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#141 |
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Prince
Join Date: Feb 2007
Posts: 374
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And a reduction in religious civics/techs???? I loved them!
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#142 | |
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Deity
Join Date: Dec 2005
Location: Orange County, CA
Posts: 5,632
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Quote:
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Fall From Heaven II |
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#143 | |
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Chieftain
Join Date: Sep 2007
Posts: 21
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Quote:
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#144 | |
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Deity
Join Date: May 2002
Location: Ohio
Posts: 17,392
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Quote:
We aren't afraid to cut things, even if we spent a lot of time working on them. In shadow you will see that some features have been removed, some techs are gone, some promotions are gone, some civics are gone, some units are gone (in fact a whole unitclass that every civ had access to has been removed), some buildings are gone, etc. Im sure the immediate reaction will be that some people will want to keep the things we cut. Everyone likes different things and for 9 people that never used an option and don't miss it there will be 1 person that will. Even though it sounds ridiculous considering how much stuff we've packed into FfH, it has never been our goal to add as much stuff as possible. Instead we truely try to make sure every object is as good and interesting as possible, if it isn't we remove it to make way for something else.
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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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#145 |
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Great Sage
Join Date: Feb 2007
Location: Kael's head
Posts: 14,060
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Well, you better not have cut too much.
I'm still not over losing the Core of the Subtle. Hopefully a few old ideas can make a comeback, or maybe I should try to make a modmod incorporating all the old stuff that has been cut (assuming it can be done with only xml/simple Python coding) By the way, is there somewhere you can still get a copy of earlier versions, including Light and the versions of Fire that had the disciple cycle promotions? I deleted them to save memory, but borrowing their code could be quite useful. |
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#146 |
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Deity
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Aye, it could prove quite useful for a mod-modder to find old copies from each stage to implement everything. But personally, I am pretty happy to see most of the changes. Though I dread the loss of an entire unitclass! (please don't be recon! Let it be Melee
)
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#147 |
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Prince
Join Date: Jul 2006
Location: Albuquerque, NM
Posts: 311
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If I had to guess, I'd say archer.
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#148 |
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A bad kitty!
Join Date: Feb 2007
Location: Gates of Ultramar [Szczecin]
Posts: 643
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Nah, siege weapons or mounted.
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"If we cannot live proudly, we die so!" -Eladamri, Lord of Leaves 'I meant,' said Ipslore, bitterly, 'what is there in this world that makes living worth while?' Death thought about it. CATS, he said eventually, CATS ARE NICE." |
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#149 |
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Prince
Join Date: Feb 2007
Posts: 374
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yeah, mounted would have to be pretty redundant especially, I never get anti-mounted promos or use the anti-mounted units (even against hippus).
I don't mind cropping, and i'm sure everything will be the better for it. I just hope there's not too much loss of flavour/strategy because of civic chops- IMO there's really only two viable choices of civic in each civic slot (godking or city states, for example), and more often than not one of those choices is a religious civic. I guess the other civics are gonna be balanced to make up for it, i'll just have to see =) |
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#150 | |
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Deity
Join Date: Oct 2005
Location: (Bris)Vegas!
Posts: 2,374
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Quote:
__________________
By way of deception thou shalt make war. Shadow is here. ![]() Creator of NotW II (2006). Join a Night of the Werewolves style mafia game! We'll be your friend, we promise!
Last edited by Bad Player; Nov 26, 2007 at 01:43 AM. |
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#151 | |
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A bad kitty!
Join Date: Feb 2007
Location: Gates of Ultramar [Szczecin]
Posts: 643
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Quote:
With that you can have arcane-mounted units, disciple-mounted units and so on. Yup, I an betting for mounted.
__________________
"If we cannot live proudly, we die so!" -Eladamri, Lord of Leaves 'I meant,' said Ipslore, bitterly, 'what is there in this world that makes living worth while?' Death thought about it. CATS, he said eventually, CATS ARE NICE." |
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#152 |
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Chieftain
Join Date: Nov 2007
Posts: 55
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It could be as well Disciple class who got cut. Or Arcane. Or Recon
. Seriously, who knows? I wonder WHY to throw out a whole unitclass...
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#153 |
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Great Sage
Join Date: Feb 2007
Location: Kael's head
Posts: 14,060
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I'm pretty sure unitclass doesn't mean general types of units like mounted, recon, or melee (that is called a unitcombat). It refers to specific units (and all UUs that replace said unit)
The BtS conversion had already gotten rid of one unitclass (prophet) although the Malakim UU (lightbearer) became its own unitclass and stuck around longer (although becoming virtually useless). I'm actually hoping that he meant that Shadow just got rid of this unitclass (even though it hasn't been in BtS Fire versions either). Having Lightbringers doesn't really make much sense now anyway, since their religion has been implemented in the main mod (of course, I was expecting them to become the Empyrean's basic disciple unit and be available to everyone, but that position has been taken by the Ecclesiastic) Last edited by MagisterCultuum; Nov 26, 2007 at 06:01 AM. |
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#154 | |
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Chieftain
Join Date: Nov 2007
Posts: 55
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Personally, I think we should expect the loss of Beast unit category, or something equally usefull. After all, demons are recognized by Demon promotion, so are Dragons, Elves, Orcs, and so on. Why not make other "beasts" use the same mechanic? Last edited by Apepis; Nov 26, 2007 at 06:13 AM. |
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#155 |
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Šumar
Join Date: Dec 2005
Location: Croatia
Posts: 2,008
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I think pikes, some mounted units, shield walls, are all qualified for removing. Flurries and Marksmen as well as it stands, but I'd rather have them boosted a bit and with some better abilities (esp. flurries).
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Play Fall from Heaven - The greatest mod for Civ4! |
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#156 |
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Chieftain
Join Date: Dec 2006
Posts: 71
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Playing around with the tech tree sounds difficult. Simplify it too much and you lose interesting options. Clutter it with technologies and you risk adding redundant stuff. Cut whatever you deem necessary, but please, keep the range of - sensible - choices as wide as possible.
Reorganizing/rationalizing the whole units/promotions system on the other hand sounds good. All in all, just keep up with the excellent work. It´s quite impressive what you´ve been doing. |
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#157 |
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The Nobody
Join Date: May 2007
Location: nowhere
Posts: 2,070
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Seems that they are likely cutting some religion-specific techs
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#158 | |
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FfH´s art monk(ey)
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Quote:
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The Art monk(ey)`s Laboratory: my Unit Library not updated for a longer time now, but: ...teaser of my work in progress Aftermath mod... survive the nightmare Mad Max Fury Road ... post apocalytic warfare. The new Warhammer Fantasy Battles mod finally here, come and test with us.. teaser pic
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#159 |
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Dragon
Join Date: Oct 2004
Location: Torino - Italia
Posts: 6,456
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I'd vote on the Elohim hero having a vote in the Overcouncil instead of his current ability to give his life for peace...: powerful but pretty much limited.
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2010AD, Caesar Berlusconi to Brutus Fini: "You too, Gianfranco, son of a b... !!!" Economic Left/Right: -4.38 Social Libertarian/Authoritarian: 0.00 |
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#160 |
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Master of Points
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Better have both then. If you sacrifice him for peace you also give up his vote.
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GreyFox.ME - a blog about Gaming and Me | Latest Article | Latest Comic | Latest Image | Latest Video @GreyFoxMe | ~SolidDread | Read Welcome To China! | My Mods | Chat about FfH stuff @ #erebus |
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