Back in action after a run-in with particularly bad computer virus.
"Graphic meltdown" only happens in Orbi. But it's likely a weird bug caused by my aging hardware. Lategame CtDs are actually far less common then "vanilla" FFH, and Orbi seems far more stable then FF. Why FF keeps dying on me is a mystery.
I've got a few suggestions for features but I'm not sure how feasible they are.
- Please remove the instakill result from exploring lairs. It's not fun.
- Add guild specific events. Would gladly help brainstorming.
- Add unique unit spawn from lairs (New feature in MarnokMod). Good fun.
- Change Privateer graphic for one with animated attack. Or drop the unit, since you inserted a promotion that overrides the need for it.
- The Dovellio faction could use a little boost since you gave their advantage to all civs. (Units no longer have building requirements.) Since they got a wolf theme I was thinking that you could add a hero wolf pack unit to their starter army. One more unit that early makes a lot of difference, and their current "hero" could use the support.
- Unique unit recruits. Either through guild events, or through lairs/villages. Or even both. I'm sure you got a bunch of unit graphics that you wanted to add but couldn't fit in with any civilization.
- Remove some promotions from archers. Since you added metal & duskwood promotions as well as ranged attack these units have become far stronger compared to FFH. So if possible remove some of their versatility to compensate. Or give -1 unit strength.
- General promotion overhaul. I have no idea if it's possible but some unit/promotion combinations are very strange and since everything can counter everything the need for a mixed army is pretty small. The AI can not deal with massed archers. Perhaps a system hard counters could be used? But that feels like a heck of a lot of work to fix a nonissue. Maybe for Civilization 5.
- Flying units, or really mobile amphibians. Griffons got all the glory here, and the AI is actually good as using these guys. Clashes between naval armies are a lot of fun but very late game it can turn into a chore. A group of fliers (limited to four per civilization) could speed up the destruction of an already beaten AI, and adds another layer of late game strategy. No dragons though.
- Resurrection ritual, that brings back either a fallen hero (Any fallen hero?) or your highest level unit (No ships). Death by lucky shot is somewhat too common, sort of like having your battleship sunk by pitchfork wielding militia in Civilization 2.
- Interguild competition. There's too much advantage in having as many guilds as possible in your cities. Perhaps some of them don't mix well?
- Wolves, lions and tigers are rare and crappy units. Could you give wolves Mobility 1, Lions combat 1 and tigers Woodsman 1?
Some feedback on the AI:
- AI doesn't know how to use or counter archer type units. High strength units are quickly cut down to size since each cheap archer does percentage ranged damage. Suggestion: -1 unit strength on archers. Locks them into support roles.
- AI doesn't know how to spread guilds. Occasionally uses massed guild units as expensive cannon fodder. Suggestion: Founding city spreads guild like religion.
- AI makes very competent use of naval units. Suggestion: Keep up the good work.
- AI surprisingly unaggressive. I'm nearly always the one who declares war in an otherwise peaceful, not very apocalyptic, world. Hyborem needs to get his act together. Suggestion: Hyborem & Basium in permanent alliance with summoning civilization. Both start with strong armies and immediately declare war on all other civilizations. Doomsday needs a kick start.
- AI does a fair job at using spells. It does a bad job at building prospectors. Suggestion: Drop the spell on prospectors and give the founding building +1 earth mana? Or can you increase the chance of mines finding resources without granting the magic?