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EitB PBEM XXXIX Setup and Tech Thread

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Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Wrong mod guys

[Image: o4VHaw7.png]

We asked for 11.1 not 11. Moreover the install for v11 has no version number for it.
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I had that problem!

It's actually not the case that the v11 installer has no extension to it; it does indeed create a v11 directory, however ... it also requires that a baseline version of the directory exists otherwise it experiences an error. The standard way to get past this if v11 is your first EitB install is to rename the directory. This is what I did when I first downloaded it, and probably you did too.

I fixed this by running the installer a second time which created a duplicate directory, which is then picked up by the save and will run correctly. Not perhaps the most elegant or technical solution, but certainly the most straightforward.

As far as requesting a specific version of the mod goes, I couldn't find anywhere we were that specific, however I didn't dig in great detail.
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Both of these posts http://realmsbeyond.net/forums/showthrea...#pid512368 and http://realmsbeyond.net/forums/showthrea...#pid512368 specified 11.1

Unfortunately, this game needs to be recreated again.
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I've looked at the changelog and are the changes really that big that we need to restart?
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Unfortunately yes.
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These are the changes:

Erebus in the Balance Version 11.1 Changes
Bug Fixes:
• Fix a bug whereby Governors manors are unbuildable
• Fix a bug with the spawn values for Planar Gates are incorrectly coded
Balance Changes
• Unit Change: Lesser Versions of Host of Einherjar, Pit Beast, and Spectre created. These units have -2 Strength and -1 Move compared to their originals.
• Spell Change: Summon “Lesser” Einherjar, Pit Beast and Spectre’s created. These require only the first spell sphere and the summoner promotion.
• Building Change: Infirmaries Cost Reduced (220h -> 175h)
• Civic Change: Undercouncil moved from Trade to Poisons
• Civic Change: Overcouncil moved from Trade to Medicine
• Tech Change: Medicine Cost Reduced (1400b -> 1000b)
• Trait Change: Cassiel PHI/ORG(ADA) -> PHI/IND(ADA)
• Wonder Change: Kuriotate Palace Requires Two Cities (Not Four) to Build


The only ones of any relevance are Undercouncil, Overcouncil and Medicine. I'm fine either way - but these aren't very big changes. The main change (summoner) has no relevance here; nor do any of the bugfixes, and the others were minor ones.

But the amount of effort to change the start is trivial - simply edit a single line in the WB file (v11->v11.1, download 11.1, and launch the game in it). The main annoyance is having to start again.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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(January 5th, 2015, 23:58)Qgqqqqq Wrote: These are the changes:

Erebus in the Balance Version 11.1 Changes
Bug Fixes:
• Fix a bug whereby Governors manors are unbuildable
• Fix a bug with the spawn values for Planar Gates are incorrectly coded
Balance Changes
• Unit Change: Lesser Versions of Host of Einherjar, Pit Beast, and Spectre created. These units have -2 Strength and -1 Move compared to their originals.
• Spell Change: Summon “Lesser” Einherjar, Pit Beast and Spectre’s created. These require only the first spell sphere and the summoner promotion.
• Building Change: Infirmaries Cost Reduced (220h -> 175h)
• Civic Change: Undercouncil moved from Trade to Poisons
• Civic Change: Overcouncil moved from Trade to Medicine
• Tech Change: Medicine Cost Reduced (1400b -> 1000b)
• Trait Change: Cassiel PHI/ORG(ADA) -> PHI/IND(ADA)
• Wonder Change: Kuriotate Palace Requires Two Cities (Not Four) to Build


The only ones of any relevance are Undercouncil, Overcouncil and Medicine. I'm fine either way - but these aren't very big changes. The main change (summoner) has no relevance here; nor do any of the bugfixes, and the others were minor ones.

But the amount of effort to change the start is trivial - simply edit a single line in the WB file (v11->v11.1, download 11.1, and launch the game in it). The main annoyance is having to start again.

Yeup
Must be redone.
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While we're waiting for DaveV to help us out, can I suggest that you take a look at the turn and pass it to Northstar on the current version? Better if we find any other problems now rather than wait to go around /again/....
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OK, packaged up and sent to Dreylin one more time. Here's hoping the third time's the charm.

Don't forget to delete your old save files!
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