Ideas, Requests, and Feedback

Hello all together
I think the Mazatle are now quite a bit overpowered with their 9 Wyvern (Str.12) in Priesthood Tech.
Its easylie to get and the 12 Wyvern Guardiens (Str.6) are quite strong too.

The Wyverns could be made weaker but upgradeble like Jotner Giants (Older = Stronger) ore like the Animals with XP ore Time and when one of them is strong ore old enough it can be upgraded to Coutlan (better than to be build because of the promotions and other benefits) with the sacrifice of all the Wyvern Guardiens (as Food ore something).
 
Quote Valk:

"They are meant to be used to wage war with, frankly." I don't agree... here I feel too over-directed.

"I'll think about allowing the Doviello to cast the blood promos; As of now, they are unable to, as their animals do not have the Tame promo (a nerf promo). Aside from Scorpions and Spiders, at least." Here I think Orbis has the better solutions for Doviello. Orbis also has the feature to challenge an animal... also very good one.

"Packs have been removed; We have more animal tiers, rather than packs." ok. :(

"Noone explores animal lairs; They are unexplorable. The Doviello are at peace with Cernunnos though, so they can't destroy them." That really sucks. In my current game I have about three spider-dens, one lion-den and two bear-den around my capital which means it's not growing any more... :mad:

Greez,

Tschuggi

The Doviello lacking the ability to gain the Blood promos from their animals is essentially an oversight. Tame was blocked from them, as it just nerfs their ability to attack cities, but tame is a req for the sacrifice.

I could also easily make animals able to use the duel system, not difficult.

Packs - Yeah, I sorta miss them too, but I have zero intention of making that many pack units. It would be a new unit for each and every animal in existence. I refuse. :lol:

We'll think of ways to all the dens to be removed.

Hello all together
I think the Mazatle are now quite a bit overpowered with their 9 Wyvern (Str.12) in Priesthood Tech.
Its easylie to get and the 12 Wyvern Guardiens (Str.6) are quite strong too.

The Wyverns could be made weaker but upgradeble like Jotner Giants (Older = Stronger) ore like the Animals with XP ore Time and when one of them is strong ore old enough it can be upgraded to Coutlan (better than to be build because of the promotions and other benefits) with the sacrifice of all the Wyvern Guardiens (as Food ore something).

Not bad ideas on the upgradeable wyverns, but a Wyvern can't upgrade to a Quetzal. :p
 
The Wyverns could be made weaker but upgradeble like Jotner Giants (Older = Stronger) ore like the Animals with XP ore Time and when one of them is strong ore old enough it can be upgraded to Coutlan (better than to be build because of the promotions and other benefits) with the sacrifice of all the Wyvern Guardiens (as Food ore something).

There seems to be "ore" all over your post... Too much iron in your diet?
 
There seems to be "ore" all over your post... Too much iron in your diet?

This was probably a good-natured jibe, but it's worth pointing out that a lot of people posting here clearly have English as a second or third language.

Which, in my mind, is a measure of the awesomeness of RiFE. :D
 
Again to the Dwarfenraces

In my opinion they would be more dwarfenlike if they have to found their towns in peaks (especially in the Erebus maps there are enough peaks).
They also should have only a cityradius of 1 (like the Jotnar from FF).
There could be a fortress as a entrance of the peak(s) like this

P P P P P (P=peak, N=nothing(hills, flatland ...), F fortress)
N N F N N

Of course you should have much produktion, food and money from the peakfields and the dwarfs should have big bonuses in peaks and malus on normal tarrain like flatlands.
I know, it would be very difficult to do and there would be many reasons it can't work but it would be quite cool;)
 
I've always thought something like that would be cool. However, it would definately be limited to the Khazad (the Luchurip are more like gnomes than dwarves). It may be difficult to work out balance (being able to attack them without mountaineer or flying) while still being fun and feel flavourful.
 
Again to the Dwarfenraces

In my opinion they would be more dwarfenlike if they have to found their towns in peaks (especially in the Erebus maps there are enough peaks).
They also should have only a cityradius of 1 (like the Jotnar from FF).
There could be a fortress as a entrance of the peak(s) like this

P P P P P (P=peak, N=nothing(hills, flatland ...), F fortress)
N N F N N

Of course you should have much produktion, food and money from the peakfields and the dwarfs should have big bonuses in peaks and malus on normal tarrain like flatlands.
I know, it would be very difficult to do and there would be many reasons it can't work but it would be quite cool;)

I agree that peaks being not so productive for Dwarves, and being un-improvable, is a little counter to their theme, but on the other hand since peaks are impassable for basically everyone else that doesn't fly or stand 30 feet tall, it's just another bag of kittens to try and rework the system and balance it with dwarves being able to build on peaks.

I think. :D
 
This was probably a good-natured jibe, but it's worth pointing out that a lot of people posting here clearly have English as a second or third language.
Which, in my mind, is a measure of the awesomeness of RiFE. :D
More the awesomeness of the internet, but thanks! :p
to mitigate, can't we say : to the awesomeness of CFC and FFH ?
Again to the Dwarfenraces

In my opinion they would be more dwarfenlike if they have to found their towns in peaks (especially in the Erebus maps there are enough peaks).
They also should have only a cityradius of 1 (like the Jotnar from FF).
There could be a fortress as a entrance of the peak(s) like this

P P P P P (P=peak, N=nothing(hills, flatland ...), F fortress)
N N F N N

Of course you should have much produktion, food and money from the peakfields and the dwarfs should have big bonuses in peaks and malus on normal tarrain like flatlands.
I know, it would be very difficult to do and there would be many reasons it can't work but it would be quite cool;)
I disagree. Khazad are not typical dwarves. In the same way the alfar (svart and ljos) are not typical elves. It is currently Fall from Heaven and not Lord of the Ring.
 
Quote Valk:
"The Doviello lacking the ability to gain the Blood promos from their animals is essentially an oversight. Tame was blocked from them, as it just nerfs their ability to attack cities, but tame is a req for the sacrifice.

I could also easily make animals able to use the duel system, not difficult."

This would be great. I can imagine Doviello sitting in front of arenas and betting on their fighting animals. The strongest survive. And are sent to wage war:)

Greez,

Tschuggi
 
Quote Valk:
"The Doviello lacking the ability to gain the Blood promos from their animals is essentially an oversight. Tame was blocked from them, as it just nerfs their ability to attack cities, but tame is a req for the sacrifice.

I could also easily make animals able to use the duel system, not difficult."

This would be great. I can imagine Doviello sitting in front of arenas and betting on their fighting animals. The strongest survive. And are sent to wage war:)
There could be some :culture: and/or :) - bonus, too.

Greez,

Tschuggi
 
Just popping in to second the request for the Dao and Palatinate, though mostly the Palatinate in my case.
 
After playing as the Austrin for a while, I noticed if you play to their flavor, it is incredibly difficult to connect your cities. Would it be possible to have every city with an Explorer's Guild in it connected to every other city with an Explorer's Guild? Oh, and are there plans for the Mechanos to get a shipyard UB buildable in all cities, since they can build naval units in all cities? Perhaps a harbor UB buildable in all cities as well?
 
I have not played the Palatinate, and they dont' really stand out to me; No plans atm to merge them. Everything they have is focused on guilds, which will be changed heavily in RifE.

The Palatinate were designed as a Renaissance style civ, and definitely play that way. An emphasis on guilds, late game unique units and buildings, and synergy with later improvements such as watermills gives them that specific flavor. Much of their design centers around Ahwaric's guild system.

Putting them in, Wildmana for example would simply not work without removing their core philosophy or significantly altering it. Palatinate are designed to work well by claiming as many guilds as possible while Wildmana emphasizes guilds as semi-independent noble houses (of which you should not have too many of). I use Wildmana as my example because I am unsure of the design which will replace the current Rife placeholder guild system.
 
I disagree. Khazad are not typical dwarves. In the same way the alfar (svart and ljos) are not typical elves. It is currently Fall from Heaven and not Lord of the Ring.

Well, they are D&D dwarves and D&D elves. Not strictly Tolkeinesque, but they certainly are a lot like the elves and dwarves from my D&D campaigns. In those days, we called the Luchuirp "gnomes" or "sissies."

What I really don't like is dwarves moving through peaks like they were expert mountain climbers. I can see the Khazad making use of peaks in some fashion. Getting yields from them and building tunnels through them to allow passage. But I really think that peaks should be the domain of the giants and flyers.

I had been trying to figure out how to do this for a while. Most of my tunnel idea could be implemented through XML and a few bits of python, but the problem is that those in tunnels should not be able to see those in the peaks, and could potentially share the same tile as an enemy. Theres a lot of of stuff that could go wrong there, and since I rarely play the dwarves, this is all low on my priorities. Maybe I'll post my notes but I still hope to one day implement it myself.
 
The Palatinate were designed as a Renaissance style civ, and definitely play that way. An emphasis on guilds, late game unique units and buildings, and synergy with later improvements such as watermills gives them that specific flavor. Much of their design centers around Ahwaric's guild system.

Putting them in, Wildmana for example would simply not work without removing their core philosophy or significantly altering it. Palatinate are designed to work well by claiming as many guilds as possible while Wildmana emphasizes guilds as semi-independent noble houses (of which you should not have too many of). I use Wildmana as my example because I am unsure of the design which will replace the current Rife placeholder guild system.

Planned Guild features for RifE:

  • Each guild belongs to a specific guildclass.
  • You may only have one guild for each guildclass active in your empire (think civics)
    • This is necessary with the bonuses they grant. Otherwise you have bonuses from one in City A, and from another in City B. We do not want that.
  • Each guild offers multiple UUs, UBs, and Equipment promos (current mastery buildings become part of the guilds)
  • Switching between guilds costs gold, does not cause anarchy but you may not switch for a long period (20-30 turns, as opposed to 10)
Possibly suitable for the Palatinate... But frankly, I'd rather have the Dural as guild focused then merge yet another civ to do it.

Well, they are D&D dwarves and D&D elves. Not strictly Tolkeinesque, but they certainly are a lot like the elves and dwarves from my D&D campaigns. In those days, we called the Luchuirp "gnomes" or "sissies."

What I really don't like is dwarves moving through peaks like they were expert mountain climbers. I can see the Khazad making use of peaks in some fashion. Getting yields from them and building tunnels through them to allow passage. But I really think that peaks should be the domain of the giants and flyers.

I had been trying to figure out how to do this for a while. Most of my tunnel idea could be implemented through XML and a few bits of python, but the problem is that those in tunnels should not be able to see those in the peaks, and could potentially share the same tile as an enemy. Theres a lot of of stuff that could go wrong there, and since I rarely play the dwarves, this is all low on my priorities. Maybe I'll post my notes but I still hope to one day implement it myself.

The things you listed as problems are, indeed, problematic. Very much so. :lol:
 
I thought alot about the Mazatle Wyvern.
Why not make them start as Babys with a Leader Promotion only for Wyvern Guardiens.
So when the attached Guardien kills an Enemy the Wyver gets XP and when it kills enemys too.
After a few upgrades it Evolves to a stronger Wyver and so on until it achieved the oldest Form.
It would balance the Wyverns more and would bring a funny feature too.
And the Guardiens would follow their Name.
 
Hi there,

New to this mod, but glad I jumped in!

I was noticing a lot of talk about healers and the like. I personally like the slow start and health issues. However, the point was made that healers don't give very much. I see that you've decided to add science to the healer, yet I couldn't help thinking of an alternative.

What about providing 'healer' specific buildings that affect the healer specialist itself rather than simply making every healer better right from the start. They could be made exclusive of one another, based on alignment or tech.

A few examples,
There could be a dark one where the healer experiments on victims, adding 2science/1health/1unhappy. Could be named Black Hall.
A follower of the Way of Leaves might encourage the wellbeing of people, adding an additional 2health and 1happy. Could be named Serenity Pool.
A money approach might see people being charged for everything, becoming indebted, such that it provided additional 1health/2coin. Could be named House of Golden Body.

There could be upgrade paths or wonders based on there being a specific number of them.

Personally, I think that specialists should be much like improvements. Very barest basics at first and then becoming more and more effective as time goes on, in line with how you tech.

I've not seen any suggestion like this, if I've missed it and it's already been made before please excuse me.
 
Well, they are D&D dwarves and D&D elves. Not strictly Tolkeinesque, but they certainly are a lot like the elves and dwarves from my D&D campaigns. In those days, we called the Luchuirp "gnomes" or "sissies."
Again I disagree. I said "not LotR". But I could Have said "Not D&D".
IIRC there are similarities between FFh and D&D and LotR and WarHammer and with other kinds of orcs, dwarves and elves they but are not per se identical.

Luirchips are not D&D gnome, they are a mix between gnomes and dwarves.
Dwarves are not totally D&D. They are only D&D like as they love money, money, money and cold steel. They don't have any hate for alfars, they don't have any innate spell resistance...etc they have hornguards and boar riders...
Alfar separated in 2 courts is Alfar (or fey) not really D&D elves.
...etc
Orcs are not all green-skins and are not D&D as they are fallen Bannor...etc

But on the other hand, I kinda agree with your vue on dwarves and mountains
 
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