KrugSmash
Warlord
I built some frostling archers as the illians and they were able to take city garrison 2 and 3 before taking 1.
Finally finished my Grigori game. Here are some more notes, make of them what you will.
First the bugs(?)
* No shipwrecks. Have they been removed? Maybe there ought to be one or two on Reefs?
* Rinwell Isle was founded on a Reef. Was this intentional? It would be pretty cool if the eight surrounding squares for Rinwell were all Reefs.
* I couldn't sanctify land which contained any kind of improvement, whether that improvement be a mine, town, tower or unique feature like Sirona's Beacon (which shone through hell for a large proportion of the game) Same went for coast / sea / ocean. If they had some kind of seafood - even undeveloped - you were out of luck.
* I had an immortal dungeon for a large period of the game. Every time I explored it in an effort to destory it, it cam eback the next turn.
* Regarding the MAF issues I mentioned earlier, I eventually solved these by turning down the Graphics from High to Low. This also sped up the game. If these settings are reg hacks or xml / ini files hanging around on the file system, maybe a tick box could be added to the RifE Launcher.
* There were a few pink box and missing text keys. I think the Heron Throne was one and the Shelter of the Refugee (or whatever the Grigori Refugee building was called) was another.
* Graphics for Gurid and Margalad. They had a tendency to turn into giant vikings when their back was turned.
Balance Issues / General flow of the game.
* Hyborem turned up and did nothing. He was sandwiched between the Sheaim and the Balseraphs. I'm guessing the Sheaim summoned him, and he didn't want to turn on them right away, but the Balseraphs were absolutely slaughtering him in the culture wars.
* At one stage fairly long into the game the Sidar capital was size one. Some of the other Sidar cities were larger, but heaven alone knows why the Sidar Capital was so awful. My guess is that they raised the Mist Shields and hadn't developed their inner ring enough. Maybe the Sidar Capital should be able to work their outer ring(s). Still at least they captured a few cities from the Barbarians and settled a few of their own, unlike...
* The Khazad. One city the entire game. Didn't even have the excuse of joining the party late. Admittedly the Frozen turned up about turn 200 to his north. I'm presuming Kandros tanked his economy and couldn't get out of the death spiral. Playing on chieftain probably didn't help him much either. The Frozen failed to take advantage although they could have clearly overcome him.
* Flaurous ceded to me as soon as he could, but the Clan, Sheaim and Balseraphs put up a reasonable fight. The Clan used the world spell to particularly good effect. I didn't bother trying to take the Sidar.
Other Thoughts
* Should Heroes automatically get a decent Perception stat? That'd ensure that every civilisation has at least one unit that could enter Sidar lands. There were several wars with the Sidar and I'm pretty sure that they couldn't lose cities because the AI didn't understand how to deal with Mist. Maybe Mist should penalise movement and combat rather than prevent it. This still gives the Sidar a strong home turf advantage, but would mean that they'd lose to an overwhelming AI force.
* The Grigori could do with an inqusitor-style unit. It's not in the Grigori interests to accelerate Armageddon but if AV spreads to their citites there's pretty much nothing that they can do until they get Medics, appoint you next adventurer a medic and then wait for him to level up to level 6 so you can turn him into a Luonattor. Perhaps they should have a "Judge" at Code of Laws that can remove all religions from a city. (I guess this ought to apply to any Agnostic Civs)
* Great Sages. They don't have much in the way of funkiness unlike most great people. I'm not too sure what you could give them to improve them. Maybe allow them to cast Inspiration (though if that's the casde you could just settle them instead)
Cool Stuff (cos praise is far too rare in this world)
* Chopping Jungles gives Hammers. Excellent. Should have been in Civ4 from the start.
* Great Generals are back. Very Good.
* Homesteads, Refugees and Adventurer Counter all very good.
* Liked the Burning Eye. Neat little graphic.
* Once I turned down the graphics the game was very stable. Congrats on crushing the stability bugs.
* In general, a very fun game and a worthy successor to FfH.
Either the Resplendant Minaret or the Mirrored Pylon have a pink square.
In addition, on my Windows 7 x86, the installer took actually AGES to start.
It is normal?
I built some frostling archers as the illians and they were able to take city garrison 2 and 3 before taking 1.
Tokala,
The second Python error is related to the popup telling you that units will leave you if you swap religions. Just manually delete any religious heroes and high priests you have, then you can swap as usual.
the civlopedia is broken for units it randomly sets the filter to demonic horde and if you click unfilter it dose not show any units
While trying to go for a religious victory encountered a few show stoppers
"Purge the unfaithful" had no effect. (python error #1)
Switching from FoL to any other (non-)religion was not possible (python error #2)
Thought at first #2 might be due to running GoN, but even after changing civics switching the religion was not possible.
I actually enjoyed my game, can you fix that?
On turn 360, playing Calabim, I just realized I don't have a palace in my capitol. I did react some 10-20 turns ago that my upkeep seemed to have increased a lot, but assumed I hadn't kept track while moving my army around.
This probably is from some event where you lose a building... but even so, the palace should be excluded from those events by vanilla-civ default, right?
Ah well, including a save file in case you can dig up some detail from it.
Edit: Just remembered that I did have the "angry merchants" event around 20 turns ago - corruption and stuff, where they hire an adept to burn down my town. This event might very well be the reason? I still think the palace should be a 'safe building' though .
Got another that probably is known already: A jungle hill with smoke on appear to be indefinitely "choppable" until the smoke goes out. The jungle aren't removed and I can even chop multiple times each turn.
Did a search for Hyborem, couldn't see this Python exception noted.
Occurring every turn.
I took Orthus as a ravenous werewolf (Bwahahaha), and now every turn I get the little orthus marker on the edge of my screen, like it thinks he's still a bad guy out to get me.
It crashes a lot. It isn't any definitive problem, and I can go further each time, but it keeps crashing eventually and it's very annoying.
It crashes a lot. It isn't any definitive problem, and I can go further each time, but it keeps crashing eventually and it's very annoying.