The Frozen

I've gotten patch .6a with everything save the Ascension solution right now. I'm still not sure what's wrong with that, though.

Unless I can fix it quickly, I'll release 0.6a now, and fix that later either in another patch (if Kael releases patch e soon) or in v0.7.

Most of the other major changes will be made in 0.7 (city names, Temple of the Hand, etc).
 
I can send you the save the turn before Taranis is supposed to Ascend but does not, if that will help
 
I can send you the save the turn before Taranis is supposed to Ascend but does not, if that will help

No, I replicated the situation on my own for both Auric AND Taranis. It seems the conditional statements I'm using to do this aren't working. (Auric's civilization type isn't being correctly identified as the Illians...)
 
Well, I feel embarrased now. The Ascension bug was because I misspelled "CIVILIZATION" in the python code.

Anyway, I've release patch 0.6a. It fixes all known bugs. You can get it in the first post- there's a seperate download page to download it from.
 
There are still some errors here. I think the Winter tech is messed up because I couldn't create the Draw and because I couldn't create the Draw I couldn't make Taranis Ascended

I think the next patch really needs to include Temples of the Hand, that's basically the first thing I build every time because my Ice Golems can't move to protect my 2nd city.

I really like the Wintering Worldspell, I was wondering if you might make it available earlier than Strength of Will and if others besides Mages could cast it (Like Taranis).

I think Taranis is at peace with Barbarians, they wouldn't attack him or his units, and my slow spell wouldn't work on the Barbs.

I also transferred Wintered Promotion to a galley. Now I don't mind this per se because I know that galleys have crews. I just thought you should know.

Another thought, maybe Wintering shouldn't give a penalty to Winterborn units, but a penalty to non-Winterborn Units: just a thought.

I love this Civ and it does the job of the Illians much better than the Illians. Keep up the good work! :)
 
There are still some errors here. I think the Winter tech is messed up because I couldn't create the Draw and because I couldn't create the Draw I couldn't make Taranis Ascended

Could you create the other rituals? Like Deepening, White Hand, Samhain, etc.? Not sure what's going on here.

I think the next patch really needs to include Temples of the Hand, that's basically the first thing I build every time because my Ice Golems can't move to protect my 2nd city.

Okay, I'll do this in the next patch.

I really like the Wintering Worldspell, I was wondering if you might make it available earlier than Strength of Will and if others besides Mages could cast it (Like Taranis).

I could, but as you indicate it's pretty powerful. I may move it down to Sorcery or an equivalent Religious tech, though.

I think Taranis is at peace with Barbarians, they wouldn't attack him or his units, and my slow spell wouldn't work on the Barbs.

When I blocked Taranis from declaring war on all civs his summoner was war at, I guess I also removed the code that has you declare war on the barbarians. Will be fixed in next patch.

I also transferred Wintered Promotion to a galley. Now I don't mind this per se because I know that galleys have crews. I just thought you should know.

How did you do this? Did a water-walking unit fight a Galley (or some such) or did the worldspell do it? I wonder if this would happen in regular FFH with the disease promotions? I'll investigate.

Another thought, maybe Wintering shouldn't give a penalty to Winterborn units, but a penalty to non-Winterborn Units: just a thought.

I'll block Wintering from touching Winterborn units in the next patch.

I love this Civ and it does the job of the Illians much better than the Illians. Keep up the good work! :)

Thanks.
 
Could you create the other rituals? Like Deepening, White Hand, Samhain, etc.? Not sure what's going on here.
Nope I could not create any of the other rituals. Illians made Smhain but not the White Hand and I couldn't make the white Hand


I could, but as you indicate it's pretty powerful. I may move it down to Sorcery or an equivalent Religious tech, though.
It is pretty powerful, I'm suggesting this because of the length of time it takes to get Strength of Will which is generally past turn 160. I'm thinking that there might be a time when the Frozen really need to save their hineys and Wintering may be their ticket. Maybe Arcane Lore or Earlier.

I do need to test this with another human however.

How did you do this? Did a water-walking unit fight a Galley (or some such) or did the worldspell do it? I wonder if this would happen in regular FFH with the disease promotions? I'll investigate.
Basically I casted the Wintering Worldspell and an Illian Galley Invaded my borders.
 
One idea: I was thinking about Peace with the Barbarians and thought of the Frostlings. Should Taranis be at war with Mokka and the Frostlings?
 
One idea: I was thinking about Peace with the Barbarians and thought of the Frostlings. Should Taranis be at war with Mokka and the Frostlings?

Ideally no. However, short of making Frostlings a seperate barbarian civ, there's nothing that can really be done about that.

I've also been unable to replicate the "peace with barbarians" as the Frozen thus far. That is, I was able to attack a Barbarian unit with a Frozen unit. However, I could not use Slow on them.
 
You can attack Barbarians, yes. However, they will not attack you ;) You actually get the best of both worlds with the current patch.

Edit: I know in FFH2 Animals will attack Clan Orcs yet barb Orcs will not even though there is only 1 Barb Civ. So it should be possible, it would just take some work.
 
Well, it's something to work on in the future.

I've release 0.6b, it does some balancing and some bugfixing. Included is the "start with Temple of White Hand" code. You can get it on the same download page as patch 0.6a.

Also updated the first post with a "timeline" of what I want to focus on:

v0.7: More Unique Units (also Fall Further version)
v0.8: Blizzards and Ice Terrain
v0.9: The Ascended (more spells for them).
v1.0: Balance? Whatever still needs to be done.
 
Well, fortunately Temple of the Hand building in cities that you Settle works just fine. The problem now is that in cities you conquer, Temples of the Hand do not function at all. Perhaps if there was a way to make Temples of the Hand kick in after city creation or something cause I believe the situation is now bad (not as bad as before, but bad nonetheless) because now since temples of the hand don't work properly, The Deepening and Wintering Worldspell won't be effective in those territories.

Just for reference, (not that there is anything wrong with this). A Doviello troop with Wintering attacked my Amurite Warrior and my Amurite Warrior aquired Wintering. Just want to make sure that was intentional.

Old Issues still Present: Barbarians, Demonic Citizens reference
 
How do you handle the temple code? Palace grant it, or Python? If you go the first way, I doubt the code will run properly in conquered cities... If python, you need to put code in OnCityFounded (or whatever... Forget exact names) and OnCityConqueredAndKept.

I did it via python. However, since simply adding a building to a city doesn't trigger onCityBuilt, I added a custom function call called "doTempleWhiteHand" that acted like building a Temple of the White Hand. It was being called in onCityAquired and onCityBuilt.

After seeing the changelog for patch e, I moved the code to onCityAcquiredAndKept. The previous way caused the same thing to happen when razing a city. (Which I decided I didn't like). However, the issue is I forgot that pPlayer is not defined as gc.getPlayer(iOwner) in onCityAcquiredAndRazed, but it is in onCityAcquired. Anyway, it'll be fixed in 0.7 (I doubt there will be another patch before that...).

A Doviello troop with Wintering attacked my Amurite Warrior and my Amurite Warrior aquired Wintering. Just want to make sure that was intentional.

Wintered and Winterborn units (Wintering is the worldspell, not promotion) spread Wintered to units in combat. That's the primary method of "spreading" Wintered... the worldspell is "backup". So yes, it's intentional.

Old Issues still Present: Barbarians, Demonic Citizens reference

The most likely reason you aren't getting attacked by barbarians is because Ice Golems are so strong... not sure why Slow isn't working on them, though. By "Demonic Citizens" do you mean changing the name? I'll do that in 0.7.
 
v0.7 should be out by the weekend. I'm going to be adding two new unique units in addition to the new Ice Druid unit, and they will take a little time to finalize.

The Fall Further version might take a little more time after that.

If anyone else has city name suggestions, even though it says "City Names" on the to do list and it's one thing I have finished for the next version, I currently have 11 out of 30 Infernal names replaced, so feel free to post them.
 
I've released v0.7. To install it, you must delete the current FFH Frozen folder (if you were one of the 45 people who downloaded it) and create a new one based off of a FFH updated to patch 0.41g. v0.7's final changelog is below, although I have not yet created a Fall Further version of this civilization:

Code:
-Made compatible with patch 0.41g.
-Added city names to the Frozen
-Added Nive unit as Ranger UU from the Bestiary
-Added Mulyalfar Elf unit, ice elf druid with a "freezing" spell
-Added Kocrachon unit as Chariot UU from the Bestiary
-Kocrachon passes "Nested" to enemies in combat, Nested units "hatch" to spawn young Kocrachon that last a few turns
-Added new graphic for Wintered promotion
-Renamed Demonic Citizens building to Frozen Souls
-Doviello and Illian civs given Winterborn as civilization trait
-When a Winterborn city is razed, the Frozen get Frozen Souls (like Infernals from evil city)
-Fixed issue where the "building Temple of the Hand" code does not work after capturing a city
-Added pedia page for concept information on the Frozen (this is a work in progress)
-Create Fall Further version of this civilization ([COLOR="Red"]NOT DONE![/COLOR])
 
1. Temple of the hand works nicely now, and it spreads ice to all tiles in the cross, even if I don't have the cross yet (thank you).

2. Old Infernal Text is still present giving gold research, etc. bonuses for Religion yet Taranis cannot adopt a religion so the text is useless.

3. Taranis doesn't start with training yard, requires Elementalism to Summon and gets Worldspell at Arcane Lore. This requires much magical stuff. Secondly Taranis doesn't start with training yard, so his most powerful starting unit is the Adept. Perhaps having the Arcane Trait would be appropriate for Taranis.

4. Wintering Spell does not add wintering to all living units. Since Frozen Cities adopt temple of the veil turn terrain into ice and wintering only affects tundra, the worldspell is useless now. I want my blizzard wintered terrain back!
 
1. Temple of the hand works nicely now, and it spreads ice to all tiles in the cross, even if I don't have the cross yet (thank you).

2. Old Infernal Text is still present giving gold research, etc. bonuses for Religion yet Taranis cannot adopt a religion so the text is useless.

3. Taranis doesn't start with training yard, requires Elementalism to Summon and gets Worldspell at Arcane Lore. This requires much magical stuff. Secondly Taranis doesn't start with training yard, so his most powerful starting unit is the Adept. Perhaps having the Arcane Trait would be appropriate for Taranis.

4. Wintering Spell does not add wintering to all living units. Since Frozen Cities adopt temple of the veil turn terrain into ice and wintering only affects tundra, the worldspell is useless now. I want my blizzard wintered terrain back!

1. You're welcome. :)

2. What text are you talking about? I thought I had got rid of all of this old text.

3. He has always required Elementalism to summon. Does text somewhere say otherwise? It is a mistake. The worldspell at Arcane Lore issue I can fix and will in the next patch (and in the Fall Further version I'm going to release after I finish bug-testing, which I'm doing as I write this post). It should be at Sorcery instead.

The Training Yard was replaced by the Temple of the Hand as a starting building. You suggested somewhere to either replace the Training Yard or the Forge. I'll have it replace the Forge instead, I guess.

4. I'll look at the worldspell and see what's going on. It should not just be affecting Tundra... and it should be touching living units. I guess some if statements are messed up. Again, a next patch/FF version fix.
 
3. He has always required Elementalism to summon. Does text somewhere say otherwise? It is a mistake. The worldspell at Arcane Lore issue I can fix and will in the next patch (and in the Fall Further version I'm going to release after I finish bug-testing, which I'm doing as I write this post). It should be at Sorcery instead.

The Training Yard was replaced by the Temple of the Hand as a starting building. You suggested somewhere to either replace the Training Yard or the Forge. I'll have it replace the Forge instead, I guess.

No no no no, I approve of replacing training yard. You misunderstand. I guess what I'm trying to say is that effectively the main strategy that is encouraged by summoning Taranis is the Arcane route. To get Taranis you need to Rush Magic Techs. When you start as Taranis, (if you rushed him, like you should) the only buildable units straight out of the box will be a warrior and an adept.

To get his worldspell, you have to research further Arcane Techs. Plus, making the Ascension ritual requires Strength of Will (or that other tech but that'd be a waste). So, what I'm saying is consider giving him the arcane trait so that his adepts will gain xp faster to reflect all the arcane mechanics within him and help him defend himself.

I think starting with forge is excellent, he gets sage, engineer, and priest specialists starting out to help him catch up. I think this is good. Keep it that way.



4. I'll look at the worldspell and see what's going on. It should not just be affecting Tundra... and it should be touching living units. I guess some if statements are messed up. Again, a next patch/FF version fix.
Yeah, just be aware that popup text over worldspell button says tundra and all living units, so that needs to be changed too.

Peace,
Bill
 
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