Wodan
Deity
It happens every time for me. 100% replicatible.Is it possible that founding a guild has a chance to fail, like spreading a religion?
It happens every time for me. 100% replicatible.Is it possible that founding a guild has a chance to fail, like spreading a religion?
I'm getting the same crash with delayed spells like Sarisin.
btw, i see no sence for having workshops when those cottages overpowered that much. for example: elves can have 3 hammers, 3 food, 4 commerce on every tile with those cottages.
I mainly used to play ffh mod with no modmodmod(^#?)s, and here im trying to play this one. First impression is SLOW. Usually i play on huge size maps with original mod but here i had to wait about 40 sec for turn to be over even on first turns and had to give up this idea. Still - temptation to play this is strong and i tried normal size map with just 6 teams, monarch difficulty for the first try.
Looks like AI been weakened alot here - after about first 70-80 turns i was able to lead in everything(x2 advantage in points compared to strongest AI team by turn 200, more army, bigger cities, x3 more gnp etc). bannor had 2 built settlers in their city when my hawk explored there, and he just wouldnt send them to make cities! Calabim had their prespur size 1(!) for the entire length. only teams that seemed to do anything at all were spiders and amurites. any way i was preparing to finish that game by quick conquest but here came worst truble. Constant crashes. First i had them just 1 per 10 turns and reloaded from save to keep play, at last - reloading wouldnt help and i got save with 100% crash after it. here it is attached.
From what i noticed - mod differs alot from the original, and looks like much more intersting, great job with its design! The only 3 problems are AI(well, guess moving forward with difficulties could help), speed and those crashes, is there some more stable version?
btw, i see no sence for having workshops when those cottages overpowered that much. for example: elves can have 3 hammers, 3 food, 4 commerce on every tile with those cottages.
Also lumber mills are way overpowered. But I heard they are to be nerfed a little...
It's not that our AI has been weakened, it's that the FfH AI has been strengthened. Just not in a way that is easy to port over, or that I particularly care for on the code side (results are nice, though).
Depends on what you mean by nerf. Lumbermills will be harder to get, but their yields are actually stronger.
all improvements seem to need some tweaking.
mine and quarry need to differ in some way. they have very similar yields throughout the whole game but quarries offer some advantages.
techs for better yields are less special and they can be built on grasslands.
atm i play wild mana and i realized that farms shouldnt have +2 food from start. this makes sanitation a very weak techpriority and cities grow too FAST.
plantation yields dont increase at all while everything else does. most of the time when placing plantation i find myself in need of some food (e.g. cotton on plains).
+1 food at medecine for plantations would be nice. or +1 food -1 gold.
lumbermills come in too late and start too strong and i would even say that beelining fol and industry is the best techpath atm because their output is just sick.
tone down overall yields and make the improvements available before tier 3 sets in would be my suggestion
That looks like a nerf to me. Are you saying the bottom three now cannot be built until the appropriate tech is researched? Or is it the 75% faster method? And bonuses with further tech research?
Now lumbermills give, I think, 1 (1 if riverside.) And there are two techs, ironworking and optics I think, that give it +1 +1 . So grassland ancient forest riverside lumbermills yield 3 4 3. For Egalitarian or Financial leaders these plots are ridiculous.
I always thought that watermills should be the best of the advanced improvements since they have the most restrictions on their placement.
Ranged attack and Bombard still have the same hotkey (B). I would swear I reported this a couple months ago.
Also, Blinding Light allows me to target when there is an invisible/stealth unit, thereby basically giving me "see invisible" ability of sorts. Possible other area effect spells work the same way. Also, if the invisible unit has magic resistance and successfully resists, it should NOT popup the "spell resisted" text (in the log) and the icon on the screen.
Looking at that chart it says workshops require 1 food, so my question is can fallow civs build them?
Edit the final: Attached patches for the bugs that I've fixed. Separate files for C++, Python and XML changes. All patches are relative to the "Rise from Erebus" mod base directory.
Also the Austrin vs Austerin changes in a separate file.
It always uses the first one; in effect, there isn't a hotkey for the other.Does them sharing a hotkey actually cause issues? I honestly never use hotkeys, so I really wouldn't notice it.
Thx. Note that it may be endemic to all area effect spells.Will look at Blinding Light.
Thanks a lot! I finally managed to finish a game after applying your patches. Not at single crash or python exception.