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I also agree that the threat should ramp up to become more interesting quickly - I'm not sure what controls it at all, but I've never even seen anything beyond dispossessed spirits even though the event description indicates that such should eventually occur.
That being said, I'm pretty sure Illwinter didn't even think about maps larger than what you can access through the regular UI in mind when they made their events, nor do I think you can fairly judge the event with that in mind. CoE went from seven (eight?) player slots to 16 mainly because a number of players requested more slots, not necessarily because Johan or Kristoffer thought it was a good idea in terms of gameplay or performance. (From my memories of the beta - which I was invited into fairly late - the feature was added a couple of patches after I joined. They were probably looking at easy-to-implement fan suggestions and throwing them in at that time.)
Keep in mind, the developers consider a map size of 78*60 enormous. 90*90 is nearly twice as big. If it feels like a civ fantasy mod, keep in mind that you're basically adding a mod yourself when you play on maps that big (whether you download someone else's or force the game to generate one through the commandline).
And as a sidenote, a minute on the turn processing from a single AI alone is a lot more than I've ever experienced (even later on I usually find the AI timers the fastest part of turn generation). I'm not entirely sure if you're playing with Populum based on the context, but if you are, you should note that the large number of events it uses themselves have a serious performance impact.
On a normal sized map I find the Statue of Hades event a touch frustrating, but not terribly so. You can usually find the statue in the normal course of exploring the map and eliminate it, or else win the game outright, before it becomes much more than that. I find Infernal invasions far more frustrating if I don't happen to have access to lots of fully fire-resistant units.
A fun thing is that there's now an infernal invasion the demonist AI having likely opened a gate (or several ?) as it appeared without an event message (but at least I know where to go this time).
It's mind-blowingly simple to effectively disable this event via a very small amount of code. Create an event that runs once per turn (as in per month, not per player's turn), which checks every possible location to see if the Monument to Hades unit is present there. Since AFAIK it can only spawn in a Necromancer citadel or Old Castle Ruin, that won't be many tiles to check even on the largest map. Then, in any square where a Monument to Hades is detected, kill all units with the type 'Monument to Hades' (that might not actually be its name in the game's code, but it wouldn't be hard to find out).
Et voila - the event will now be snuffed out instantaneously, each and every time it occurs. You don't need "dozens of commands", bitmasks or the Tao of CoE - all it takes is two or three lines of code so simple that anyone could do it in minutes (in other words, I've told you what to do - go and look up how to do it yourself if it's that important!)
Secondly the method you suggest doesn't really look like something someone with programming knowledge would do, or could do without knowledge of the inner wotkings of the game...
- an event firing every turn checking lots of locations just to fix one thing happening once in a blue moon (good processing optimization.......)
- .... requiring to know that the exact name of the thing you want to destroy (and fail to find and so to see) is "Monument to Hades" (if I called it statue, it's because I have the vague memory it was one from a previous game, no idea if it was called Monument "to" or Monument "of "Hades or something else when I wrote my post)
- and eventually to know on which terrains the statue can appear... and so these terrains bitmasks (if it's true it can only appear on old castles and necro citadels it's a news for me, as this information is not on the wiki and it's only the second time I remember I have this event in 400 hours played I had no idea - pfff considering I was playing on my own custom map I could easily have checked all old castles had I knew ; I made big efforts to send armies to the two haunted cities in case it was there, but didn't think about doing the same for all the old castles)
A simpler method (if possible, I don't know this game modding well, but it's how I'd do in dominions, to take an illwinter game serie I actually made mods for at some point) would be to selectunit Monument to Hades from the start and replace it with another unit copy not having the property to open that gate between planes (imagining it's linked to an unit property, not hardcoded to that unit number, something I can't know not knowing the inner workings of the game).
Finally if I only suggested modding as the very least desirable method to fix this event, it's because I think lots of players may be interested in playing (including eventually on big maps) but not as much in making mods, and may like a way to avoid havng an "Hades is moving" phase taking 3+ minutes a turn and their game dynamic destroyed by an ultra repetitive random event
And about why I made my rant post (out of the pleasure of ranting), it's because if instead of encountering this situation after hundreds hours of coe (and more of dominions) play, it had happened in my very first game (or even my very first on a big map), my relations with all their works would have likely ended with a bad review and a refund as it make their game look broken. So I think it's good for them to know, before it happens to someone not being already a fan.
You can get the terrain codes in-game by pressing Ctrl+I while the cursor is over a given terrain. There's lists and databases of unit info, and numerous other details, readily available on these forums and elsewhere, which would give you the name of the Monument unit. You don't need the event to check lots of locations but only a few. It will literally take seconds to run, if that. Optimization isn't necessary if the process is that quick to begin with.
Once again, you could have solved the problem for yourself in less than the time you've spent complaining about it. It seems like you don't actually want to solve it, you'd rather just whinge about it.
I'm not a big fan of the game-changing Invasion events either, I think there should be a facility to toggle them at game setup. But neither of us has any right to expect or demand that a developer should make games a certain way. They make their own design decisions for their own reasons, and if we don't like those decisions we can either throw a tantrum, suck it up and accept the fact that there are game elements that we dislike, or fix it ourselves. The whole reason why games are moddable is to allow people to change them, to make a better game from that player's subjective viewpoint.
I'm going to bed, because I'm very tired, very grumpy and your attitude is annoying me. Tomorrow I might write the tiny script to solve this problem, just to get you to stop whining.
You had an easy way to mod me out of your life in far less time than writing this post and then making a mod, why are you complaining on a forum ? :)
Anyway, joke aside, thanks for your help, if I don't completely share your philosophy.
Not really sure what's going on here.
edit: A wraith, too.
edit2: Banes and Bane Lords. Seriously, seriously confused right now. Vaguely suspect Illwinter may have done something in the latest patch. Twan, do you have the latest version?
Maybe it's linked to map size, or some other non-obvious factor?
Alternative theory: the event is broken on Windows but not on Linux. Wouldn't be the first time something like that slipped by unnoticed for the longest time.
It's possible (I guess?) that it might be something simulated on the Hades side of things. Maybe units other than dispossessed spirits have to come from the monument itself? It would explain why only dispossessed spirits seemed to spawn in my territory while nastier creatures seemed to mostly originate from the north-west. (Still haven't found the monument.)
Some 2 or 3 years later I encountered one large hades army of bane lords, ghost archers and hounds I hardly imagine I could have missed as banes are not stealthy and they were in the middle of my territory. I'm now in year 27 and it's the only other time where I've seen Hades controlled monsters not being dispossessed spirits on elysium. On the moment I thought it was the result of a swap, as I'm playing a necro and there's also a barbarian in the game, but possibly they were from the event too.
Out of that 8 years after the event ended I still have an average of one or two (small) dispossed spirits attack every turn , so I don't imagine how many little stealthy groups were roaming everywhere.
Searching explanations, no idea. There hadn't been many big battles between players before the event started, just normal conquest of indies, it happened just when factions were arriving in contact. All factions are in play but the Witch, the Dwarf Queen, Troll King and Voice of EI, so likely all kind of units had died (it can't be that specific type of unit dying is required to have differents ghosts in the invasion I think).
And I'm playing with normal updated by Steam CoE and just a mod with commands copied from Populum to close early inferno gates (where I've also added Orpheus lines to close Hades event).
I've also started to conquer some places in Hades with necro summons and population there looks normal, there are still lots of every kind of undead spirit and banes there (I see no difference with the few times I explored Hades in other games).
On elysium, a consequence of the event (if it's not just the map size and richness) was to end with even more insanely powerful Warlock and Demonist armies than usual, those factions able to destroy hordes of spirits without casualties ended with the most enormous summon armies I've ever seen (I'm speaking of 4 or 5 armies taking 3 screens of powerful summons each). Makes for a very fun guerrilla game, where I have to use Stygian Path with the necro and water with the cultist a lot to avoid them, while I'm destroying their allies or searching the gates the demonist find fun to open. There are also several demons armies wandering around, but they are not that annoying for the moment, I think they are mostly taking lands of the demonist own allies..
Finally there's a last strange thing in this game : I now see several groups of 3-5 rephaim giants wandering under Horrors special player control (with no horror to control them and very far from the high priestess territory, she's in Italy and Africa and the rephaims appeared near Stonehenge in England, I don't think they were charmed). Don't remember having seen non horrors under Horrors faction control in other games out of the occasional confused/mind controled unit.
I'm not sure if there's anything besides roaming Rephaites associated with that. I don't think so, though they might appear more frequently with time.
For the mod, it was just in case the event happened again. The first monument has been destroyed I'm sure of it (I've explored to all old castles since then).
ps : After reflexion, it's simply possible that other types of Hades parties did appear but far from me and were all destroyed by AIs before I encountered them, I spent my time losing exploring parties to stacks of doom and conquered villages to spirits when I was desperately searching the monument, so even if I had visited 3/4 of the map by the end of the event, most was under fog of war.