Orbis - the original thread

Why did you remove the Velite unit and replaced with the normal scout?
Several reasons:
flavour (romanization) - velites were roman missile troops. Plus they make the early (pre-Marian reforms) legion almost complete - velites(javeliners), hastati(light troops), principes(heavy core) and triari (spear armed veterans). Only equites and engineering corps are missing ;)
balance - velites have one move only and having fast troops to explore from the start means more goody huts
art - I want to get rid of the skeleton-looking art for scions - they still have flesh, just, well, different. And archer was a skeleton.

Is the skirmisher promotion a Scion only thing or is it available to other Civs?
All civs can get it, but certain scions units (velites and cetratus) get it for free.. I wanted to add a meat-shield promotion ever since changing guardsman to protect from marksman attacks only. And when I noticed skirmisher promotion, it was like a gift - I had to do it.
I notice that Korinna can get spell abilities as if she was an adept (although it seems she can't actually cast a raise skeleton spell to I get to Necomancy) - why the change considering her martial background?
I think she was able to get the magic promotions in original version, too (starts as an adept). I just let her keep the ability to cast spells after upgrades. And she can cast spells, but need to get free first - so you need to research Knowledge of the ether.
She may have martial background, but she had centuries to learn a few basic spells ;)
Edit: ok, I checked and she is blocked from gaining spells in FF by an elaborate mechanics. But is it really that bad that she can learn lvl 1 spells?

@[to_xp]Gekko
Thanks for the offer, but I think I have a better solution. I have already updated to patch V, so I will just post it a bit eariler than I wanted. It requires reinstall and breaks saves anyway, so better not to start a game with patch t base. Just a bit more time to think what else I can add.
 
after 400 turns in epic several "memory allocation failure " CTD-s. Need to check my PC first. One certain python error pops up time to time but did not disturb gameplay.

However "steward of inequality" needs explanation. And what does it mean "x guild competes with y guild"?
 
Stewards of inequity are semi-secret guild of Mammon worshippers. They are not really fleshed out yet. I am going to either remove it or add more to their abilities.
Plus I am finally going to add some pedia entries - I was too busy with mechanics...

x guild competes with y guild is BtS thing. If two guilds use the same resources they can not exist in one city and one gets removed. But there are no competing guilds in orbis now.

Regarding bugs, please give me all the info you can - details on python exception (i.e. screenshot) will allow me to fix it.
 
looking forward to the patch v version ( patch w is on its way btw :D ) . I'm eager to try this. my crappy cpu slows down considerably at lategame with FF even on duel size, but I'm pretty sure Orbis should be close to unmodded FFH as far as performance go. one thing that would definitely improve performances in ffh and orbis is the new way hell terrain spread is calculated in FF 0.50. and being able to group together HN units would be awesome too :)
 
Here it comes.

Orbis 0.21a (breaks saves)
You have to reinstall orbis to get all the needed files from FfH 040v in place.
Also, please RUN ONE GAME IN PLAY NOW MODE TO CLEAR GAME OPTIONS (you do not have to play it, just start one)
Updated to FfH 0.40 v
Fixed some missing text links
Korrina Black lady requires tracking instead of hunting
Dark empathy, horned dread and creeper promotions will give correct combat strength boosts
Mokka's Cauldron is now equpiment (so can be moved between cities). Unit carring the cauldron gets +1 unholy strength.
Korrina's upgrades will not be displayed for non-scions civs in tech advisor
Barbarians only grant 50% normal xp but the xp cap was removed
Military academy provides scientist slot instead of priest
Wild haven provide bard point, castra legionis engineer and military academy scientist points
Dagda's memorial provides 2 adventurer points
 
Since I'm not sure if the new patch will break saves, I haven't put it in yet.

However, I've noticed two things. First, Melante's building won't stay. I have to cast it every turn.

Secondly, I'm noticing that other Civ's are getting credit toward Great Commanders for 'killing' fireballs sent at them! :eek:
 
velites(javeliners), hastati(light troops)...
balance - velites have one move only and having fast troops to explore from the start means more goody huts

You're kinder than I. ;)
("Hastati" may be a better name for "my" Velites, but they are supposed to be combat-oriented javeliners rather than scouts.)

I used to have roman names for the melee and recon lines but
a) Most people didn't understand.
b) I was just guessing with the attributions.

All civs can get it, but certain scions units (velites and cetratus) get it for free... And when I noticed skirmisher promotion, it was like a gift - I had to do it.

When I saw the tag (and realized it was independent of the marksman thing) I had to use it. :) And I think what you describe above is the best way to do it. I can't remember if it has been made widely available in FF, but I did mean it as a general ability - not a special Scion thing.

I think she was able to get the magic promotions in original version, too (starts as an adept). I just let her keep the ability to cast spells after upgrades. And she can cast spells, but need to get free first - so you need to research Knowledge of the ether.
She may have martial background, but she had centuries to learn a few basic spells ;)

I never found a few basic spells a problem - it's nice to get Skeletons that much earlier, say, but as she moves up in power those lvl1 spell promotions can seem like wasted xps. So I think the option is good.

The primary reason she started as a Adept-class for the free xps - so her power can go up some while sitting in the capital. With some recent changes in FF she was getting xps too fast, so I got rid of Channeling entirely - No mage upgrade anymore, anyway. Xps are coming from Defender of the Empire.

I might put Channeling back and put a brake on her xp gain some other way, just so she has some spell casting options. Feedback on that in Orbis would be handy. :)

Korrina Black lady requires tracking instead of hunting

Yeah - Hunting seems quite early. I'm torn on that one.
 
Btw, did anybody built Castra Legiones or Wile Haven yet? I can't seem to build it. I have a GG in a Scion Capital City and have already researched Military Stretagy. I consulted the civilopedia and the changelog but it only says that Castra Ligiones requires Military Stretegy and a Great General. Is there any other requirements such as needing an Command Post or something?
 
The Scions Cetratus (hunter) can carry any unit, not just birds. This makes it possible to take the fort commanders out of their forts and move them and then create a new fort commander in the fort. A pretty big exploit.
 
Btw, did anybody built Castra Legiones or Wile Haven yet? I can't seem to build it. I have a GG in a Scion Capital City and have already researched Military Strategy. I consulted the civilopedia and the changelog but it only says that Castra Ligiones requires Military Strategy and a Great General. Is there any other requirements such as needing an Command Post or something?

I was able to build one. I'm not sure if I had Military Strategy at the time but I had the Great General and built it in a city I'm pretty sure didn't have a Command Post as it was my "Great Bard" city which mostly had :culture: related buildings.
 
The Scions Cetratus (hunter) can carry any unit, not just birds. This makes it possible to take the fort commanders out of their forts and move them and then create a new fort commander in the fort. A pretty big exploit.

Yes, I've posted before how there seems to be a bit of a weirdness regarding the ability to pick-up other units. I haven't played Mechanos with the new version yet, but I was having problems that Blimps and/or Zeppelins moving onto a square with other such units or naval units would cause them to get loaded onto one of them.

Actually being able to move a fort commander is cool. I notice the AI builds them over most other improvements (which I've posted ad nauseum about the AI's retardedness in regarding builds) so I've been just destroying them for :gold: and deleting the unit. Now I'll just pick them up and drop them off in a city.
 
Just tried out your mod for a dozen or so turns, mostly marvelling at the changes you've made. It's very good work and I'd love to see your work join Fall Further.

I like some of the touches such as the Unit Stats button in the top left or the gold pouch for the guilds. Separating out religion and cultural values was a very good idea too. Bonuses for Castles and Keeps should help the AI which seems to be forever building them, as well as providing players with another reason to build them. The changes to the tech feel right, taking the player up to the Rennaisance.

A few notes:

* I'd change Forester to Lodge. You can get the necessary components from the Extra mod, if you need 'em.

* A few text key bugs. The chance of find new materials with a Forester is written as "1 in 1240007%" which looks odd. Perhaps it should just read approximately 1 in 1000 (or whatever)

* The Amber resource read TXT_KEY_BONUS_AMBER_PEDIA. Likewise Spell Ward.

* A couple of effects, improvements, etc. lacked a second capital letter (e.g. Griffin nest instead of Griffin Nest) Other examples include Letter of marque, Seige Mage training and Shapechange to bear.

* Idea: Purge the Unfaithful removes non-state religions. How about Stewardship of Inequity to remove all foreign based corporations?
 
In regard to the Scions, why is it that they cannot develop deception and thus found the Council of Esus? It isn't considered a religion.

Plus, an idea. Perhaps a ritual that could be completed in a city that has a Holy city that destroys that Holy City w/o having to destroy the town. As a Scion, I don't want to destroy a city but it might be that I don't want the Holy City either, especially if it's the AV one.

I would think this would have a + and/or minus on a lot of things. Plus maybe some angels/demons/treants/earth elementals would show up to be cranky. I'm sure if given some thought, a lot of good/bad things could come of this.

Also, any plans for Orbis to have the broader alignments added? I think it adds a lot to the game to see who good/evil you are in context of whatever alignment you are. Plus, I'd think it would allow a lot of events to have more of a impact. I've fiddle around with the werewolf event and never had anything come out of it, regardless of what I do. I would think at least you'd get a + or - alignment change depending on what you do.
 
Just stumbled upon another bad bug. I'm playing Mechanos. I have met the Emperor so I know Scions are in the game. When I discovered Code of Laws I created Melante. Now the Scions will not be able to get her and I'm not supposed to have her. This will really hurt the Scions.

It even allows me to cast Melante's Residence, though it doesn't last whether she stays in the city or not so the spell has to be recast every turn. If it does this to the Scions as well it would be very irritating.
 
* A few text key bugs. The chance of find new materials with a Forester is written as "1 in 1240007%" which looks odd. Perhaps it should just read approximately 1 in 1000 (or whatever)
The base chance is 1 in 10000 but I guess it is modified my gamespeed/map size. Anyway, as much as I would love to fix it, it was always this way...

In regard to the Scions, why is it that they cannot develop deception and thus found the Council of Esus? It isn't considered a religion.
It is a religion - they worship esus, but as esus worshippers, are quite secretive about it. No offical churches and temples, but they do beleive. Even Stewards of Mammon can be considered a religion.
Also, I moved everything not related to esus and empyrean from honor/deception to way of the wicked/wise, so the techs can be disabled (and thus agnostics can't found theses religions)

Yes, I've posted before how there seems to be a bit of a weirdness regarding the ability to pick-up other units. I haven't played Mechanos with the new version yet, but I was having problems that Blimps and/or Zeppelins moving onto a square with other such units or naval units would cause them to get loaded onto one of them.
Unfortunatelly both blimps and zeppelins are domain land units. They have to as otherwise they have problems moving over land. Trust me, it is worse than current situation. But as they can carry land units, they can carry other zeppelins...

@Jabie
Thanks for the info. I am going to work on the text soon - so far it was quite neglected. Need to finally write these pedia entries.

Thanks guys for all the bugs reported. I am going to release new patch tomorrow, this time without save breaking and the need for reinstall... So, if you have any bugs to report, let me know. I want to add as many fixes as I can. Current patch work is posted in the beginning of the second post
 
Merging and splitting Great General gives you a new Great General (as in new name). This is a more of a base FFH problem, but getting a new popup after splitting is unusual...
 
Now it seems I am able to get all of the Scions governors. I just got Alcinius and I acquired Themach awhile ago. I'm not sure if this is preventing the Scions from getting them. For all I know there could be governors in every civilization.
 
Unfortunately both blimps and zeppelins are domain land units. They have to as otherwise they have problems moving over land. Trust me, it is worse than current situation. But as they can carry land units, they can carry other zeppelins...

I have no problem with that, it was just that it happened without me giving a command. For example, I might right click a blimp and do the command, go here and if that move took them over a unit that could pick them up, it would 'capture' them. The next turn I'd go looking for the unit (or forget and find them turns later) and not find them because they were now being carried by another unit. It was rather annoying.

Plus, any reason why the computer can't seem to take a straight line when giving a GOTO command? Often times right as I'm releasing my mouse, my straight line gets moved to some other route. Worse, I'll want a unit to move as the crow flies but again often right as I'm about to release the mouse, the computer wants to pull a Microsoft and be 'helpful' and move the unit by a supposedly faster route. I know this isn't a Orbis thing, but is there anything that can be done?
 
I also have contact with the Scions, and I can even trade with them, though I can't find them on the map. I don't know how contact was made because if I look in the world builder the Scions are in a far corner of the world I have yet to reach. I don't believe they could have gotten a unit anywhere near my territory as soon as they did from the beginning of the game.
 
I also have contact with the Scions, and I can even trade with them, though I can't find them on the map. I don't know how contact was made because if I look in the world builder the Scions are in a far corner of the world I have yet to reach. I don't believe they could have gotten a unit anywhere near my territory as soon as they did from the beginning of the game.

Thats sounds like the Scions may have discovered a treasure chest near your territory/unit
 
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