I just missing something simple?) Especially with the change in food requirements of having 2 :food: per population. So if anyone knows what I'm missing plz let me know, otherwise I think that desperately needs to be changed back.
 
wow a lot has happend since i last read :)

i think CotD could use some upgrading to... it does not really have much benefit's... perhaps a unit (dragon guard or something)

lately i hear a lot complain's about the illians... perhaps you could add a tech, building, or improvement for them that increases food yields (cause it seems innatural that ice gives much food to me, so it has to be a modification to the tile, and not the tile itself that produces 2 :food: atleast that is my opinion )
 
lately i hear a lot complain's about the illians...

I haven't played vanillia FFH in a long, long time, but IIRC in vanillia FFH Illians have base 2 :food: on snow. And in orbis the :food:/pop is increased... so dropping them down to 1 is giving them a HUGE hit! ... Unless they just stay out of the snow.
 
Also, anyway to disable the minor leaders when choosing "random" leaders? I mean playing against minor leaders sort of doesn't seem fair. Of course I guess it would be nice for going up a level in difficulty and then only playing against Minor Leaders. :D

I second this! And i get annoyed when I choose a random civ and get a minor leader :( ... especially when the start up location is good.
 
Why I as a player should want to be cult of the dragon follower?
What I can get from CotD?
Gains from other religions have been discussed, but CotD remains a mystery so far...
CotD can't be adopted as a state religion by any civ. If you are one of the "dragon" civs and you are first at mysticism, you will get an extra holy city (+1:science:+3:culture:) plus you will be able to get another shrine (free chaos mana, 4:culture: plus 1:gold: per city with CotD). Also, it allows your dragon-believing squires to become dragon knights
Other civs do not get any of the benefits (well, unless they capture CotD holy city) plus they have chance to get unpleasant events from the followers in their cities.
Also, roar (dragon ability) will convert CotD followers within range to dragon's side. Your dragon hero get's another extra :)
Illians do not currently get this as I think that they are too concentrated on the winter thing. I would prefer not to allow them to found CotD (unless I get "converted" by popular request), but I will probably make them immune to cult events. Dragon knights do not seem right (fire combat for ice civ?)
hi i noticed how every resource has an effect on an guild except clam and crabs is this intentional
I wanted to avoid the sid's sushi situation - there are usually plenty of sea resources and the guild becomes overpowered. Also, while fish fits hansa theme, other sea resources are hard to trade over long distances without refrigeration. I do not think they fit any of the guilds. Suggestions?
By the way, why does Deruptus Brewhouse require 52430 breweries? Seems a lot
Because I have written the requirement in cell U266 instead of U275 :blush:
Will correct it in the next patch
lately i hear a lot complain's about the illians... perhaps you could add a tech, building, or improvement for them that increases food yields (cause it seems innatural that ice gives much food to me, so it has to be a modification to the tile, and not the tile itself that produces 2 :food: atleast that is my opinion )
I haven't played vanillia FFH in a long, long time, but IIRC in vanillia FFH Illians have base 2 :food: on snow. And in orbis the :food:/pop is increased... so dropping them down to 1 is giving them a HUGE hit! ... Unless they just stay out of the snow.
Well, we are talking of the world of the living dead, weather manipulations and daemons on the loose and you ask how they grow food on ice. Well, magic... or algae... or polar bears... or whatever.
The change to yields afdfects all the civs and that is intentional.
Illians get 1:food: and 1 :hammers: from ice, so it is their equivalent for plains. No one is complaining about plains AFAIK. You can farm snow, can't you? So every farmed snow tile gets 3:food:, enought to support population point. With sanitation it is more.
It requires fresh water at start, but that is the same for every civ.
Illians are not supposed to have large populations but I think they are fine.
One thing I consider to change is to make tundra produce 2:food: for illians instead of 1.
I second this! And i get annoyed when I choose a random civ and get a minor leader :( ... especially when the start up location is good.
Minor leaders are handicaped at start, but quite powerfull when they grow (can get more traits than other leaders).
But I agree that there should be option to disable them. I will try to do it, but it will have to wait till weekend (and no guarantee I will find a way).
Any other opinions on minor leaders? Balance feedback? Perhaps the penalties on minor trait are too harsh? Or should some/all of them get less/more traits?
 
Did you get it without a knight status? If so, I need more info, possibly a save. There are actually 3 mutiny promotions - one for good knights, one for evil ones and one for emerald. If you change your state religion to one that opposes knight's order (that means AV or Order in case of Emerald Knight), mutiny promotion is gained as long as you persist in your errors. The unit is controlled by the AI and has 10% chance to go barbarian.

No save. I just read some of the Civilopedia to get a feel for some of the great new additions and was a little stumped by this one.

Re: CotD. Do you have any artwork for it yet. The Cult of Cybele ( http://www.nationalgallery.org.uk/c...lectionPublisher.woa/wa/work?workNumber=NG902 ) might make a good picture to use.
 
Re: CotD. Do you have any artwork for it yet. The Cult of Cybele ( http://www.nationalgallery.org.uk/c...lectionPublisher.woa/wa/work?workNumber=NG902 ) might make a good picture to use.
This is an easy one. Cult was in FfH at some point, first as a religion, then as guild. I have mixed it a bit (it is a religion, but founded just like guild did, via event).
The good thing about using cut content, I was able to get all the needed art from FfH itself, thought some comes from a very old version.
So, cult has it all, icon, founding sound and even movie... :)
Not much of the actuall implementation is mine, most are just reintroduced FfH Team ideas or even code.
But thanks for the art link. It might get used for something else or if I decide to expand CotD

CotD is in Orbis for quite a long time, but the event was rarely happening. So I did some code clearing/changing and now it happens every time right civs are in game, or you let barbs build Acheron.
A thing worth noting, even if Barbs found the holy city first, it should move to appropiate civ (if possible) when they get mysticism tech.
 
Oh, one thing I forgot to mention about military unit maintenance: There exists in the XML already an extra upkeep cost. By modifing this XML value for each unit, one can make certain military units cost more gold in upkeep than others. By making early game units cheap to support and late game units expensive to support, one can help counter the stack of doom without causing military-heavy early game to be an economy crusher.
 
Listening to Narvas from the matrix, I thought it would be an awesome theme song for the opening of orbis. If you haven't heard it a demo can be found here... http://www.youtube.com/watch?v=LInBuEZmEos
I could send you the mp3 if you like it.

Nah, The Host of Seraphim is perfect! In fact it's funny while having guest over, I had my iPod playing soft 'emotional' music and it came on and my wife looked at me like, "Is your computer on in the other room?"

Of course now every time I hear Desert Rose on the radio I think somebody nearby just converted to the OO! :crazyeye:
 
Just finished a game as the Sidar. Cripes, what a boring civilization! The fact that I have to sacrifice a lvl 7 unit to create a shade is both a blessing and a curse. On one hand I loose a valuable unit that I invested quite some time in creating, on the other hand Orbis contains a lot of ways to boost xp AND I get a very unexpected bonus from castle farming. Lvl 7 castle commanders can be turned into shades and join any city they can reach in one turn. My cities were pretty insane by the end of the game. :king:

Could shade production be somehow tied to espionage instead? Sort of like a great general for spies? Not very fluffy but the Sidar would be a good candidate for the "Master Spy Civilization".
 
Just finished a game as the Sidar. Cripes, what a boring civilization! (cut) Could shade production be somehow tied to espionage instead? Sort of like a great general for spies? Not very fluffy but the Sidar would be a good candidate for the "Master Spy Civilization".

I'm all for remaking the Sidar a more Asian flavored civ which has been talked about earlier. For me, I like seeing lots of different animations and there are buckets of Asian flavored units out there. However, Sidar doesn't sound very Asian so how about:

Kasumi - Japanese for Mist
Yuurei or konpaku - Japanese for Ghost
Kumori - Japanese for Shadow
Yǐng zi - Chinese for Shadow/Reflection
Méng - Chinese for Mist (would their leader be merciless? :lol:)

Anyway I'm all for changing the Sidar into the Kumori and all that 'inscrutable East' flavor that goes with it. Plus who doesn't like seeing junks on the seas and those archers with the flags on their backs on the field? :D

Plus who wouldn't want to see this for some leader art?
http://forbiddenplanet.co.uk/blog/wp-content/uploads/2007/10/Lucy Lawless Xena samurai.jpg (would need to be rendered into a non-photo)
http://www.oneinchpunch.net/wordpress/wp-content/uploads/2007/09/cole-eastburn.jpg
http://images.epilogue.net/users/ztiev/Matsu700.jpg

In fact, one could probably play around a lot with a theme variant of the Scions where the Scions are called back from the dead, the "Sidar" hide in the Mists to keep themselves separate. I mean Chinese & Japanese culture goes back 'unbroken' a lot farther than European ones. So perhaps the "Sidar" had a way to hide in the Mists so that the Age of Ice didn't affect them as much so they feel superior to the 'lower' Civs and don't want to have their culture contaminated by them. Sort of like the Inhumans in Marvel comics; they would start with one city, perhaps if it could be worked with having a bit of a advanced start, but for awhile couldn't build more.

I mean obviously having a race that doesn't build quickly and wants to be left alone isn't one for much game play. However, you could set it up, similar to the Scions where after a certain time or a certain event or Wonder, a 'paradigm shift' happens to them where instead of being introspective the culture decides that Erebus is to corrupt and the only way to keep their culture 'pure' is to go forth and conquer. So after this event, they'd change from something like Phi/Def to Agg/Ex and get access to more combat units since prior to that they would have been limited to mostly strong recon units.

Again, I'm sure you could (and we probably should! :lol:) have a entire Save the Sidar (from boredom)! Thread and go on about this at length.
 
well ahwaric, how do you actually feel about expanding CotD? I for one would really love it. If you want to, i could help coming up with ideas how to expand.

perhaps you could add even more "minor" religions... all founded by event rather then a research. And all with minor bonuses instead of the greater bonusses that the "mayor" religions grant. like servants of Bahl (orc's), or the brotherhood of mulcarn (illians/doviello) (wich could be opposing) or patria reborn (scions) something for the lizardman (wich would involve sacrifice, bit like the aztec's)

well just an idea
 
Listening to Narvas from the matrix, I thought it would be an awesome theme song for the opening of orbis. If you haven't heard it a demo can be found here... http://www.youtube.com/watch?v=LInBuEZmEos
I could send you the mp3 if you like it.
It is ok, but I like current one better. This one dominates all...

I'm all for remaking the Sidar a more Asian flavored civ which has been talked about earlier. For me, I like seeing lots of different animations and there are buckets of Asian flavored units out there. However, Sidar doesn't sound very Asian so how about:
Well, after some thinking and a lot of digging through the forums and unmodded FfH I decided to go more "central-asia" way. They get persian falvour in base FfH, that I want for Kurios, but there is a lot of space in mountain valleys of Tian Shan :)

I will probably use some japan/china art for them at some point, but I think there is a lot of space for Far east civ. Especially that as you write, a lot of changes would be required to Sidar. I want to change them, but stay true to their flavour.
So, do you people want an asian civ? Maybe we will skip Xena as a Leader, but still...

Edit:
well ahwaric, how do you actually feel about expanding CotD? I for one would really love it. If you want to, i could help coming up with ideas how to expand.

perhaps you could add even more "minor" religions... all founded by event rather then a research. And all with minor bonuses instead of the greater bonusses that the "mayor" religions grant. like servants of Bahl (orc's), or the brotherhood of mulcarn (illians/doviello) (wich could be opposing) or patria reborn (scions) something for the lizardman (wich would involve sacrifice, bit like the aztec's)
I do not mind expanding CotD ;) There is so much flavour we can use...
But I do not want to get qvazillion of other cults. White hand is almost entirelly illian, maybe doviello too. It is already covered by their special mechanics. Servants of Bhall - nice, but one is either orc or follows AV instead I think... The lizard thing would require Cualli - blood sacrifices are not really Mazatl thing...
Sorry for saying no... (well, sor of no) I am against adding something because we can - if there is nice mechanics that makes game better or a lot of flavour, I am all for it. But otherwise, Occam's Razor it is, that is why stewards of inequity had to go. I like their concept and might take another try at them, but 0.21 version was simply dull and meaningless. So got cut to make more space for other guilds.
 
Is this stable enough to be able to finish a multiplayer game?
Does it create its own directory and launch icon or does it overwrite FFH2?
Looks fun I might try it this weekend.
 
A new civilization? Well if you have to. :(

I would be far more in favor of giving Mechanos an asian theme. It's a civ we all know and is fairly balanced, and the change would give them even more flavor. Would be easier to create the fluff as well. Mechanos and Mazatl being civs on their own separate continent. Considering just how different those two are there's probably no love lost between them.
 
New Asian civ would be nice. Lots and lots of more ninjas appeal to me.

Edit: commenting on zombie infestation that we had, I named one of my battlemages Albert Wesker and is planning on mutating him
 
Hello. Great mod! I like it very much.

I have a problem with the updated version. In my games, units are "freezed" with the arms open - they move, but without animations - and sometimes there are no buttons for them in the interface (defend, move, etc). I tried to lower the graphic options, but it didn't work. Can you help me? It's a bit disturbing to play with all my units crucified in that position :lol:
 
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