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#21 | |
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Black Dragon
Join Date: Nov 2005
Location: Munich, Germany
Posts: 1,742
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Quote:
__________________
Working on: Beholder Finished: Lots of units and buildings for Fall from Heaven IIß (Link to the FfH Forum) |
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#22 | |
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Bard
![]() Join Date: Jun 2003
Location: Gallery
Posts: 15,001
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#23 |
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Loki
Join Date: Jan 2005
Location: New York City
Posts: 4,479
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I think that the elohim would do more with trade routes, because i think of them as a more outwards looking culture.
I think that the improvements will be their economic advantage, and perhaps the man/animals will specialize in archery, because as Kael said we already have a lot of melee/spellcaster specialist civs. |
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#24 |
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Bard
![]() Join Date: Jun 2003
Location: Gallery
Posts: 15,001
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Do we have a Ballista model? That would be a nice siege weapon for them.
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#25 | |
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Loki
Join Date: Jan 2005
Location: New York City
Posts: 4,479
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So should we start putting together a list of some new units for them? |
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#26 |
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Emperor
Join Date: Oct 2005
Location: Denmark
Posts: 1,022
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Cardith Lorda is Creative and Philosophical, same as Perpentach. Perhaps that could indicate that the Kuriotates would also be focused somewhat on the cultural/entertainment aspect of civilization, but in a less evil way than the Balseraphs(and we certainly wouldn't want to steal their flavour). I can imagine stuff like tourneys or faires, knights in sparkling armour, dancers and singers. Something like Lord Renly and the people of Highgarden, if anyone here's ever read A Song of Ice and Fire. The most carefree and high-spirited of the good civilizations, but not adverse to combat when it comes to protecting their lands, like the Elohim are.
For example, they could have "The Tourney" as a National Wonder. This wonder is quite special, because when it is built it only lasts for 10 turns(maybe 20). After that its effects(and it) disappear from the city, but that frees it up to be built elsewhere, so it can move around in your empire. Its effects could be something like this. +4 xp for new melee and mounted units in this city No in this city+50% ![]() -25% (people won't get much work done)Perhaps enable training of special unique units during the tourney, or randomly spawn some. Like the Champion unit, which might be a unit of random type with a fairly low icombat but with the Hero promotion. Something like that might also work for the Balseraphs, who could have the travelling "Carnival of Shadows" instead. Its effect should be a bit different, though. |
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#27 | |
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Deity
Join Date: May 2002
Location: Ohio
Posts: 17,392
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Quote:
I really like the idea of a traveling wonder. Im going to have to think about how to do it but I agree there is a potential to have some really neat effects from them.
__________________
Civ4: Fall from Heaven II (forum) (webpage), FfH: Age of Ice Civ5: Queen of the Iceni, Legions, Modders Guide to Civilization V Current Project: Fallen Enchantress |
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#28 | |
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Loki
Join Date: Jan 2005
Location: New York City
Posts: 4,479
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Quote:
I also really like the champion idea. Or what if the effect of the tourney was to give a random unit in the city "elite". This would be a mini heroic-give XP until 50. It could only be given to a unit with less than 50 XP. |
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#29 |
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Loki
Join Date: Jan 2005
Location: New York City
Posts: 4,479
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I have an idea about the other races being a big part of the Kuriotates.
Basically there would be around seven other races, and they would all replace various parts of the Kuriotates unit tree. Races: Naga-Replace the dark recon units(assassin, shadow, saboteur) Centaurs-Replace most of the cavalry units(horseman, chariot, war chariot, war elephant. For these use the stats, not the idea of a centaur on an elephant.) Eaglefolk-Replace the rest of the cavalry units(horse archer, camel archer, knight) Giant Wurms (the guys from Magic)-Replace the siege weapons. Warious large worms. These guys will have greater normal strength and less bombardment strength than normal siege weapons. Satyrs-Replace some archer units(longbowman, flurry, marksman) Merfolk-Replace the combat naval units. This includes water spellcasters. They do not replace naval transport. Giant Turtles-You guessed it, they replace naval transport ships.(these two races will not work until we have a more complex naval system) How does this work? there would be multiple "centaur units". Normal units would not be upgradeable to them and they would not be upgradable to other races. For example, a scout could upgrade to a hunter but not a centaur horseman. Then that hunter could upgrade to a ranger but not a naga assassin. What do you all think? |
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#30 | |
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Deity
Join Date: May 2002
Location: Ohio
Posts: 17,392
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Quote:
I would love the units, but we need to do more with less.
__________________
Civ4: Fall from Heaven II (forum) (webpage), FfH: Age of Ice Civ5: Queen of the Iceni, Legions, Modders Guide to Civilization V Current Project: Fallen Enchantress |
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#31 |
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Loki
Join Date: Jan 2005
Location: New York City
Posts: 4,479
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BOO! Oh well. Perhaps later once we get more available art?
Other ideas: 1. The kuriotates get +1 food, hammer, or gold frome very tile producing 3 or more of that. If a tile is producing 3 or more in 2/3 categories, it gets bonuses in all of them. 2. Their leader gets three traits. This would be to symbolize his uberness. |
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#32 | |
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Deity
Join Date: May 2002
Location: Ohio
Posts: 17,392
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Quote:
__________________
Civ4: Fall from Heaven II (forum) (webpage), FfH: Age of Ice Civ5: Queen of the Iceni, Legions, Modders Guide to Civilization V Current Project: Fallen Enchantress Last edited by Kael; Jun 20, 2006 at 10:05 AM. |
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#33 |
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Loki
Join Date: Jan 2005
Location: New York City
Posts: 4,479
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One that gives +1 food, hammer, or gold from every tile producing 3 or more of that. If a tile is producing 3 or more in 2/3 categories,
No just kidding. Perhaps he should get a happiness bonus and a city growth bonus? NOt really sure i'll post more when i have an idea. |
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#34 |
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Bard
![]() Join Date: Jun 2003
Location: Gallery
Posts: 15,001
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Why not a Happiness bonus, like Expansive? +1
in all cities.
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#35 | |
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Deity
Join Date: May 2002
Location: Ohio
Posts: 17,392
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Quote:
__________________
Civ4: Fall from Heaven II (forum) (webpage), FfH: Age of Ice Civ5: Queen of the Iceni, Legions, Modders Guide to Civilization V Current Project: Fallen Enchantress |
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#36 | |
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Deity
Join Date: May 2002
Location: Ohio
Posts: 17,392
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Quote:
If we do this we will have to: 1. Make sure their culture is under control, we don't want them out running the culture civs. 2. Come up with a way to keep them from skipping the increased settler cost by just taking cities (and auto-raze doesnt seem to fit our anti-destruction civ). This will probably be increased maintenance costs. 3. Scale this mechanic based on the world size. 4. Using Chalids suggestion we give them upgradeable improvements to allow their few cities to become super productive. 5. We will have to do something about resource constraints for them (iron, mithril, reagents, etc) since they wont be able to get them through spread. 6. If this mechanic is used for them Cardith should probably become Industrious and Organized. One question before we assign this mechanic to the kuriotates: 1. Would this mechanic be better suited to another civ (khazad)?
__________________
Civ4: Fall from Heaven II (forum) (webpage), FfH: Age of Ice Civ5: Queen of the Iceni, Legions, Modders Guide to Civilization V Current Project: Fallen Enchantress Last edited by Kael; Jun 05, 2006 at 10:38 PM. |
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#37 | |
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Emperor
Join Date: Oct 2005
Location: Denmark
Posts: 1,022
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#38 | |
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Black Dragon
Join Date: Nov 2005
Location: Munich, Germany
Posts: 1,742
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Quote:
National wonders that provide those things? As they can only build few National wonders (not many cities) they would have to decide which ones they want. Or maybe some a exclusive.
__________________
Working on: Beholder Finished: Lots of units and buildings for Fall from Heaven IIß (Link to the FfH Forum) |
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#39 | |
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Loki
Join Date: Jan 2005
Location: New York City
Posts: 4,479
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Quote:
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#40 |
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Hibernorse Frost Giant
Join Date: Nov 2001
Location: A timeshare in Kwythellar
Posts: 2,403
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The mechanic would work well for the Khazad, but I still think we should be going for a more mountain-dependent feel for them, like making cities in mountainous or hilly regions their strongest cities and penalizing cities in the lowlands.
As for the resource problem: either eliminate resource requirements for certain key structures, or give loads of nation-specific small wonders that give these resources (mak'em expensive or perhaps project-based, to emphasise the "compact but powerful" idea). Or possibly make it much easier for the Kuriotates to trade for resources they need, perhaps by giving them a unique resource that is highly valued by the AI?
__________________
Member of the Fall From Heaven II design team, along with Kael Coalbane, Alazkan the Assassin, Chalid Astrakhein, Corlindale, C.Roland, Hexagonian, Loki, Nikis-Knight, Ploeperpengel, SeZereth, Sto, Talchas, White Rabbit, and Yvain the Woodelf. Writer and Idea-comer-upwither. |
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