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If an orc army kills a human army while you're commanding the orcs in the battle, you should get the influence for killing a unit that is at war with the orcs. Simply commanding doesn't get you anything though, so if the orcs loose the battle, you get nothing influence wise.
And you're saying that the orc upstarts don't use the trait at all, they just get a direct stat boost. I missread your earlier message and thought that you meant the stat name or elevate was missing from the trait in some way.
They have custom levelling logic, as they don't have diverse enough behaviour to support the typical system.
I'll add replacing that to the to-do list. They should indeed get the stat bonus traits, even if the stat selection process remains unique to them.
1. That makes sense.
2. I was referring to the "Command Battle (Att/Def)" Challenge, and gaining influence per turn for Agent(s) helping Orcs in battle. And not the Raider Army from the "Raiding Party" Challenge. You get +20 for Commanding when an enemy army is defeated, but nothing for Commanding itself. So you get nothing unless you win.
3. Hhhmmm, that's a mystery for me then. Here's a long image of 5 screenshots from a clean uninstall, reinstall & verify (w and w/o DLC in case that base-code was part of the DLC).
1+2 Vanilla w and w/o DLC
3+4 CommLib & Orc+, w DLC and w/o DLC
https://imgur.com/nW6K4MB
5th is an Orc Elder from #4 to show the Trait missing from the Orc Upstart (to check we're referring to the same thing). Tested on both my Win10 systems and it's the same on both. (If SotFG is portable, I'll try testing it in work).
4. Thanks for this info. Not least because it likely explains other times I've seen weird Orc decision making using Orc+.
Item 1 is a base-game bug/feature, which I ultimately left in because it made the orcs stronger. I imagine that it represents trade, exchange or theft between tribes.
Item 2 is intentional. Simply standing somewhere with a group of raiders doesn't please the orcs, as you may simply be wasting their time. Doing things with that army does provide influence.
Item 3 is very strange, as that is unmodified base-game code. I would recommend verifying your game's files just in case there's a fault somewhere in there that's causing this.
Item 4 is also a feature rather than a bug. Orcs prefer tasks that are near them, but the amount that they prefer them is sightly randomised, to prevent them always doing stuff right where they are. The label "Distance" is used for both absolute and randomised distance-based utility changes.
1. It might be intentional, but Orc Fortresses (and I assume other Army bases) can benefit from the Orc Industry in neighbouring tiles belonging to another Orc Tribe.
2. Commanding an Orc army in Orc territory gains no Elder influence, but it 'feels' like it should be worth something. Maybe +2 per turn per Agent commanding an army.
3. Orc Upstarts lack info in their Trait panel regarding their level up stat bonuses. ie. Bonus:[Stat](N). Other Orcs have this info so seems odd that Orc Upstarts don't.
4. I've sometimes seen strange "Distance" modifiers when there's a Human market adjacent to (perhaps near as well?) an Orc Great Hall, causing the former, which is 1 tile away to be "Distance 20" (green), but the Orc Hall where the Orc Upstart is currently located to only be "Distance 10" (green), even though it's clearly closer. See screenshot. (I can dig up that save if you need it).
https://imgur.com/8Pp4GYm
- (Base Game & DLC) Updated Agent AI for all Orcs Plus units to make use of the new challenge subtype support introduced in the Community Library V2.6.07.
- - Orc Units will now try and perform variations of challenges that they are allowed to perform that are added by mods.
- - Example: They would now consider recruiting minions from the Circus.
Properties > Installed Files > Verify integrity of installed files.
That will have Steam check that all of the game's files are intact, and the files for all downloaded mods for the game. It will re-download any that aren't correct.
Go to your save game directory for the game, which are at: %AppData%/ShadowsForbiddenGodsSaves
Inside of there will be a file called:
modList.txt
Open it.
On each line of the file, there is the name of a mod, and the status of the mod. Move the line for Orcs Plus to the bottom of the file and save it. Don't change anything else, and don't leave a blank line where Orcs Plus used to be.
If that fails, and you still can't launch, go back to that file and change where the Orcs Plus line reads !:!ENABLED to !:!DISABLED.
I'm having to break this down into a few posts. The first one you should try will be at the top.