Orbis - the original thread

By the way, I've just saw that there's no space for more corporation icons in the city view, and my new icon is visible in worldbuilder only, it doesn't fit on the city panel :(.

That is one of the reasons I think of getting rid of one of the corps. You can fit more (I managed to get all 16 there) but you have to edit CvMainInterface.py (resize the icons and reduce spacing).

@Isotope
I tried blimps and the odds show fine for me

far_wanderer said:
They have a lot of techs, especially later ones, that don't do anything for them but can still be researched. Rage in particular.
That is true for many civs that do not have a unit at some techs, especially late ones. Arquebuses for Ljosalfar, Rage for Bannor, some of it was in unmodded FfH. It is possible to disable them for particular civs if you guys think I should.
Ironworks are great for any civ, but it costs more than most world wonders. True, combination with other two is powerfull, but I want high production to be Mechanos feature. And both Ironworks and Steamworks are national wonders. In total, you can get +95% more in one city than normal civ (+20% compared to khazad with overflowing vault).
far_wanderer said:
The Mechanos currently have no use for the mana that comes from unique features or their palace.
Enachantment mana gets them a happy face, and earth mana increases discovery chance. Both quite usefull. I do not want to remove extra resources for balance (they still help) and add refined mana for the same reason (just one is required for smelter, plus it increases strength of all mechanical units).
far_wanderer said:
Because Giant Spiders are invisible, non-recon units can walk up to their nests and explore them without having to contend with defenders. Other than that I really like the lairs. You might want to have them start with a held defender, though, my second game I took out a griffon nest on turn three before any defenders had spawned (got the free griffon result too).
Yeah, but I would not call exploring spider lair safe...
Most of normal lairs (barrows, ruins) start without defendes, too. But as having animal lairs nearby is not so dangerous, and neither is exploring them, adding initial defender is a good idea.
Treasure chests are on Kael's things to do list. I did not touch this part of code (and they worked fine the few times I explored one).
Gate to Underdark does not spawn anything, but I think there is such result possible from prospecting/breeding. But Minotaurs are flavorful idea ;)

Blessing of Amatheon
The few options checked in by default date to the time Orbi was my personal mod and I just permanently checked in the options I use most of the time. It was not intened for the release version, but I forgot to remove them and as no one complained I did not change it later.
Currently checked in are:
  • City flipping after conquest
  • Wildlands (double animals)
  • Blessing of Amathaon (double resources)
  • Living world (double events)
  • Flavour start
If you prefer one or more (even all of them) removed from the list, just let me know.
 
About gates to underdark: I think it could be cool to have it as a dangerous feature; to allow it to spawn minotaurs and spiders from time to time, so you have to guard it. Also I don't remember, is it explorable? It should be extremely dangerous but net good results (almost like balseraph arena: ~50% chance to lose unit, if it survives it gets nice loot/loads of xp).
 
Regarding Spider Nests, yes, you can explore them, but the Giant Spider is still there and when you move away you will have to deal with it, along with anything else you have set loose. An interesting variation on this is when you unleash a boss spider. The only real oddity is when you get a 'pet' spider that you can't see.
 
Ho, I've played a few games as Illians and they should be fixed somehow (priests).
For now they have EACH time 3 units which can summon and cast heal in uncountable numbers... Well, I thought there were national max. limits for top tier units for other races, so there's the problem. I'd suggest you to give those "named" priests for the first time you complete the ritual and it's completed once, but it unlocks lesser rituals which give you these "unlimited" priests which are weaker (like usual priests).
Those 3 should keep names and if they die there're 2 options: 1) they are gone; 2) Each one is a national unit type (with max.1) and they can be "reborn" in experienced priests (like lvl. 4 or 6 requirement to upgrade like you do with usual priests).
 
I was thinking about something that came up while playing the Mechanos, and I'm unsure if it's an intentional thing or not. A couple of the major buildings, well specifically the 'Aquea Scuellus'-- I think that's the spelling-- can't easily be built by them. Unless I'm missing something at least.

Further, it seems that except for conquering other civilizations that happened to have built the right Mana Nodes, it's impossible for them to win through the 'Tower of Mastery' track.

These are just a couple of observations, but...
 
Another sugestion here: Ritual "The White Hand" gives you 3 usual cool priests. After that you can build "normal" illian priests as other races do with their. This ritual wasn't supposed to be repititive and it basically lore-wise unlocks further Auric's ascension, but it can allow you to train priests after you get your 3 "high priests".
 
I have chosen the simplest way - you can only have 3 priests and 3 high priests of winter at any time. If you have less than 3 priests, you can build another.
As of now, you can research priesthood, build all 3 priests allowed and build the white hand ritual after that - and you will end with 6 priests. Unfortunatelly, I do not know how to limit ability to build them to only after the ritual completion.
Heck, you even cen get 9 priests total: build 3 priests, research needed tech, upgrade them to high priests, build another 3 priests and complete ritual after that - but that may be not the best strategy ;).

If you are willing to test, here is patch d
It does not break saves, but requires reinstallation based on FfH updated to patch o.
 
latest orbis. CTD when trying WB. Interesting, did not happen at start, but later... ( eg turn 170 epic)
 
here you go, i think this is definitialy a CTD. if not im going to be very depressed cause it means my computor is crap. just end the turn and it should crash.hope this helps cause this mod is way better than ffh2.
 

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Priests of winter can be build - req priesthood, temple of the hand, cost 120 hammers
Oh thank you :).

Another suggestion about elephants and horsemen... I think -40% is too much for elephants. Also elephants can be (theoretically) used as siege weapons (breaking palisade etc.) so I suggest to give elephants more city attack (like -20%) but much less withdrawal chance ( I mean, running elephants? You can cut their legs and they will fall, horses are faster ).
 
here you go, i think this is definitialy a CTD. if not im going to be very depressed cause it means my computor is crap.

Good news, I got a CtD, too ;)
I do not even ask what your computer specs are. It takes a looong time to complete a turn from your save on my machine...

Anyway, I have found a cause. Broken art reference...
Apply the quickfix below and you should be fine.

@Deon
Ok, I have increased the penalty after seeing what knights can do with city defenders. Did not really test the elephants. I will get the penalty down to -20% and withdrawal to 15%.
 

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Hello!

Im pretty new to this mod stuff but will this work if I have Fall Further installed? It looks like these two mods do some similar things. Thanks!
 
I have installed Orbis 020 with FFh2 patched to o and patches orbis with patch d, but i can't see one of the units added in the other patches in the civilopedia. Do i have to install every single patch and does it have to be in the right order? And if it is so, where can I get the other patches?
 
thanks ahwaric. i think that was what was causing the last ctd i gave you. within those three turns i think i did build a beastmaster. between the two saves every setting was the same except difficulty. will this micro patch work with patch d? i havent opened the file yet cause im at school but where an i going to put the file?thanks again for the quick fix.
 
@StormbringerGT
Orbis is FfH 040 o only. It uses it's own folder, so you can have unmodded FfH, Orbis and FF installed and play them, but Orbis is not based on/compatibile with FF.

@Deon
Strange, all these are in Orbis text file and work fine in my game.

@likedeeler
You have installed it right. This unit might have "graphical only" tag. What unit is it - I will look into it.

@coreybowman
Quickfix has to be unpacked on top of the last patch. So, if you have d (c will work too), just unpack the quickfix to your Orbis 020 folder. It is just one file (should overwrite an old one) and has the right folder structure. Then you will be able to continue the game.
 
Banana affinity. Sheer genius. :)
 
Kael proposed Banana affinity back when he he first implemented the BtS version of affinity (which allows affinity from any resource, instead of having a tag for affinity from each mana type.
 
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