Orbis - the original thread

@zup
Mod has to be installed in Orbis 020 - I did some UI changes that require correct path (i.e. guildscreen). I have no idea why it points to FF0.42 directory, but it happens. I use Vehem's install script, but I have replacxed all FF references with Orbis.

@sputnik323
I do not plan to change the way religions are founded. If you know how it works, it is quite possible to get the religion exactly where you want it. But you are never sure. I thought about changing it, but decided I would rather not.
I must check Marnok's new mod, but do not think I will add the thing you write about. On the other hand, I will probably add worker experience and upgrades from FF.
I need to think about changes to forts... But I think that +2 range is a bit too much. It is the same area as city and I think of castles as small military outposts in unclaimed land - so +1 at most.

@StormbringerGT
I am aware that there are OOS problems. I do not play LAN/internet games so I really can't check it. If you can provide OOS logs, it would help a lot.
Expanded mercenaries are one of the reasons. That is why there are two spells - standard and expanded one. If I find a way to disable expanded version in network games, I will do it. For now, just do not use expanded one outside single/hotseat games (AI can't do it).

@Isotope
Mechanos have exactly the same soundtrack as grigori. And it does change, according to era. To add a special set, I would have to add another era, just for one civ.
I will do some changes to civis - working on it. I thought of changing agrarianism penalty to -5% hammers -5% science (as agriculture nations tend to neglect research), but will probably make it plain -10% hammers for balance

@arbor
I think of simply adding ranged attack back to firebows. It will allow them to attack twice (once with spell, second time with ranged/direct attack), but currently they have just the same abilities as in unmodded FfH while all other archers got an extra ability - ranged attack.
I do not want Firebows to start with all the raged promotions - they would keep it after upgrade to marksman/arquebus.
I agree thet siege mages have to be changed. I like the idea of passing the ability to archmages. I want to make this upgrade path worthwhile - and different than normal (simillar to difference between adept->mage and Circle of eight acolyte->mage)
 
I need to think about changes to forts... But I think that +2 range is a bit too much. It is the same area as city and I think of castles as small military outposts in unclaimed land - so +1 at most.

I understand where you are coming from - I have debated if it would be a good idea to have +2 range. If forts are just military outposts to get resources then they shouldn't have more than +1. However, in a way I see forts as a zone of influence like a way of saying - "this is my area, back off."
It is true that cities only have a range of workable +2 - the amount of influence a city can have (cultural borders) is much much greater, +5 (and above) on very old cities while castles would forever be limited to +2. This way a civ can "claim" territory without having to actually expand their populous at that time.
Truth be told - I wouldn't know if this would be a good change or not unless it could be tried out.
 
@StormbringerGT
I am aware that there are OOS problems. I do not play LAN/internet games so I really can't check it. If you can provide OOS logs, it would help a lot.
Expanded mercenaries are one of the reasons. That is why there are two spells - standard and expanded one. If I find a way to disable expanded version in network games, I will do it. For now, just do not use expanded one outside single/hotseat games (AI can't do it).
QUOTE]

How do I provide that for you? I did notice the mercenary bit OOS us. But I couldnt tell why the other times.

Also if you want to do some multiplayer playtest games let me know, I'd be glad to help you out.

EDIT

just updated to q no more Orbis for me. :(
 
Check the Somnium interface and look at how they use sendModNetMessage. Connect that with onModNetMessage and you have multiplayer compatibility. Just remember that anything in onModNetMessage is only run on the OTHER computers, so you still have to have all of your code right now for the player who does something, but you also need to duplicate the code in onModNetMessage for the other computers to realize the player did something (the easy approach is to have your function stop right at the user input and call up a new function while sending a modnetmessage which will allow all the other computers to call the same function)
 
Doesn't look like patch q does anything to break Orbis 020. Has anyone tried this?

Also, what are the prospects for merging in the minor leaders modmod?
 
Looks like there is a need for update. So here it is.

However, Orbis is largely independent from FfH directory, so you can continue playing Orbis even after updating FfH to more recent patch.

I must try Minor leaders before deciding if I want to add it - but even if not all, some changes can get into Orbis.
 
... Nostalgia is getting the better of me and has convinced me that a conversion of "The Great Plains" map to orbis resources woul be a grand idea.

I miss having to secure the mountains in order to corner the gold and silver market.

Edit. Btw. Worker exp.... is there any chance of seeing that in orbis?
 
Im hitting a nasty crash to desktop and I'm not sure why. Heres a save game, if someone can help figure it out. Note that I'm playing a multiplayer lan Game but playing it as single player, so you will have to load it as a multiplayer game. (this is to help reduce the long load times on large maps, with lots of AI)

Thanks, if anyone can help!
 
I have tried the save, it loaded fine and crashed fine as well.
So far no idea what is the cause - and I can't use worldbuilder to investigate it further. Sorry :(

I did not answer your question about OOS logs. Kael has written instructions in this thread. But please, post the logs here as the cause may be Orbis specific.

@Gilg
I am almost sure that I will add worker xp and promotions, just need some time to do it. But expect it soon.
I never played great plains, but it sounds fun. Will see what I can do.
 
Not sure if this has brought up before, but perhaps there could be a non-magical way for Mechmamos to achieve units with courage?

I'm playing my first game of Orbis and enjoying it as Mechmamos (being the steampunk mavin I am) but as the AC goes up, anti-heroes like Stephanos are wrecking havoc and I don't really have a way to counter him. Perhaps Adeptus units might be able to train units to be 'hardened' if after level up a bit? This could then have units to have the equivalent of courage?

In fact, it would seem that Courage and Loyalty both should be something that Mechmamos should be able to have his Adeptus train the units for. I think it should cost money for the promotion since it would represent the training to make the units that elite, but they need something.
 
I have tried the save, it loaded fine and crashed fine as well.
So far no idea what is the cause - and I can't use worldbuilder to investigate it further. Sorry :(

I did not answer your question about OOS logs. Kael has written instructions in this thread. But please, post the logs here as the cause may be Orbis specific.

@Gilg
I am almost sure that I will add worker xp and promotions, just need some time to do it. But expect it soon.
I never played great plains, but it sounds fun. Will see what I can do.

Crap! I really wanted to finish that game and see where it went. Oh well, next time I will do single player then. Doesnt it generate a log for you, when it crashes?
 
Hello, Ahwaric.

I want to latest version SDK in this mod.
Because I need it for japanese localization.

Would you like to update SKD files?
And please tell me base version SDK as FfH2 040.

Thanks!
 
The nightwatch unit is quite large relative to my Bannor axeman... the scale seems of.

..... How about that FF changelog?? it has a good deal of inspiration.
 
In fact, it would seem that Courage and Loyalty both should be something that Mechmamos should be able to have his Adeptus train the units for. I think it should cost money for the promotion since it would represent the training to make the units that elite, but they need something.

I like that idea, having been in a similar situation, but think it might be more fun if these "enchantment-like" promotions where specific to certain units e.g. Beastmasters are fearless, Pikemen loyal, Knights valorous, etc.

Wonder if Ahwaric had the chance to look at the animals yet? The sea serpent horde is a real handful at the moment. Heh, and the Orbi mod seems to grow more popular every day. Hope he can stand against the tide and not add too many new features. :D
 
I like that idea, having been in a similar situation, but think it might be more fun if these "enchantment-like" promotions where specific to certain units e.g. Beastmasters are fearless, Pikemen loyal, Knights valorous, etc.

That might work out although it does sort of put pressure on them to "have" to research all the way to animal mastery simply to have a unit to defeat Stephanous which some players might not care about.

Two "nit-picks" - I agree that some of the units like the Frigates, Griffins and the like often seem "bigger" than the other units.

Secondly, is it possible (which I doubt) to easily change what a Great Scientist could be used for depending on the Civ? I ask this because one of the things that was sort of irritating was getting all these Great Scientists yet the only techs they could research are all related to Magic! Since I can't use those techs for anything, it seemed a bit of a bummer. The only thing I figured is you could always use the GS to get the tech and then use it to trade since the AI often isn't very good with using adepts/mages anyway.

BTW, am I missing something with all the castles? I was fighting the CoE and they would build a lot of them right next to each other? Is this because you can't build cottages on plains anymore so the AI builds what it can since you often get forts before workshops? :confused:

Lastly, I must say I like the pop-ups telling you who built what. Sometimes it is easy in FfH/FF to miss those comments if they are colored oddly.
 
That might work out although it does sort of put pressure on them to "have" to research all the way to animal mastery simply to have a unit to defeat Stephanous which some players might not care about.

Ach, that was poorly written on my part. What I was aiming for was that each basic unit line, Recon, Meele, Spear, Cavalry and Archery, had some kind of special boost. Thanks to starting with copper Mechanos already have stronger then average early units, so no I guess no immediate upgrade should be available. Perhaps an upgrade of each unit building could become available as you climb the tech tree? Or perhaps even national wonders, that can be insta-built by a great general?

At the very least Mechanos oughto be able to upgrade captured trolls into a Wartroll UU. With shoulder mounted cannons. ;)
 
Ach, that was poorly written on my part. What I was aiming for was that each basic unit line, Recon, Meele, Spear, Cavalry and Archery, had some kind of special boost. Thanks to starting with copper Mechanos already have stronger then average early units, so no I guess no immediate upgrade should be available.

Well regardless of if Mechanos units get access to something like courage or loyalty per their class, I still think they should pay for it to represent the rigorous training to get there and not just be a 'freebe' on their part.

Perhaps an upgrade of each unit building could become available as you climb the tech tree? Or perhaps even national wonders, that can be insta-built by a great general?

Perhaps this might be something that any Civ could do and that is depending on which Corporation you have, you could use up your unit that would normally spread the Corp and use it to create the upgrade. For example, perhaps a Thespian could grant Courage and/or Loyalty due to inspired oratory or the like. This would apply only to that stack and would use up the Thespian. So Civs that couldn't afford Spirit mana could still get it's benefit as long as they have access to that Corporation. I'm sure the other Corporations could give other special promotions. I would think the Prospector could grant enchantment or maybe Combat 1 or something.


At the very least Mechanos ought o be able to upgrade captured trolls into a Wartroll UU. With shoulder mounted cannons. ;)

If not that, you'd think that you could get from capturing them as an animal or with Slavery, that you would get a uber-slave that would work better or be worth more sold via the Undercouncil or used to hurry a building.

Now if you could only take your captured troll and captured elephant...
 
Actually it wouldn't be too hard to modify how Great People lightbulb things to be based on your leader choice. Right now the flavor of the Great person is multiplied by the flavor of the tech to decide which one to bulb. If you added to that the flavors of the leader multiplied by the flavors of the tech, then the leader has an influence on what is bulbed as well. Though striking the proper balance would be tricky.
 
Actually it wouldn't be too hard to modify how Great People lightbulb things to be based on your leader choice. Right now the flavor of the Great person is multiplied by the flavor of the tech to decide which one to bulb. If you added to that the flavors of the leader multiplied by the flavors of the tech, then the leader has an influence on what is bulbed as well. Though striking the proper balance would be tricky.

Now that I think on it, while like you said it would be tricky, it might be worth it in another way. I'm sure it would be nice for the Agnostic civs like the Grigori, Mechanos and Kahdi, etc. to have another option of what to do with Great Prophets. I mean while religious in nature, many religions have often been the first big body of people to be literate so I could see wanting to use them toward literature type techs since you really don't need Priesthood and the like.

Either that or maybe see if there is a way to have a IF/THEN GOTO sort of thing were if you get a GP and your have AGN then you get a Great Philosopher instead that would 'lightbulb' different techs. For that matter, having access to a Great Philosopher would be kind of nice since you could use it to build some great University as the "HC" of Humanism.

Speaking of which, I've only played Mechanos to a point where the game keeps crashing, but shouldn't they have some sort of Political Correctness Nazi that could be used as a Inquisitor to rid cities of religion? I mean it hurts when I was fighting the CoE who followed the AV and that had spread to a lot of my cities and I had no way to rid myself of that so to keep down the :mad: due to "We don't like fighting others of our faith!" especially after I got Humanism.

(Note: Yes I'm seriously dating myself w/the IF/THEN GOTO comment) =/~
 
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