Orbis - the original thread

I want to give elves -1 food from farms. But it is not possible now.

Made this work with FlavourMod 2.7.0. :)

Documented it all in the pedia and even the AI should understand the change. Should be easy to copy the necessary code, as soon as I released it tomorrow. It's all tagged. Just have to clean up some code and write down the change log.

Oh and multiple Terrain Yield Changes for each civs are possible now too. I'm sure you'll find some use for this too. ;)
 
Hey Ahwaric, the new changes look awesome, cant wait to try it!

Food trade routes:
I liked it too, but no idea on good implementation ATM. Especially AI-friendly one.

I posted an idea awhile back, and I think it would be AI friendly. The AI seems to use the tech and culture sliders quite well. I think a food slider could also work well. The slider points can be based on how much money you want to put into it as well as how many trade routes your civ has. Some buildings could add to food points just like you have added back in the espionage points. The slider would benefit all cities in the same way the culture slider works. This adds more complexity to the sliders because you have more choices to choose from: espionage, commerce, science, culture, and food. It would also be awesome if the slider could go negative and export food and get money by starving your people.

Another idea could be using food as a resource like gold. Players could trade food like you trade gold per turn. People could then demand additional food from vassals and maybe even end a war by providing +10 food per turn for 50 turns. The food would then be divided by the number of cities the player has.

I'm not sure the best way to implement these ideas and at what tech they should be available, or if they are even worth considering. But I do think some way to trade food would add so much to this already awesome mod! This would give real big advantages to having peaceful trade to rapidly grow empires. And then starve your enemies to make them riot.
 
When i try to install this mod- says cant find mod/fall from heaven 2
then gives me choice to abort or continue

if i continue installs orbis- but then cant get that to work

Anyone help me please

i am rubbish with stuff like this!!

Thanks
 
When i try to install this mod- says cant find mod/fall from heaven 2
then gives me choice to abort or continue

if i continue installs orbis- but then cant get that to work

Anyone help me please

i am rubbish with stuff like this!!

Thanks

Propably Civ4 is not installed in the default directory. If the installer prompts you for the civ4 installation path, you should modify it accordingly.

Of course, it is assumed that you already have FFH2 installed. If not, install FFH2 first.
 
Made this work with FlavourMod 2.7.0. :)

Oh and multiple Terrain Yield Changes for each civs are possible now too. I'm sure you'll find some use for this too. ;)
:D :D :D :D
Great! And you are right, I like to increase ties between civ and it's default enviroment type ;)

So, impatiently waiting for the release. And folks, be patient ;) I will release just after including Jean's code.

You have no idea how glad I am to hear you're releasing it tomorrow. :goodjob:
Not sure if you mean me or Jean, but anyway, :D

When i try to install this mod- says cant find mod/fall from heaven 2
then gives me choice to abort or continue

Propably Civ4 is not installed in the default directory. If the installer prompts you for the civ4 installation path, you should modify it accordingly.

Of course, it is assumed that you already have FFH2 installed. If not, install FFH2 first.
First, you need to have Civ IV properly installed - both FfH and Orbis read from the registry to install in the right place. So it does not need the default path (mine is at F:/Civilization IV), just any valid path at all.
Then install FfH2.
Does FfH install properly and work?
If so, patch it to Y and then install Orbis.

@sputnik323
What you propose is very complicated code-wise and certainly well beyond my abilities.
Also, it is not really a solution to the thing we discussed. The problem is, how to add an ability to move some excess food from one city to the one that needs it, not global food trade. Well, it would be nice to be able to import food from another civ's city for gold. Certainly something that is all around us... But I want total amount of food in the world to be constant, not something that you can easily adjust using slider. Want more food, build more farms, you know.
Currently, I think Tarqueline's idea is the best one. I am sligthly worried about the amount of buildings that would have to be added (two per every :food: traded - i.e. two (+ and -) per 1 :food: trade, two per 2 :food: etc. and we certainly do not want to limit it to just one food trade...). Plus there needs to be a way to remove them... And still have the same total number of + and -
 
:D :D :D :D
Great! And you are right, I like to increase ties between civ and it's default enviroment type ;)

So, impatiently waiting for the release. And folks, be patient ;) I will release just after including Jean's code.

You may start merging ... :D (I hope you won't run into too much trouble.)
 
:D :D :D :D
Currently, I think Tarqueline's idea is the best one. I am sligthly worried about the amount of buildings that would have to be added (two per every :food: traded - i.e. two (+ and -) per 1 :food: trade, two per 2 :food: etc. and we certainly do not want to limit it to just one food trade...). Plus there needs to be a way to remove them... And still have the same total number of + and -

What if you tie food to food resources? So the food resource isn't only an extra-good tile, but it also gives +5% food to all connected cities? The associated building (granary for grains, smokehouse for meat) can enhance that by another +5%. I took this a step further on my own and also made industrial resources +5% hammers and happiness resources +5% commerce. This has nothing to do with trading the resources between towns, but at least it does allow for some of the bigger cities.

What can I say, I like to spread the ideas I used in my own mod, since I've more or less become too lazy to maintain it (and it was just as bland as the original Civ4, even if everything was a bit more interconnected).

If I had the motivation to, I could try and rework the entire economy of Civ4. Make hammers something produced by people, not tiles, and resources fuel the production and cities can build tools and forges and factories to increase output and so on.
 
I am sligthly worried about the amount of buildings that would have to be added .... Plus there needs to be a way to remove them... And still have the same total number of + and -

Some untested ideas:

I wonder if the "canConstruct" callback can be used to allow multiple instances of one building in a city. So you could have multiple add/subtract 1 :food: buildings.

If that doesn't work... maybe have the Routes be Projects(Rituals) that create the add/subtract buildings? You'd need multiple buildings types again, but the ritual could check for the presence of add/subtract buildings and swap in the appropriate new building.

For removing: Maybe a onBuildingBuilt check to remove a building AND the building you just built to remove the first? (OTOH, again a Project might be simpler.)

For removing "subtract" buildings before "add" buildings... I wonder if you'd have to count up the total number of "adds" and "subtracts" and, if there's too many "adds", loop over the player's cities and remove some.
 
Just had a quick idea...
The master weapons promotions from FF are quite fun. But there are already a lot of buildings and competing uses for great people that they could be used for other things. What if the master weapons promotions were added and attached to different guilds by the guild hall buildings that are created when the guild is founded. This would add more variety in guild abilities.
"(from wiki) They (guilds) were organized in a manner something between a trade union, a cartel and a secret society." Adding these promotions attached to the guilds brings out the "security" functions guilds had in addition to the financial wealth they brought.

I also like Mylon's idea for percentage bonus (especially because he has already coded it) even though its not quite what you are looking for in exchanging food between cities.

It seems like a real problem to code for since food and production are coded into the game differently than science, commerce, and culture :(
 
Same as the Golden Dragon.....

No pressure, but I'm a huge fan (stopped playing regular FFHII)

Just a question.... are the minor leaders like the minor leader modmod ?
 
It seems like a real problem to code for since food and production are coded into the game differently than science, commerce, and culture

I still think that, if it's possible, the best thing would be adding "TradeYieldModifier" XML tag to buildings and make one that transforms trade wealth to food.
 
CAN'T.......WAIT!!!! [pissed]:(

(Sorry anout that outburst there;))
 
You may start merging ... :D (I hope you won't run into too much trouble.)
No problems at all. I deided to take the easy way and just added all your code - I already use/plan to use it all.
I love the new possibilities, it also allowed me to cut some tecvhs and traits (no longer needed)
Thanks a lot :)

What can I say, I like to spread the ideas I used in my own mod
Sure, please do. I like to hear new ideas, even if after considering I decide not to use them. But I put a lot into Orbis.

What if the master weapons promotions were added and attached to different guilds by the guild hall buildings that are created when the guild is founded. This would add more variety in guild abilities.
Hmm... I decided not to include all the promotions because there are so many of them that it is hard to keep track which one does what and where is it applied. But one pr guild might be a good idea (special horses from farmers, metals from prospectors etc...)
Same as the Golden Dragon.....
No pressure, but I'm a huge fan (stopped playing regular FFHII)
Just a question.... are the minor leaders like the minor leader modmod ?
I based minor leaders on notque's mod, but there are some differences. Most of my minor's have two traits plus minor. Also, you can never get 2 traits in exchange for minor (ingenious and magic resistant are only exceptions), plus minor trait has more serious drawbacks. The criteria for the exchange are only slightly modified from the original ones.
The leaders themselves are mostly scenario ones (not all of them were added, i.e. illians are all alike or they get too many negatives).
I did not include any of notque's new leaders. All new ones are mine, and they are for civs that had no minor leader only.
Hope you like them, I have put a lot of heart to their creation :)

CAN'T.......WAIT!!!! [pissed]:(

(Sorry anout that outburst there;))
Just finished uploading. Sorry for the delay, I decided to not include some things I had planned, but needed to finish some features.

Anyway, it is finally avaliable. Get Orbis 0.22 here!
 
:worship::woohoo:Whooooooooooop!!!!
 
Noticed a couple bugs with version .22.
I gather ratcatchers are not supposed to be buildable from the start, but they are.
There is a broken text key when capturing animals.
Warrens double fishing boats.
 
Really glad to see the new version has arrived!

Update: Quick question, just started playing my first game as Amurites and my scout has access to a "Test" promotion but I don't understand what it does.
 
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