Orbis - the original thread

This is great and all, but I have some issues.

The AI gets worse with this mod. For some reason, some civs skip completely essential techs like agriculture. I doubt that can be hard to fix. When I already have iron working, without aiming for it (as in I went for a lot of the other techs too), Tasunke still doesnt have agriculture researched. Sometimes, other civs like the Grigori sticks with pacifism the whole game. I can kind of understand (but not really), but Cassiel sticks with it while having the a numerous military.

Another annoying thing is that Auric starts building Samhain right from the start, resulting in being way behind and sucking the whole game.
 
The AI gets worse with this mod. For some reason, some civs skip completely essential techs like agriculture. I doubt that can be hard to fix.
Well, I do not know how to change it and what exactly is causing it. I did not change any flavors for agriculture and the only real changes I made was to lower the cost and increase AIweight... I did not mess with the AI really.
If anyone have any ideas what is the cause, I will be obliged :)

Another annoying thing is that Auric starts building Samhain right from the start, resulting in being way behind and sucking the whole game.
Same here - only change to the rituals was making white hand repeteable. I think of adding mysticism requirement to samhain, as even in unmodded FfH Auric builds it quite early...

Edit:
I suspect Kael weighted AI heavily towards cottages & towns (is there such code? if so, anyone knows where?). In unmodded FfH you can't build towns without knowing agriculture first, while Orbi has no such requirement. That is why AI tends to skip agriculture, as it is going to build cottages anyway.
The problem is, towns are a bit too good to be true. I hate cottage spam anyway, so expect a nerf.
 
After a really long game, that ended in time out, playing as Malakim I've only encountered two bugs. First the Clan of Embers ranger unit seems to be missing the goblin graphic (panthers still show up though).

Second is that all the Cultists (OO priests), and one oddball druid, started out with Mutate as well as their usual spells. A few units also started out mutated. And I also got the Chaos Flare event two times. There seems to be a "hidden" chaos mana effect somewhere. Not a single wizard I built had Mutate though so I guess the trouble is with units starting with channeling 2. All druids or priests that I upgraded from other units only had the usual spells.
 
in my came I had on red dotted ranger but luckily he got killed, so no bug:)

Cottage industry for AI is so prevalent that AI ignores bananas, spices, etc even when AI sees them - builds cottages on them.
 
First the Clan of Embers ranger unit seems to be missing the goblin graphic (panthers still show up though).
Found little bugger. He will join his cats in 015a.
Second is that all the Cultists (OO priests), and one oddball druid, started out with Mutate as well as their usual spells.
Mutate is OO priest spell, so all cultists start with it. Druids upgraded from cultists retain the religion, so they can still mutate other units...
Also, neither priests or druids have channeling in orbi.
A few units also started out mutated. And I also got the Chaos Flare event two times. There seems to be a "hidden" chaos mana effect somewhere. Not a single wizard I built had Mutate though so I guess the trouble is with units starting with channeling 2. All druids or priests that I upgraded from other units only had the usual spells.
Seems that you have one chaos mana... In situations like this, save is invaluable. Please post one if you can.
Also, refined mana has small chance to mutate units.

I really want to fix cottage bug, but it can take some time - so far no idea where it is coded.
 
hello
very pleasant modmod
tried the meccano
Ai was building a lot of useless forts with commander (erebus map) nearly one next to the other
 
Heh, figures that I missed the memo on new spells. I really need to read through all the information you've posted instead of jumping into the game. I had a refined mana node.

Well I guess that just proves that you're bloody good at putting your mod together. Just finished another long game as Calabim, and still no sign of bugs. :)
 
This is great and all, but I have some issues.

The AI gets worse with this mod.

I beg to differ. Invading AI territory is a pain in my arse due to the massive numbers of fort/castle/whatever.
 
good work
I'm DL'ing atm and will spell check
EDIT: KotE tech rafinery spelling, Adeptus text, Techpriest text...
 
I beg to differ. Invading AI territory is a pain in my arse due to the massive numbers of fort/castle/whatever.

Thats true, but you can also use the forts to your advantage. Even then, forts are still annoying. But other stuff get worse. I am not that good of a player, and I am playing a monarch game right now. My score was way higher than everyone else. I needed to give most civs agriculture and all of them mysticism (forgot what it was called, but the one that lets you build elder councils), then put elder councils in all of the AI's cities. Then, I connected their capitals to rivers, then put levees in them, and levees in all other cities with river access. Then I finally put courthouses in all the cities and gave some AIs with a few cities a city and some workers with city guards and some buildings. Only then did they started catching up to me in score and power. I did all of this because I didnt want the game to be another game where I already know I will win and I just have to mop up. But I am glad that forts that the AI seems to love even in vanilla become useful in this mod.

More feedback: I am experiencing hordes of griffins. My hunters cant handle them, and when I explore their nest, I am getting leaders with 3 other griffins. Sometimes, for some reason, I get guardian vines with pack leader and heroic defence 1. No move. This is pangea, and its killing me having to deal with them killing my exploring hunters and my army out of my territory while having to deal with the hordes of other barbarians who recently upgraded themselves into archers, axemen, and hunters etc...

Keep up the work :goodjob:
 
Shouldn't treasure chests disappear after the first time you open them? I usually have to open a chest 4-5 times, getting more gold or an artifact each time, before they finally disappear.
 
Somehow the obelisk event is broken. I selected +2 health but it was not applied to my city. It appears on the building list but not at the top in the health summary! Any idea what is causing this?

Al
 
No problems with that here.

When I build the siege mage, the game crashes, when I click on it in the civilopedia, I get the attached error. I'll try reinstalling to see if that helps matters.

Fresh install of FfH and Orbi Mod, still have the same crash.

Also, with the Mazatl, I can build the monastary, but not the sacellum of omorr. When I build a monastary or place a sacellum of omorr in one of my cities using worldbuilder, I can't build wyvern guardians. They actually don't even show in my build list in the city view.
 

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Hehe I swear this modmod keeps getting better and better!

Discovered the craziest thing that I didn't know was possible. Am playing as the Balseraphs and built a plantation IN a jungle!!!

What other cool surprises should I be aware of when it comes to building improvements? Other than mines and plantations, what else can I build in jungle and/or forest?

Thanks :)

Al
 
Ahwaric made a handy list of what improvements that can be built in forest/jungles. It's in the documentation pdf he linked to in the first post. A lot of good stuff in there, that it's almost like a FAQ even.
 
Hello folks! First off all: thank you Ahwaric for creating auch a great mod - played the 0.15 version with amurites for abaout 600 turns now; the game just feels great.
But there is a question i do have in mind and that i'd like to post before trying out myself and probably messing my game: is there a way to play the actual "Fall Further" mod together with your Orbis mod?
Thanks in advancew for an answer!

Joerg
 
Shouldn't treasure chests disappear after the first time you open them? I usually have to open a chest 4-5 times, getting more gold or an artifact each time, before they finally disappear.
They do. I just tested.

When I build the siege mage, the game crashes, when I click on it in the civilopedia, I get the attached error. I'll try reinstalling to see if that helps matters.

Fresh install of FfH and Orbi Mod, still have the same crash.

Also, with the Mazatl, I can build the monastary, but not the sacellum of omorr. When I build a monastary or place a sacellum of omorr in one of my cities using worldbuilder, I can't build wyvern guardians. They actually don't even show in my build list in the city view.
Siege mages work fine, too.
Are you sure you installed it on BtS 3.17 and FfH 34H?

The sacellum & guardians are my bugs, I will correct them in patch a.

Somehow the obelisk event is broken. I selected +2 health but it was not applied to my city. It appears on the building list but not at the top in the health summary! Any idea what is causing this?
I am not sure what is the cause... I did not do anything that could break this, I think. Need to look into this further (as the same applies to fresh water bonus from aqueduct...)

Hehe I swear this modmod keeps getting better and better!

Discovered the craziest thing that I didn't know was possible. Am playing as the Balseraphs and built a plantation IN a jungle!!!

What other cool surprises should I be aware of when it comes to building improvements? Other than mines and plantations, what else can I build in jungle and/or forest?
I only enqabled plantations in jungle. Jungle is not that great, so I do not think it is overpowered and penalty from starting in jungle is lighter this way. Also, I think it is quite common to leave/plant some trees when establishing plantations plantations ;).

Ahwaric made a handy list of what improvements that can be built in forest/jungles. It's in the documentation pdf he linked to in the first post. A lot of good stuff in there, that it's almost like a FAQ even.
Well, I still need to add some stuff. Also, it badly needs updating to 0.15. But I think it helps a lot :)
On the other hand, I plant to finally add more info to pedia to make external info less needed.

is there a way to play the actual "Fall Further" mod together with your Orbis mod?
Thanks in advancew for an answer!

Not really. I do not use custom dll, so it is possible to merge the two mods, but it is not easy. Also, many thing work differently here than in FF, so it would need a lot of rebalancing and deciding what to do with overlapping features.
I considered moving to using FF as a base, but considered that the mods are a bit too different. Also, it helps me to isolate my bugs :)
Moreover, I can't even run new version of FF as it is not Vista compatibile...
On the plus side, I plan to add more stuff from FF - I like many of the additions (but not all of them). Improved Elohim, spell spheres and some of the promotion stuff added by Xienwolf are top priority.

I will try to release patch a today or tomorrow morning. Sorry for the delay, I got final exam (or rather the one before the last ;) ) yesterday. But I keep working on some new art on top of the fixes in my spare time :)
 
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