I would love to update help & pedia.One more thing Orbis can make to be more accessible to new players may be updating those short advices you see when loading or starting a new game. Some of them were updated for Orbis, but many are still from FfH (or even BtS).

Speaking only for myself, Orbis is my favorite mod in terms of polish, mechanics, tech tree, etc. But the two weakest parts (to me) are the Guilds system, which seems horribly overpowered for the human player, and the AI, which doesn't seem to take advantage of civ-specific stuff much.
I'd like to see either the guilds less overpowering for the human player or the AI better at using the guilds. And I'd like to see the AI Civs using civ special units properly. Amurites with Firebows+Wizards, Dwarves with druids and stuff, you know. I think this is the thing WildMana does pretty well.
Maybe you could, um, borrow some of their AI stuff.
But I like the Orbis framework a lot.
and the AI, which doesn't seem to take advantage of civ-specific stuff much.
Now the AI just seems passive and if they don't have copper or iron they just build what they can without actively trying to acquire these resources. In Orbis, copper and iron are pretty much what rubber was to most Civ mods: you die w/out it. I mean except for maybe the Sheaim, you don't have bronze or iron to upgrade to the next tier of units, you are hosed. Yet I see the AI stuck with Tier 1 type units all the time.
Iron/copper is required to build Heavy Infantry, you can build Axeman without metals. Speaking of which, maybe remove this requirement from Heavy Infantry as well ? it might help AI a little, and Copper/Iron str bonuses are making metal worth fighting for already 

And I have 500 MB of soundtrack... It is 700-800 MB total
Over 1,2 GB when unpacked...Maybe I should split it (i.e. soundtrack comes with another pack)?
Especially if it works without soundtrack - from what I read in music thread, many of us play without music or with our own music. Or have weak internet connections ;>
though i would download both even though i don't listen to the music often

It hould work quite fine. Of course, only tracks contained within Vanilla/Warlords/BtS will actually play. You will get info on missing files, but that is all.I'm not how sound in Civ4 works, but if it's possible - sure. Downloading 300 mb and 500 mb is easier than 800 at one timeEspecially if it works without soundtrack - from what I read in music thread, many of us play without music or with our own music. Or have weak internet connections ;>
I would love to update help & pedia.
But...
I work on Orbis alone. My time is limited. So, I need to decide: do I fix bugs? do I add new features? Do I try to make it more balanced? Or maybe AI needs some work?
All of the above need to be taken care of. And truth is, I prefer to add my ideas than precisely describe them.
That is the plan, more or less. I have plans for some features, but mostly I plan to do a lot of tweaking and expanding on small scale. And first of all, AI & documentation.There are a lot of very interesting features, but these are very unaccessible, indeed. Some do not seem to have any purpose or are horrible complicated (e.g., WTH is oceanic/hills/newforest/grassland vs. continantal/hills/forest/plains and why are both in the middle of the continent?) If you want your mod to become more popular I would suggest to stop adding new features and concentrate on documentation and making the AI use existing features.
I will probably either add that option as well, or rework the whole system. I need to do it as ranged attacks are THE source of OOS in multiplayer and not sure I can fix the current system.Still, I think the mod is totally worth the time trying to figure out how it works. The main reason why I may refrain from doing so is that I totally dislike the ranged attack mode, because the game is slow paced to start with and this feature slows is down even more. I am really glad that one can turn it off in Wild Mana.
That is the plan, more or less. I have plans for some features, but mostly I plan to do a lot of tweaking and expanding on small scale. And first of all, AI & documentation.
The continantal/hills/forest/plains are hills with forest. Continental climate comes from flavourmod, it decides what type of terrain is there - but for one terrain, more than one climate can be set. I.e. grassland is both temperate & tropical. But true, it needs detailed explanation.
I will probably either add that option as well, or rework the whole system. I need to do it as ranged attacks are THE source of OOS in multiplayer and not sure I can fix the current system.
Climate can have only one terrain specified, but it done right, 2 or more climates can use the same terrain. Just need to make sure that climate parameters do not overlap (had some nasty crashes during 1.0 development).Whut? Unless you changed something, each climate type should only have one terrainclass, which has one Terrain and one Hell Terrain.
Or did Jean update it more than I thought?
)Unfortunatelly, no. It probably helped, but OOS still occur It was fine till turn 205, then we got OOS almost every turn. Tried reverting the code in CvUnit.cpp to BtS, but it did not help. When I have removed renged attack abilities from all units & promotions, we got only a few OOS over 150 turns (205-370). SO it is definetly caused by ranged attacks. I will try a few more things, will keep you informed.I thought the OOS from Ranged Combat went away when you merged Sephi's code?
Climate can have only one terrain specified, but it done right, 2 or more climates can use the same terrain. Just need to make sure that climate parameters do not overlap (had some nasty crashes during 1.0 development).
I use it for Tlacatl climate change - they transfor everything to tropical, which changes terrain to grassland & forest to jungle (no more python)

Unfortunatelly, no. It probably helped, but OOS still occur It was fine till turn 205, then we got OOS almost every turn. Tried reverting the code in CvUnit.cpp to BtS, but it did not help. When I have removed renged attack abilities from all units & promotions, we got only a few OOS over 150 turns (205-370). SO it is definetly caused by ranged attacks. I will try a few more things, will keep you informed.



Complete Stranger here, but I feel compelled to give my advice here.
How to Make Players Love you:
One Word: Customizability. Make it easy for players to customize your features. Whether they be toggable (via a BUG-esque menu), gameoptions, or via an installer system, your mod should be very configurable. Users want to mess with the settings without learning XML. Make it easy for them, and they will come.

How to Ruin a Good Feature:
If the AI doesn't understand how to use a particular feature, it's worse than having that feature at all. Player-Oriented features are non-features, and many will consider them cheating, or just plain bugs. You can design the coolest combat system ever, but if the AI can't handle it, you should opt for one the AI can handle, or write AI code so they can handle yours. The general rule of thumb is that if the AI can't deal with your feature, and you can't fix the AI, cut the feature.
) and never has; Yet it's still here. Some features are simply too engaging to be cut, even if the AI does not understand it.
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