Orbis - the original thread

Nah, when you click on the download link it has instructions telling you to uninstall Orbis, update FFH to patch x and then reinstall Orbis and then apply the patch.
I have no graphic glitches but the industrial trait is definitely broken. The +1 hammer on tiles that have 3 is actually a -1. So a tile that should have 3 hammers only has 2.
 
I played a bit more and it seems the +1 hammer is inconsistent. As I mentioned before a plot that should have 3 hammers only had 2, but a plot that should have had 4 hammers had 5.
 
Patch w did a lot of changes to unit animations (and was a hell to update). To get the animations, you really need to reinstall. Simple update will make your units to glide.
I checked every single unit (including the infamous dwarf hunter that is reported a lot in FfH bug thread). I did not have time for checking every civ this way, so some rece specific units can lack animation (please inform me if you find one). But mechanos use "vanilla" warrior and it should work ok.
I will stress the info on needed reinstall in the first post. But keep in mind, if I update to new FfH patch, it is always best to reinstall orbis to get everything Kael added in the right place.

I checked industrious trait - it works as designed.
2 :hammers: - no boost
3 :hammers: become 4
4 :hammers: become 5
5 :hammers: become 6 etc.
Acutally, I think of limitiing the trait to only give bonus hammer on plots with 4 or more already. Currently it is really easy to get this hammer everywhere, plus arthurus thorne is a monster in mountains (1:food: 4 :hammers: 1:commerce: from every peak tile)

@scutarii
I guess it is caused by missing battering ram animation. I fixed it and will post a patch in an hour or so (want to add a bit more to it). This one will not break saves nor will require reinstall
 
Ok, I hope I fixed some bugs.

The patch f is ready. It does not break saves and does not require reinstall if upgrading from e (it does if using earlier version)
Changelog:
Fixed missing battering ram animation
Fixed missing svartalfar warrior and archmage animations
Fixed quinquireme icon
Increased quinquireme cost to 100
Added Mazatl, Mechanos and Scion victory trophies
Scenario compatibility work (should work fine in Orbis)

I checked/edited the scenarios and they should be compatibile with orbis. If you run into any bugs please let me know.
 
Due the number of art changes required by blood animations, some animations got broken.
I have found another two. I do not want to post patches for just one file, so I will do it via quickfixes. Just unpack it to Orbis folder.
The attached file fixes the following units (I will add more units as I find them, so stay tooned):
Lanun spearman
Malakim longbowman, phalanx, spearman
Added in B:
Svartalfar swordsman, spartatoi
Malakim scout
Ljosalfar knight
Quickfix version B:
 

Attachments

I did an re-install last night and that seemed to do the trick.

Have some questions though. Playing as the Scions I noticed right off that bat that:

A) Creating a Temple of the Gift created a patch of Haunted Lands around you.
This wasn't a problem for me as it saved me a lot of time clearing out the Jungle I was in. However, there didn't seem to be a exact pattern to this other than mostly a 1 hex radius. Is it possible that cities on the coast cause extra patches to appear? The reason I ask is that while resources like dye and silk were unaffected, I'm worried that wouldn't duskwood be wiped out by the Haunted Lands?

Second problem was health issues. I had one city on a river, on the coast that I couldn't get healthy! I wasn't in a flood plain and I build every single health producing thing I could. I researched sorcery just to get the necropolis. Plus, the city was only a Pop 4! Other cities had health issues but generally a number of health buildings cleared that up. Is this health thing a way to slow down the Scions?​

B) River Ports: In my city with the :yuck: I got a message saying my citizens demanded a River Port. Now this was on a coast and due to building all my health buildings, I don't think I built a harbor. Now that I have a River Port, will I be unable too? In many mods that is the case.

C) I like the galleas. I looks exactly what I was thinking of in the regard to 'Battle of Lepanto' galleons. The quidrereme animation looks funny for some reason.

D) Any chance of getting a new animation for the Mechanos Hunter & Ranger? As a steam punk mavin, I'd think you'd want something like Feris with goggles. Come to think of it, the [civ4] Spanish Conquistador would work for a Ranger.

E) Belated thanks for technopriests being able to vitalize! I think being able to upgrade your lands is one of the most potent weapons a human has against the AI.

F) Thanks for the fix on forts; hopefully the AI won't be so ******** about them. However, I was wondering what your take on forts vis-a-vie the Kuriotates post I wrote a few days ago. I do believe that the current forts take away from what makes the Kuriotates 'special' and they need to be compensated.

G) Obviously I believe my own ideas to be brilliant (:D) but I do agree that the Doviello need to be 'viking'ing' up a bit to make them more interesting. I do believe that another race (the Sidar?) or a new race needs to have some maritime bent in a different way than the Luann to counter-balance them. I rarely play them because I don't like the 'piratey' theme in a fantasy game. If they looked more like the Corsairs of Umbar or...and word of advice, don't type in 'fantasy pirates' in Google image search thinking your are going to get swords & sorcery type pirate pictures. :eek:
 
I will stress the info on needed reinstall in the first post. But keep in mind, if I update to new FfH patch, it is always best to reinstall orbis to get everything Kael added in the right place.

Probably should put this blurb in the first post with all the download instructions. That's why I didn't do a re-install because I went to the first post in this thread and didn't see any specific instructions about it. :wallbash: I'll know better next time! :goodjob:
 
You know, Vikings were actually weak at sea battles, there ships were designed to sail as fast as possibleand store much good as possible, not to board other ships as the warriors had to keep rowing to maneuver the ships and stay close to the other vassel and even your pet hamster knows that big heary man cannot row a ship and swing a sword at the same time.
 
You know, Vikings were actually weak at sea battles, there ships were designed to sail as fast as possibleand store much good as possible, not to board other ships as the warriors had to keep rowing to maneuver the ships and stay close to the other vassel and even your pet hamster knows that big heary man cannot row a ship and swing a sword at the same time.

Well in a classical sense of ships fighting with weapons, that is true. However, the Viking ships were usually used as transport. When they did fight, it was usually against other Vikings and then they were more like Romans in that you'd lash yourself to a foe and then both ship's complement would fight. So all the rowers were the combatants. Contrast this galleys where the ram is the weapon and often the rowers were slaves. On the other hand, the Med galley would be in for some serious problems trying to deal with the rough seas of the North Sea.

The problem with games like Civ is that when you start throwing in different techs at different times without serious terrain constraints, you're going to have problems. I'm not 100% who would win in a Mediterranean galley with a ram versus a drakkar. Personally I think it would be a draw because I don't think the Med galley could catch the drakkar, but I don't think the drakkar could close without getting rammed.

However, the Viking ships really aren't combat ships; they're sea horses. That's what made the Vikings so dangerous. Their ships could sail from Scandinavia to practically anywhere, especially up rivers the bigger galleys or triremes could never go. Due to their hulls designs, they could beach and unload anywhere. Due to game mechanics, every ship can unload troops anywhere, but in reality, most ships needed a port to make be able to get all their troops off the ships before the defenders could respond.

So in that respects, the Vikings are like a sea-borne Hippus. They come in quick; raid and then get out before most of the main army shows up. It's one of the reasons I pointed out that a separate 'Viking' maritime tech be given to the Doviello. They would have ships that can take them (and their reavers) to places before the other races can. I mean early in the game you tend to only be able to afford to garrison cities on borders. Having to worry about the Doviello showing up with 2-3 ships with about 4-6 beastmen anywhere on your coastline would be a real threat, especially since road movement is so slow (if present at all) in the early game.

The flip side is while they would get these ships earlier, they would seriously lag in the later types of ships, especially since the Doviello AI tends not to research some fo the techs needed for the later ship hull types as well as ship-borne weapons.
 
In regard to my previous post about how ships in [civ4] can unload anywhere which isn't really accurate and takes away from what made the Vikings such a terror.

One thing that might work (or at least to try it out) would be to fiddle around with the level of Fog of War. Unless folks in FfH have palantirs, information gets around by courier and thus it takes time to get info around. Since in a game like this, you have a 'god's eye' view of everything, there really isn't a way to duplicate that process.

However, perhaps the Fog of War could be made a lot more potent, especially off shore. I think that for the most part, you shouldn't be able to see that well. That's where fort along the borders come in; they not only represent a rallying point, but they also could represent patrols along the border to warn of approaching armies.

Now I think at sea, the FoW should be pretty bad except around cities over a certain size. One of the ways, historically, an enemy fleet got seen was either by fishermen or merchants coming into port. So I'd think that cities over a certain size on the coast would have a pretty good sight range, but anywhere else off the coast, you wouldn't see squat.

Again, I'm not sure how this could be coded, but it would allow players to try to figure out ways to sneak as close as they could before getting detected. This is very historically accurate. Plus, as mentioned with the Doviello as a Viking race, if everyone just has coastal ships, having to worry about ships that can cross seas earlier than you can means that you are vulnerable on your coasts, just like Europe was to the Vikings.

Of course this might mean that the Doviello will own lots of cities in weird locations with little or no connection to their actually land. This would probably force them to create colonies or have them break off by force (like in the FiRe mod) which is also very historically accurate.
 
A) Creating a Temple of the Gift created a patch of Haunted Lands around you.
This wasn't a problem for me as it saved me a lot of time clearing out the Jungle I was in. However, there didn't seem to be a exact pattern to this other than mostly a 1 hex radius. Is it possible that cities on the coast cause extra patches to appear?
All tiles on the first ring get haunted lands, plus 70% chance for the second ring. It can't appear on top of volcano, flood plains, cities, peaks and water. Coast cities do not have any bonus/penalty. Bonuses are not affected.
Health doesn't really slow down scions as they do not care for health... True, negative health has some negative effects (unhealth discontent), but it is nothing major.

B)Now this was on a coast and due to building all my health buildings, I don't think I built a harbor. Now that I have a River Port, will I be unable too? In many mods that is the case.
These two buildings are separate, you can have both in one city. There is a reason that cities in rivermouths are big - they are places where goods are unloaded from river vessels and loaded into sea ones :)

Regarding Kuriotates, I will try to make settlements real small cities, but there is a difference between "want to" and "know how". Also, time is an issue, so you will have to wait till I have more to put art/features in.

and word of advice, don't type in 'fantasy pirates' in Google image search thinking your are going to get swords & sorcery type pirate pictures. :eek:
Actually, I quite liked some of the results. Not very usefull, but still ;)

You know, Vikings were actually weak at sea battles, there ships were designed to sail as fast as possibleand store much good as possible, not to board other ships as the warriors had to keep rowing to maneuver the ships and stay close to the other vassel and even your pet hamster knows that big heary man cannot row a ship and swing a sword at the same time.
That is exactly the reason I made drakkar replace galley, not trireme. It is stronger than galley, but weaker than trireme, plus has no ranged attack. I might reduce it's strength to 5 to stress it more. But I like the cargo capacity and moves.
 
Regarding Kuriotates, I will try to make settlements real small cities, but there is a difference between "want to" and "know how". Also, time is an issue, so you will have to wait till I have more to put art/features in.

Well like I said in my post regarding this, the Jotnar mod has a mechanic where their cities only can grow to population 8 and only have a 1 hex production zone.

Actually, I quite liked some of the results. Not very usefull, but still ;)
Yes, well trying to get some graphics people do the animations might be a bit difficult! :eek:


That is exactly the reason I made drakkar replace galley, not trireme. It is stronger than galley, but weaker than trireme, plus has no ranged attack. I might reduce it's strength to 5 to stress it more. But I like the cargo capacity and moves.

Well as I have laboriously posted this morning, the Viking ships were combat ships only in the way of being a transport troops quickly and into places other ships couldn't go. The combat power was the men. So unless the Doviello got some sort of boarding party unit (reaver) like the Luann, the Viking ships didn't really attack other ships. That wasn't their function.
 
Found a bug. When the prospector looks for resources and fails and gets the centaurs, they appear in the same plot as the prospector. Not a big deal but it doesn't seem that is supposed to happen. The minotaurs appear next to the prospector not in the same plot.
 
and I don't know if this is fixed because I didn't get the Centaur event since a long time ago, but why is finding a barbarian centaur a good thing, it is listed as green event (and thus good) on the screen. By the ways, I noticed that, when you adopt Enlightenment, it is mispelled on the screen. It might be fixed now.
 
Not a bug, just an observation. Thought I'd play the Luann and see if they are as good as many people say they are. Got a unit out of the blue hit with the "Blood Moon". Took me a bit to realize that I think it happened because the unit had been mutated a few turns before due to entering a Chaos flare event.

So the unit got feral and all. Now it shows that I have to be Doviello to use the turn into werewolf part of the event. Still nasty just with the increase with the feral. Just wanted to let you know that this promotion was possible via mutation. Not sure if that was intended or not.

Actually, I'd like to know more about this? Is this something the Doviello can get 'normally' now? Plus, while I'm at it, any chance you could change the Doviello Hero? I always thought the War Machine to be a stupid hero for them. (If anything, you'd think the War Machine would be something the Luirchirp would make or even the Clan of Embers.) Since I've always seen the Doviello as sort of Vikings, I thought they should be able to summon one nasty Frost Giant, using the animation from the Age of Ice Scenario.
 
I'm having a problem wiping out the Sicons. I've got them down to one city, I've wiped out all their troops, I've razed every town but one and I have an army of dwarves on it's doorstep. My problem is that Aclinus is defending it and respawning instantly when killed. I've got an army of ~10 troops, every single one of them attacks and kills Aclinus and I still can't take the city. For one if I wanted to I could farm unit experience here endlessly, but honest I just want to burn it to the ground =/
 
I missed the download for patch x, since y just came out. Could someone please post patch x? If thats not possible, and you wouldn't mind emailing it to me, please let me know and I'll give you my email. I'd really appreciate it.

Tim
 
Lyacnthropy is a promotion that can be taken by high level doviello units. It allows turning into werewolf and back (that is what feral strength is supposed to do). Getting it as a result of mutation is intentional.
I will add a Doviello requirement to shapechanging spells (both turning into werewolf and back to human form). Lycanthropy will sometimes turn unit to werewolf on it's own, I will add possibility to returning to human form as well. It will limit control over lycanthropy to doviello, while other civs will not have control over it.
I added lycanthropy as part of patch d.

Regarding war machine, I agree it does not fit doviello. But that is part of the fun, something that is different than the whole civ, while still having some of the civ characteristics. They get Lucian and he fits them completly. I thought of making Duin doviello only hero, but it is fun as it is (and Duin's werewolfes are more like animals, have no control over lycanthropy). I do not think ice giant fits them, plus the art is already used (Illians hero).

@Tathain
Alcinus is supposed to be almost impossible to kill, but he should sometimes switch civ on death. There is a bug in the python entry for this. Try the attached file, it might help.

@TimSLS
I plan to update soon. In fact, I wanted to do it today but had too much work. But I hope I will post the update in 24 hours. This update will break saves
In the meantime, I think it would be quite safe to install over y. But you never know.
 

Attachments

Back
Top Bottom