Seon
Not An Evil Liar
I can try to write a few pedia entries too you know, except that I have no idea how to, except by showing you what I am going to write and asking you to apply it the next save .
I did forget to mention! There needs to be faster methods of travel available earlier. I was fairly late in the game and still travelling on 2 movement roads. 3 or even 4 movement shouldn't be some kind of special advantage one has to beeline for, but a given for being so far along... QUOTE]
This assumes you play larger maps. On small maps, a 3 - 4 movement would break balance. Can you imagine Hippus commando's on such a system...
Just curious if these things are design choices or bugs:
Ratcatchers can't enter hostile cities unless they are empty - they try to attack instead.
Dungeons give +25% in all cities you have - kinda cool actually if overpowered
Gotta say I really enjoy your version of FFH; it feels a lot like the Age of Ice scenario used to.
Resources - I am not sure if corporations + described effect is not too much. But in general, I think it is nice. Maybe limit the effect to 3% or just add some small yield (like 1 per every copper instance)
Great People - I am not sure. I think that having one cultures influence other chances of getting GP might be too hard on the ones weaker in this field - basicaly philosophical etc take all. Also, Grigori world spell would end up useless.
I agree that late game uit is really hard to get a great person, plus it is currently best to have one GP city farm.
But maybe lower the treshold, so the next ones will not be that much more expensive?
They need to be somehow, late game there are many ways to gate these GP points.
Culture - nice, but would it not make foregin culture cities foreign for ever? I think the current way of changing culture is good. But culture from trade sounds interesting
Processes - currently they are not that usefull, might use some improvement.
In general nice ideas, I will have to take a look at your mod.
But as I have already said, new big features are on hold due to my work, so you would be on your own adding them ATM. But I am byno means done with Orbis
Is all other graphics (i.e. barbarian warrior and especially troll caves) ok? The leaders work fine for me.On .22a, some of the new leaders have solid color snapshots in the play now menu, is it just me?
Bugs, no doubt. Both fixed in b (out today)Just curious if these things are design choices or bugs:
Ratcatchers can't enter hostile cities unless they are empty - they try to attack instead.
Dungeons give +25% in all cities you have - kinda cool actually if overpowered
Gotta say I really enjoy your version of FFH; it feels a lot like the Age of Ice scenario used to.
Great general points come from units gaining experience, and they get xp for surviving the fireball. Does it sound better?Well one thing about Great People I'd like to see changed is for fireballs to quit helping my opponent gather points for a Great General. Killing live units or summoned units is one thing but a defending unit doesn't 'kill' a fireball.
Bugs, no doubt. Both fixed in b (out today)
The entering city is common to all invisible units - they can be on the same tile with enemy units, but can't nter them unless combat is 0 or thy have already attacked. So far not fixed in FfH. Did not check FF for it, but doubt.
Great general points come from units gaining experience, and they get xp for surviving the fireball. Does it sound better?
Good Job. Here's some notes I took playing patch a for 100 turns or so and flicking through the Civilopedia.
Did you get it without a knight status? If so, I need more info, possibly a save.* Mutiny - I didn't understand this promotion when I read it in the Civilopedia. It seemed to happen automatically if my squire got too experienced. How does it *actually* work?
Glad you like it, and I like the idea of building espionage. Deception might not be best because of the agnostics, but otherwise deception it is.* Espionage - Great job. See my comments in Alzara's thread for some cool ideas. Also you can enable Espionage for "building" in the same way you can build pure Research, Culture or Wealth by hacking the civ4processInfo.xml under Gameinfo. I recommend Deception as a suitable tech for building espionage.
* Final off-topic idea: How about a Palantir of Visions treasure which grants an Espionage bonus in the city in which it is placed (much like the Lyre provides a Culture boost)
Is all other graphics (i.e. barbarian warrior and especially troll caves) ok? The leaders work fine for me.
I think I know what happened. You have installed 0.22 on top of 0.21, am I right? Or uninstalled and did not remove the Orbis folder (that may cause some problems, as Uninstaller does not remove files that were non-existant in base install, but came with patches.Yes, other graphics are fine just the leader buttons weren't showing up I guess.
EDIT: Same thing after updating to b, not a big problem though. Tried clearing custom assets, but to no avail.
No crash for me - Vallaedia declared war just fine. I tested it on B, but there is nothing that should affect it.I have attached a game under Patch A. I was playing as Doviello and just as I got a announcement that the Amurites had declared war on me (I heard the trumpets but before the leader pop-up) I had a CtD.
The reason is, it was not written yet... A field to express your inner writer... (hint hint)Plus, the info for the pop-up when you build Kithra is still missing info.
A good point and I did not think about it. The short answer is no. The long one - I will try to find a way, but so far no idea.Also, anyway to disable the minor leaders when choosing "random" leaders? I mean playing against minor leaders sort of doesn't seem fair. Of course I guess it would be nice for going up a level in difficulty and then only playing against Minor Leaders.