Ideas, Requests, and Feedback

I'm pretty sure someone already brought this up, but what is up with the WorldofErebus starting locations.

My current game is on a Pangaea like single landmass, and despite that everyone is squashed at the same end(except the Sidar, who went down midgame to idk what). I'd estimate half of the world isn't developed, and no one has even completely explored it yet.
I can be mistaken, but isn't WorldOfErebus supposed to be Erebus with a structure more like the Earth-style map from the original Civ (so long ago I played vanilla that I can't even remember the name), where there is an "old world" and a "new world", and everyone starts on the old world?
 
I can be mistaken, but isn't WorldOfErebus supposed to be Erebus with a structure more like the Earth-style map from the original Civ (so long ago I played vanilla that I can't even remember the name), where there is an "old world" and a "new world", and everyone starts on the old world?

Is that so? It seems like a bad move given the AI is completely oblivious to the existence of water.

I think I had one AI civ circumnavigate the globe in all the FFH + RiFE games I have played. One. And it was the Balseraphs!
 
I think I had one AI civ circumnavigate the globe in all the FFH + RiFE games I have played. One. And it was the Balseraphs!

Actually the AI is quite good at circumnavigating and waging trireme wars, it does so rapidly and easily in my games...
IIRC the major problems are with transport and land invasion.
 
I've said this before, more lizard themed units for the Mazatl, especially ships. It's odd that the Mazatl would craft standard ships (well not really, they do have a lot of word available, but on the other hand, even their champions aren't wearing all that much, and neither are the paladins).
So some quick changes suggested by me.

First would be to replace the Queen of the Line with the "Floating Island" basically a giant Turtle with trees on it. It would have a movement rate of 2 instead of 3 but cargo space of 10. Also, it would have an attack of 6 and a defense of 10, and wouldn't require iron or mithril.

Replace Privateers with Dragon Turtles, which would have hidden nationality.

Those are just a few of the suggestions I can think of right now.
 
I've said this before, more lizard themed units for the Mazatl, especially ships. It's odd that the Mazatl would craft standard ships (well not really, they do have a lot of word available, but on the other hand, even their champions aren't wearing all that much, and neither are the paladins).
So some quick changes suggested by me.

First would be to replace the Queen of the Line with the "Floating Island" basically a giant Turtle with trees on it. It would have a movement rate of 2 instead of 3 but cargo space of 10. Also, it would have an attack of 6 and a defense of 10, and wouldn't require iron or mithril.

Replace Privateers with Dragon Turtles, which would have hidden nationality.

Those are just a few of the suggestions I can think of right now.

The Mazatlm - unlike the Cualli - are supposed to be fully armoured, there just isn't any art for them atm (although someone started working on that a few weeks ago).
I could still see your ideas working, but I think as long as the AI can't even use ships it should be really low priority. Especially since there are civs who are in much more need of unique naval units/skins (D'Tesh, Doviello, Clan...)
 
Actually the AI is quite good at circumnavigating and waging trireme wars, it does so rapidly and easily in my games...
IIRC the major problems are with transport and land invasion.

Which is weird, because I don't recall the civs in Vanilla having any issue dropping a Transport full of marines next to my coastal cities and wreaking havoc.

Mind you, last time I played vanilla civ, dinosaurs roamed the Earth.
 
I believe the problem was that the boats all have decent strengths, and a lot of them can carry some cargo. Because of this, the AI doesn't classify them as transports or fighters etc. and thus doesn't do amphibious attacks.

Vanilla civ is fine for them because transports are clearly delineated from the frigates.
 
I believe the problem was that the boats all have decent strengths, and a lot of them can carry some cargo. Because of this, the AI doesn't classify them as transports or fighters etc. and thus doesn't do amphibious attacks.

Vanilla civ is fine for them because transports are clearly delineated from the frigates.

But if that's the case then a half-measure solution is obvious, and makes me wonder why this has persisted for so long that essentially there might as well not be any naval units in this game at all.
 
Well i had the old version installed, the installer placed the mod in some random folder on my hardrive -.-

Only way I can think that that would happen is if you installed the game in one path, and then moved it. The installer checks your registries to see where you installed the game.

I've just suffered the wrath of Acheron. He spawned near a border city of mine and, after a bit of wandering around and looking big and scary, has taken it out. Lucky he's away from my civilisation core, so I am planning vengeance. Very fun new mechanic (and will be even more fun when I take him out) :goodjob:

Glad you like him. I'm quite happy with it. :lol:

Mechanos:
- Arcane Barge: Are they supposed to be able to build Arcane Barge? (Just thought it slightly weird since the Mechanos don't like magic, though I guess one could say it isn't magic like with the terraforming Adeptus.)
- Chemistry Lab: Giving Mechanus a unique building replacing alchemy lab with a Chemistry lab, training disciple units(Adeptus and techpriests) instead of arcane might be a good idea,
- Druids: Are they supposed to be able to use druids? I'd figure druid magic would be about the same(At least in their eyes) as adepts and disciple magic. They are also, to my knowledge the only way for Mechanos to get the command promotions.(Incidentally also allowing them to convert mages into their army :p)
- Stir from Slumber: Is it intentional to allow them to cast the stir from slumber ritual..? Since they can never have the white hand religion all it does is make them build a dragon who leaves them as soon as the ritual is complete.


  • Not really, just keep neglecting to change it. Can give them a UU with a Greek Fire ability...
  • Possible, but I don't really want to give them much in the arcane line honestly.
  • No, should block it. Originally the Techpriest was a druid UU; Then the Luonnotar was made it's own unitclass, and the Techpriest switched to that one. Forgot to block druids.
  • No. Only the White Hand should be able to complete that ritual. I'll check to see what's going on.

A few non-complicated ideas from my Grigori game.

  1. It would be handy if Refugees had the option to upgrade to workers.
  2. Could they also be made to spawn with XP from civics, 0xp warriors are not that great endgame. :p
  3. How about a new promo that reflects the odd choice of conscripting those running from fighting into the army, as well as their lack of familiarity with Grigori customs ect.:
    Refugee: -10% strength/workrate, +10% withdrawal, 1% chance for the unit to disband each turn, lasts 20? turns, -1 to duration on combat victory.​
  4. The Skaven art for Mustaval Arcane unit would be good.
  5. On construction of the Memorial of The Refugee could the Adventurers use the same random race generator as Refugees?


  • Possible. Already upgrade to workers.
  • Sure, just need to add "applyBuildEffects" or whatever it's called.
  • Not so sure about this one.
  • Not sure about that either... Don't particularly want to add art that won't be used for any units, just so this one MAY be able to. :lol:
  • Interesting idea... Will think about it.

And now for the complex ideas:

1. Use workers to shorten improvements upgrade times:

How:
New worker action,Hasten Construction? Improve Tile?
Provides a boost to upgrade time proportional to the workers Work Rate. 75%? cap, multiple workers do not stack.​
Why:
Mid to end game when you found / conquer a new city it can be a long wait to upgrade the surrounding tiles to the high end improvements. 50 turns for Homestead, for Enclave ect. It also gives workers something to do other than auto trade network. The trade-off between building new improvements & upgrading the old makes it unlikely to be used early-game​

Possible already, though not in the way you described. :lol: Two different ways we can do it....

  1. PromotionBuilds. This is already kinda in; Check the Fortification Specialist promotion. Allows workers to build Castles, rather than Forts.
  2. LinkedBuilds. This would allow you to have one build (say, Build_Enclave), but link to all other builds in the town line. You'll build the first one, then move on to the next, one after another. By tweaking buildspeed, you can have any increase you want.... But workers would stack.
Either way, easy to do in a module. All xml.

2. Slaves working tiles in the BFC.

How:
New Slave only Worker action, pre-req Slavery: Put to Work.
Provides Workrate/200:
:hammers: Mine, Quarry, Dwarven unique, Lumbermill & Workshop
:commerce: Town, Bedouin unique, Fort, Winery & Foxford
:food: Camp, Farm & Pasture​
Possibly add these too:
:science: Mana Nodes, Ancient/Ruins or Barrow (with a chance to clear?)Most unique Features
:health: Graveyard, Pool of Tears, Tomb of Sucellus​
Give it a 1% chance per turn to kill the slave, they would be doing the dangerous jobs after all.
Add a new Promo, pre-req Slavery & Slaver: Overseer, adds 25% to work-rate but has separate 1% chance to kill the slaves.​
Why:
Currently for most civs Slaves are just crappy workers or sacrificed to Build stuff faster. This makes slaves more useful.​

Possible to do via CityEffect tags on a promotion. So just need a spell, and a promotion granted by the spell. Another easy module. ;)

IMO there is no more annoying worldspell than Stasis. Nothing like twiddling my thumbs for 20 or more turns in a game.

In my second 1.3 game I got a double dose of this in the first 100 turns.

As expected, the Illians had Samhain, White Hand and Stasis in very short order.

Unexpectedly, soon after Auric Ulvin used Stasis that 'guest' civ showed up (forget the name, but I think it begins with a "K") as Illians. They immediately used Stasis.

It may be an unusual occurrence, but 40 turns of Stasis in the early part of a game is a bit much. :crazyeye:

It was also mentioned about the Amurites using their worldspell too fast, but the Illians with that Stasis are the worst!

Stasis is not losing that effect. :p

I'm pretty sure someone already brought this up, but what is up with the WorldofErebus starting locations.

My current game is on a Pangaea like single landmass, and despite that everyone is squashed at the same end(except the Sidar, who went down midgame to idk what). I'd estimate half of the world isn't developed, and no one has even completely explored it yet.

I'll check it out.

I can be mistaken, but isn't WorldOfErebus supposed to be Erebus with a structure more like the Earth-style map from the original Civ (so long ago I played vanilla that I can't even remember the name), where there is an "old world" and a "new world", and everyone starts on the old world?

Well, supposed to be ErebusContinent. The Erebus map itself is crap. I've voiced my opinion of it before. :lol:

But otherwise, yes. It adds 'regions' of the map to the old world, up until it has a certain percentage of it; Then civs are spawned within that portion.

Is that so? It seems like a bad move given the AI is completely oblivious to the existence of water.

I think I had one AI civ circumnavigate the globe in all the FFH + RiFE games I have played. One. And it was the Balseraphs!

Well, not completely oblivious. I've even gotten the AI to launch naval invasions (did a portion of the naval changes we have in mind for 1.5, all xml). Issue is it's teching. Once the AI knows how to tech properly (WITHOUT python hardcoding; Snarko is working on a method) we'll make the unit changes.

I've said this before, more lizard themed units for the Mazatl, especially ships. It's odd that the Mazatl would craft standard ships (well not really, they do have a lot of word available, but on the other hand, even their champions aren't wearing all that much, and neither are the paladins).
So some quick changes suggested by me.

First would be to replace the Queen of the Line with the "Floating Island" basically a giant Turtle with trees on it. It would have a movement rate of 2 instead of 3 but cargo space of 10. Also, it would have an attack of 6 and a defense of 10, and wouldn't require iron or mithril.

Replace Privateers with Dragon Turtles, which would have hidden nationality.

Those are just a few of the suggestions I can think of right now.

And I said before that just because they are lizards does not mean they would use reptiles as vessels. :p

The Mazatlm - unlike the Cualli - are supposed to be fully armoured, there just isn't any art for them atm (although someone started working on that a few weeks ago).
I could still see your ideas working, but I think as long as the AI can't even use ships it should be really low priority. Especially since there are civs who are in much more need of unique naval units/skins (D'Tesh, Doviello, Clan...)

Pretty much.

I believe the problem was that the boats all have decent strengths, and a lot of them can carry some cargo. Because of this, the AI doesn't classify them as transports or fighters etc. and thus doesn't do amphibious attacks.

Vanilla civ is fine for them because transports are clearly delineated from the frigates.

Pretty much. And our changes will have Escorts, Assault, and Transports all differentiated.

But if that's the case then a half-measure solution is obvious, and makes me wonder why this has persisted for so long that essentially there might as well not be any naval units in this game at all.

Teching. It's not the units themselves that is the problem, can fix that easily. However, if the AI won't tech properly, it won't use them anyway.

Woot! Sheaim actually builds elegy ritual :eek:
I though I never gonna see that day..

:blush:

Thank Snarko and his civflavors (though the idea for them was mine, he deserves the credit, I wouldn't have been able to implement them. ;)).

The Sheaim will generally try to increase the AC. Their building the Elegy ritual is a part of that.

What are you talking about? You lost me here...

{now, sarcasm-less, I've never, ever played a BtS game, bought the expansion just for FFH :) }

Honestly, same here. Played Civ4, then found FfH, bought BtS just for the mods.
 
jesus christ, I'm trying good lizzy AT THE DEITY LEVEL and I' m owning the game completely!!


This health "rebalancing" and too strong barbs are crippling AI seriously.

Nothing new, but I'm confirming, so that there is no doubt for rife team.
 
Talking about stir from Slumber, the Mazatl could cast it without an Whitehand religion, is that supposed to be that way?
 
Do second tier priests require there religeon as state religeion? Because as the Mazatl I can't train priests of Omor while following the Runes.
 
I read that you plan of removing the side questing of the Grigori and I had an idea. We could use the Adventurers' Guild to "Explore Dungons near the citie" acting like any other dungeon but from the citie. I had an other idea but I dont know if it would be possible: We could use the Adventurers' Guild to teach promotion an adventurer know to an other adventurer it would cost X gold and mabe sommes turns of both adventurer and it would give the promotion "Training [name of the promotion]" that itself do nothing but when the unit gain a lv he can exange that promotion for the real one.

Hope it at last give you some idea to continue this awsome mod :goodjob:

Also sorry for my bad english.
 
Talking about stir from Slumber, the Mazatl could cast it without an Whitehand religion, is that supposed to be that way?

Fixed. Had a few issues in the pyreq for it. Basically, it was saying "If you haven't killed any players, and aren't White Hand, can't build it". This meant once you HAVE killed players, you could, the white hand check didn't come up.

Now, it says "If you've killed more than 0 players, and are not white hand, can't build. If killed 0 players, can't build it". As it should be.

Do second tier priests require there religeon as state religeion? Because as the Mazatl I can't train priests of Omor while following the Runes.

Yes they do, for all religions.

I read that you plan of removing the side questing of the Grigori and I had an idea. We could use the Adventurers' Guild to "Explore Dungons near the citie" acting like any other dungeon but from the citie. I had an other idea but I dont know if it would be possible: We could use the Adventurers' Guild to teach promotion an adventurer know to an other adventurer it would cost X gold and mabe sommes turns of both adventurer and it would give the promotion "Training [name of the promotion]" that itself do nothing but when the unit gain a lv he can exange that promotion for the real one.

Hope it at last give you some idea to continue this awsome mod :goodjob:

Also sorry for my bad english.

Well, removing it from forts means the Grigori have just a standard fort commander again, which is bad. Could work something about exploration into the fort commander, though.
 
Oh, Frozen. Why would the Sheaim complete the Liberation, really? :(

I'd say those need to be balanced and not come that way. Making them pop at WH's founding seems to be a better idea to me.
 
Oh, Frozen. Why would the Sheaim complete the Liberation, really? :(

I'd say those need to be balanced and not come that way. Making them pop at WH's founding seems to be a better idea to me.

We can make the Liberation require White Hand, but having it pop directly at the founding is a bit like the Infernals. :p
 
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