Orbis - the original thread

But I love the general "ambient" of a dangerous world :-)
i totally agree :)

jup spiders are nasty thing's. i usually send 2 warrior's and a scout with a settler.. often good enough, sometimes not good enough, it's a risk ;)
 
Time for the last patch in this year, to finish unfinished buissness :)

You can get it at the usual place
Thanks to Alzara, I have added a link to patch k. It can be usefull when Kael updates FfH to L and beyond.

Thanks guys for all good words and all feedback, even if not all info was good to hear;)

As for the recently posted problems:

Treants are normal FfH result. Orbi is even more forgiving, it is easier to get a good result here and harder to get a bad one.
But after all, Erebus if a tough place. Hell, ice age and stuff, so what you expect... ? :P

I did not ecounter the enormous number of units thing. Just good defenses. I will test it some more though, especially on non-scenario maps.

Income penalty is a nice idea, but no idea how to code it ATM. Sorry :(

Ok, I need to be brief, time before midnight is short. Have a happy new year everyone!
 
Thank you for updating, :)

is FfH really that hard on results then... for i most of the time get negative outcomes out of the lairs... especially many plague's ed. even with orbi

Happy New year to u2 ;) and to the rest of you of course ;)
 
Happy new year to everyone!

First I would like to say this mod looks awesome and am really looking forward to trying it out. However, I am unable to get it to install correctly.

I am running Vista and FFH is working fine but get the following error when trying to install this mod; "The source file "\Mods\Fall From Heaven 2\*" does not exist".

Civ 4\FFH is installed in c:\program files\sid meier's civ 4\bts\mods and is updated to the latest patches and versions. I have tried installing orbis in both the default option c:\mods\orbis 020 and in the civ 4 mods folder and the ffh folder just in case and have had no luck.

Any help would be greatly appreciated. If i just install it in the civ 4\bts\mod folder and fix the shortcut it will attempt to load but then receive continues errors and fails.

Thanks in advance! (I really hate vista sometimes)
 
Civ 4\FFH is installed in c:\program files\sid meier's civ 4\bts\mods and is updated to the latest patches and versions. I have tried installing orbis in both the default option c:\mods\orbis 020 and in the civ 4 mods folder and the ffh folder just in case and have had no luck.
Make sure that
1. Your FfH folder has default name (\Mods\Fall From Heaven 2). Orbis is looking for this folder in order to get all necessary files and copy them to Orbis 020 directory.
2. You should install Orbis to the same main folder as Fall from Heaven (mods/Orbis 020), and it should be the same folder as final frontier, age of ice etc.

Thanks in advance! (I really hate vista sometimes)

Don't we all...?
I work on Vista so I think, this time, probably some directories names/locations are not right and that is causing the problems.
On the other hand, I have both custom directory on another drive for civ and UAC turned off, so I may be not affected by Vista's annoyances.
 
*Sigh*
Really weird, I have had my share of problems with vista installs but never to this extent. I must be missing something simple. Followed your instructions to the letter and still get the error during install. This is the install path "C:\Program Files\Sid Meier's Civilization 4\Beyond the Sword\Mods\Orbis 020". That is the same folder all the other BTS mods are in including FFH.

I also double checked the naming on the FFH folder and it is correct as well. I even made sure all the folder permissions were correct to be safe.

Could it have anything to do with the fact that my default Civ 4 install is in a different location? I also do not have it installed with the \Firaxis part in the install. I doubt that has any bearing unless the install package is hard coded to look for that as part of the default path.

Sorry to be such a pest but am really looking forward to giving this mod a shot. :-)
 
well, don't have problems with vista anymore... used to on earlier versions
based on what you say, it should work. it's like mine (except the firaxis part)

Could it have anything to do with the fact that my default Civ 4 install is in a different location? I also do not have it installed with the \Firaxis part in the install. I doubt that has any bearing unless the install package is hard coded to look for that as part of the default path.

don't think so, i actually believe kael said it doesn't matter... so for orbi it shouldn't either
and since FfH or any other mod does work, it seems very unlikely

i'm sorry i can't really help you... good luck
 
Mine directory for FfH is
F:\Civilization IV\Beyond the Sword\Mods\Fall from Heaven 2\
and for Orbis:
F:\Civilization IV\Beyond the Sword\Mods\Orbis 020\

The exact path does not matter. Only the target folders do. So, you have to have a folder Fall from Heaven 2, and Fall from Heaven 2.ini, Assets folder and such should be directly in it (and not in another directory inside it).
Same applies to Orbis 020, but as you say you have problems with install, I would double check if your FFH directory is as it should be. Even to the point of removing FfH and installing again.

Sorry if it does not help you.
Also, you may do manual install.
First, copy everything from Fall from heaven (after updating it to k) directory to a new Orbis 020 directory in the proper location. Then, install Orbi to a folder on c or any other disk, i.e. C:\Orbi.
Now, run patch b file and install it in the same folder (if asked if to overwrite, chose yes)
Now, move everything from Orbi folder to the Orbis 020 folder, overwriting if necessary.
It should be ok. You will not have a link, but you can create one or just run the mod from BtS menu.

To create a link, make sure the path ends with: Civ4BeyondSword.exe" mod=\Orbis 020
 
After reading a post in the non-orbi forums, I did a test with loyalty. I think Law I is really pointless now that it makes your units kill themselves rather than turn barbarian - it would be fine to kill themselves rather than convert to another civ. I was wondering what your thoughts were on switching it back to the way it was before? And have loyalty protect against having the enraged promotion. I think having the AI work your units is a cool concept, but there should be something to protect against that, and loyalty would be a good spell here.
 
Ahwaric,

Thank you for the help! I ended up doing the manual install and it worked great (well made it to the start screen at least). Will be starting a new game tonight and looking forward to it. Haven't played FFH in a very long time and miss the endless "wasted" hours of enjoyment. :)
 
Happy new year to all of you

Thank you sio much for the dedication of the modders , Fall from heaven and modmods ...

Orbis: i can't start any research or build any units, apart from yhat it semms to run
 
Try this.
I have added a note in first post to warn other people.

@sputnik323
In Orbis 0.20c:
  • Loyality spell removes enraged promotion and grants loyality promotion.
  • Loyality promotion makes unit immune to enraged, but has 25% expire chance
It will provide a way to fight enraged, while still making crazed/rabies promotion risky. Your law adept better keeps an eye on afflicted units.
 
Hello.
Thanks a lot you for your mod. At first I had the same problems as mtrevorrow (with XPSP3) but with manual installation it was solved.
Really hope to see your modmod incorporated in Fall further (I love the idea of corporations and guilds with the same funcition as in vanilla bts. Hope to see spionage aswell.)
Some comments after an hour playing this mod:
-Religion in cultural values seems unfit having a whole branch dedicated to religion.
-Mechanos cannons should use the artillery design or some of the cool W40k artillery.
-Mechanos Refinery for mana is cool, and the graphic is awesome.
-Smelter with Mechanos seems unfit. I'd rather go for factory.
-Being able to obtain power as Mechanos unique feature.
-Mechanos needs more mechanic units and less vanilla civ human units. Something among W40k.
-Troll slayer is awesome.
-Unique religion civics for each one really flavour the game.
-Serfdom is overpowered (+20% to food is too much).
-Citadel's graphic is awesome.
 
Nice to hear that you like Orbi.
Unfortunatelly, I do not plan to convert to FF.
While I really like many of the additions, othere I do not, so I will stick to FfH as a base. But mostly, I do not have the time to convert and then balance everything on a new base...

And now to specific suggestions:
Mechanos - they are not really finished and I agree with your suggestions. In fact, my main inspiration was Arcanum, together with WH 40K. Unfortunattely, there is not much art fitting them and I will try to make some of my own, but that takes time - and I am busy with other fixes... But I promise to myself to work on them soon ;)
I want mechanos to be a civ that when encountering a big demon, just carry a bigger gun :)
Power - now that is an idea...

Religion in cultural values is completly different aspect of well, religion. It just indicates that religion is really important for the society, while religion category just adds some religion-specific effects. Combination of religion and neutrality/humanism is a bit weird, but that is not the only such combination, plus I do not think I would like to use religion civic with them

Serfdom - is it really so overpowered, people? I rarely use it, prefering guilds. But if you do think it is too much, I will drop it to 10 or 15 %
 
You could ask someone of the fall further team if they want to help you to incorporate things.
Serfdom - is it really so overpowered, people? I rarely use it, prefering guilds. But if you do think it is too much, I will drop it to 10 or 15 %
I just glanced at the civics. I using my laptop so I can't make sure of it but if I remember it right, you could combine Serfdom with Agrariarism.
 
A few bugs I noticed:
Gorilla builds gorilla hut but the button is called "Ceate tiger den", for tiger it says the opposite (however the result is ok).

A unit can get a lot of "totem" promotions. My hunter had spider promotion and he got a tiger one from a den. It seems to be very powerful (however it may be a feature not a bug).

Animals can get totem promotion. I had a gorilla with gorilla totem promo xD.


Suggestions:
A suggestion about hunter event. It allows you to buy everything but bears. If the bears were in it could be a way to build a Menagerie in populated maps. If you can, add a bear in the list please.


There were other minor bugs I noticed. I will post them if I remember.
 
Serfdom is fine relative to guilds... But perhaps consumption and agrarianism could use a Ahwaric-smack. -1 to towns makes me shy away from agra 100% of the time... towns are to vital in early game to handicap and I don't make that many farms. Perhaps a minus 10% to gold production or a minus 10% to hammers.

Whats the plan with "the gallows"? Perhaps it could be restored to 120 cost and replace dungeons, double speed organized and allow bannor priests to cast a "plus offensive, minus defense"- spell with a medium chance to expire.
That way it would keep in line with the background for bannor berserk tendencies, condemned men trowing themselves against their foes.
 
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