Orbis - the original thread

@arkham4269
There is not much I can do about zeppelins automaticaly loaded to transport ships. It is the same thing that happens if any flying/water walking unit stops on the same water tile as any transport. The only difference is that zeppelins can carry land units without limitation, so can carry other zeppelins, too. The best thing would be changing them to domain_sea, but as I have already said, it causes even worse problems.
AI pathfinding works strange - I rarely use it ;)

@KingArthur666
Events that grant scion councilors are linked to the gift tech. If you somehow get the tech, you can get the event, too.
It was possible to get the tech if classical start was chosen, it is possible that gift was also tradeable. Patch b fixes it.
Also, Skitters might be right. I guess you somehow got the contact and treasure chest often allows a long distance contacts early.
 
Patch 0.21 is avaliable here
It breaks saves and changes the following:
Fixed melante's disappearing residence
Blimps can only carry special units (recon, heroes etc.), just like caravels they replace
Cetratus can only carry creeper
Creepers will now be correctly transforemd after feeding
The gift tech will now be properly disabled (should fix Scion heroes spawning for the wrong civs)
Added expert miners trait - provides 1 food, 3 hammers and 1 commerce from peak tiles
Khazad start with expert miners as civilization trait
Added some special Scions events
Added some missing text (more to come)
Tweaks to flavoured start (Khazad get preference to mountains, scions added)
Lowered chance for patrian artifacts
Remnants of Patria provide patrian artifacts
New forester art
 
The Khazad lose there Expert Miner trait on a load which can be quite devastating if you have taken the trait into account and openly seeked to have mountains in your city radius.

Would it not be better to make it a unique Khazad Tech like the Lanun’s seafaring that make it reveal a hidden resource which has 100% chance to spawn on mountains which provides the production and food which the trait already gives
 
I hate to be a :borg: about this, but I'm really getting a bit cranky at how stupid the AI is about building forts. I've just declared war on the Kuriotates and in their territory, they've built mostly forts! If there is one Civ that you'd think the AI would know to build cottages so they could become enclaves, it would be them!

I mean what is it about forts that makes the AI like them over things that will generate a lot more money and/or food? :confused:

I look forward to finishing this game so I can patch up! :D
 
Awesome, got to finish the game as Scions to patch up.

P.S. Gigify, you have the same avatar as I do, got confused there for a moment.
 
To expand on Gigify's report, I seem to have my leader's traits randomized when I load a game with other civs also.
 
That is a one serious bug :(

I am going to fix it (hopefully), but right now I have to go to work, so it will take a few hours.
For now, I have put back patch a.
Sorry for the trouble.
 
Ok, I think I have nailed the bug. Here is the correct patch (named c to avoid confusion)

0.21 c (breaks saves from a)
Fixed bug from patch b - traits will be properly saved
Some more pedia entries
Praetorians no longer require horses or nightmares
Praetorians can be upgraded to immortals and paladins (but currently no chance for good Scions)
New model for black wind

Have fun, I hope to avoid such big problems in the future.
 
No worries Ahwaric.

I was glad you were able to track down what was causing it so quickly.

I'm playing patch C now and so far everything's working very well.
 
Thumbs up² - Orbis.

While playing 0.21a and Svartalfar:
Svartalfar Longbowmen
have a blank pink icon and a blank appearance (maybe invisible : )
Every longbowman of other races seems to be ok, as far as I have seen
in WB-editor.
 
Yep, it's missing in my game as well. A new model by Zereth was added in FFH 0.40t so that's probably what's causing it.
 
Actually, the difference in continental and anglo-saxon number notation (0,44 compared to 0.44) is the main suspect.
Every time I open Kael's files to copy a new entry all numbers get converted and I forgot to change it back this time.
So, the unit is there, just size 0 ;)
I will correct it in the next patch.
 
Current version is fantastic Ahwaric! Its stable, enjoyable and the AI is less buggy. Thank you for making such an enjoyable mod

/salute
 
Am playing Scions and so far only had 1 CtD when a Scion Hunter attacked a spider left over from the "Spiders infest Mine" event. I really hadn't had my machine on that long so I was surprised it conked out like it sometimes does much later in the game. Did a reboot and restart from a autosave and everything worked out fine.

Is the werewolf event broken? I get this event all the time and I chose different options every time and nothing ever seems to happen. I'd expect a barbarian werewolf to appear, especially if I don't drop the portcullis. It's rather annoying.
 
There are two threads in the main forum that deal with the werewolf event.
Apparently it does nothing, even in base FFH.
It's not a bug, it simply does nothing.
 
Yeah, it does not do anything. By the way, didn't this event change to something more conflicting? That instead of dropping the gate, you actually push a man from the wall to distract the wolf?
 
Yeah, it does not do anything. By the way, didn't this event change to something more conflicting? That instead of dropping the gate, you actually push a man from the wall to distract the wolf?

Depending on your alignment, you will get different options.

They still do nothing however.
 
Actually alignment doesn't matter. I've received the second one then the first one and then the second one again in the same game within 50 turns.
 
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