beorn said:Oddity: It appears I cannot move an elven hunter with his hawk into a galley. (Nothing else was in it yet.) However, it is not a prohibition against animals because a moment later I loaded a bear in.
kzoocauchy said:Just curious, but is there any chance that air units could be worked into the fold? Rocs, wyverns, harpies, for example, would make good substitutes for fighter planes. Archery units could intercept, etc. It could also provide some more distinction between good and evil; perhaps only good civs could produce rocs, and only evil could produce wyverns. I dunno, I guess I just miss seeing things circling the cities in the sky.
I don't think this would work. Part of FFH improved gameplay is that due to higher building costs, you can't build everything in every city (unlike the original game), so you need to specialize your cities. Thus, most cities built only one of the ors you suggest anyway. Your basic idea, however, is interesting, it just wouldn't work this way.BlazeRedSXT said:Since I see settlements brought up again, I have a suggestion. It seems like you have choice window pop-ups down, perhaps you could expand the building list in a asettlement. It seems to me that they are jsut too limited. And even settlement tended to be more than just a walled outpost. Perhaps you could give them options to build only one "class" of building per settlement...
Such as, give any given settlement the choice to build a Granery OR a Smoke House... a Training Yard, OR an Archery Range, Or a Stable, and so on for military buildings. Inns and Taverns were not uncommon in settlements as stop overs between cities... maybe allow building Inns if a settlement reaches a certain Population... I don't know how easy, or practical all or any of these sorts of things would be, but it would add SOME usefulness to Settlements besides cultural/border expansion, and give them a little more flavor being able to super-specialize on a limited scale.
Just my thoughts on it.
Cheers!
Think it does. It just excludes Forbidden palaces, Winter palaces, Bone palaces, etc.jafink said:It seems that the Order's special Civic, I cant remeber its name, Gives a +1 hapiness bonus to ordinary palaces, but since as far as i know ordinary palaces arent used anymore this shouls be switched to each civs unique palace.
Uberslacker said:>>>The specific thing is the option to not move into the square of the unit you just killed.<<<
How does it work? Do you make the choice before attacking or after you've won?
Yorgos said:I don't think this would work. Part of FFH improved gameplay is that due to higher building costs, you can't build everything in every city (unlike the original game), so you need to specialize your cities. Thus, most cities built only one of the ors you suggest anyway. Your basic idea, however, is interesting, it just wouldn't work this way.
Broken Hawk said:@Kael
After tinkering around with everything I can think of I still have some weird looking units.
Orc Spearmen: you only see the spears.
Lizardmen: head, tail and sword.
Skeletons: head, shield and sword.
I may have a similar problem with Orc Archers but I'm not positive yet.
Maybe my computer just doesn't like some of the barbarian types.
AncientSion said:Whats super-cities ? In my current game im playing the Grigorin (?), i had a medium map with 4 opponents i think. Its turn 450, i have 4000 points, second one is 2600 and then 2000 points. #4 was...incorporated into my empire. I have about 14 Cities, of which 8 or 9 are size 16+. Even though the current researches (3960 points) take 15-20 turns each (
BTW: Is the culture im playing the one that cant change state religons ? Because that sucks :| I researched the Octupus-Religion but i cant change to it, since 300 turns or what
Very good mod though. I have been enjoying it a lot lately. Maybe some kind of background story on the wonders and cultures etc would be good.
Is there one ?
Ranbir said:One thing I noted is, you need a lot of free space to have fully utilized super cities, which isn't easy unless it's on a huge map.