| General | Hosted Sites | Civ5 | CivRev | Civ4Col | Civ4 | Civ3 | Civ2 | Civ1 | Misc | Marketplace |
![]() |
|
|
Welcome to Civilization Fanatics' Center. You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community, you will be able to participate in the discussions, search the forum, send private messages, vote in polls, upload your own screenshots to the gallery, and access many other special features. Registration is fast, simple and absolutely free, so sign up today! If you have any problems with the registration process or your account login, please contact support. |
|
|||||||
![]() |
|
|
Thread Tools |
|
|
#181 |
|
Deity
|
So what changed for the trait which offered no upkeep for compassion? Just lost that perk, or shifted it to another category?
__________________
Fall from Heaven: - Random Stories and Fragments - Trivia Thread - The Complete FfH Manual - Lore Compendium - The Erebus Project - #erebus - The Mega Story General Information: Mod Details, World Information Resource, Easter Eggs, Quick-Guide, Empyrean/Esus & Guilds Information, The Other Religions, Mana Chart, Religous ThemesSpecific Details: FfH Wikia, FfH Wiki, FF Wiki, World Spells, FoL Guide, Council of Esus Guide, Magic Comparison, Potential Fix for MAF issues |
|
|
|
|
|
#182 |
|
Master of Points
|
Which is why they have a (albeit small in the game) withdrawal rate.
__________________
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 |
|
|
|
|
|
#183 |
|
Chieftain
Join Date: Apr 2008
Posts: 83
|
Yeah, it seems Expansive got a bit weaker. Compassion was honestly a pretty boring category except for StW and I think it was a good move to get rid of, but Expansive was already a pretty weak trait. Being able to run Public Healers for free was basically the best thing about it unless you had a severe shortage of health resources.
|
|
|
|
|
|
#184 | |
|
Master of Points
|
Quote:
![]() But yeah, was a good move to remove those civics. The "you treat your people poorly" bonus you could get from Calabim (or is it only Flauros?) could be achieved from events instead if needed.
__________________
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 |
|
|
|
|
|
|
#185 |
|
Warlord
Join Date: Jun 2008
Posts: 121
|
So, Expansive lost it's main bonus.
What about giving it half production cost for settlers? Settlers are quite expensive, so it would be a big advantage. and Expansive leaders would have a big tendency to actually expand. |
|
|
|
|
|
#186 |
|
Great Sage
Join Date: Feb 2007
Location: Kael's head
Posts: 14,063
|
What is it with you and removing civic categories? I'm still not completely over the loss of the Education civics. In fact, I might decide to add both categories back in my version.
Regardless, I definitely think that expansive needs to make settlers build faster. I'm thinking it should also give them mobility. |
|
|
|
|
|
#187 | ||
|
Priest of Winter
Join Date: Jul 2008
Location: Manitoba, Canada
Posts: 133
|
Quote:
Quote:
![]() And is there any news on the crime mechanic ever being used again? |
||
|
|
|
|
|
#188 |
|
Emperor
Join Date: Jan 2006
Location: Allentown, PA
Posts: 1,034
|
While you're in the code for this release, could you give Loki a Unitclass? I don't know if his lack of Unitclass is intentional, but he's pretty limited right now compared to what he looks like he should be able to do.
|
|
|
|
|
|
#189 |
|
A bad kitty!
Join Date: Feb 2007
Location: Gates of Ultramar [Szczecin]
Posts: 643
|
Proposal: Can a lair/dungeon visit always grant some XP for the unit? Even if the effect is negative [unit got poisoned, etc, but does not kill the unit]. This is always an experience with should make the unit wiser and more prepared in the future. Grigori Adventeurers should also get a bonus for exploring lairs, maybe some options never available for other civilisations.
Love the changes so far. It strikes me that there is still much to to Guilds, chained events, hell version of water...
__________________
"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." |
|
|
|
|
|
#190 |
|
crazy, militant farmer
Join Date: Jan 2007
Location: North Carolina
Posts: 498
|
Thank god, you are going to release this the day after my last final; I might still get an A in Calc II.
__________________
“Truth can be stated in a thousand different ways, yet each one can be true.” "You have to grow from the inside out. None can teach you, none can make you spiritual. There is no other teacher but your own soul.”- Swami Vivekananda |
|
|
|
|
|
#191 |
|
Please wait...
Join Date: Jun 2008
Posts: 517
|
Looks like Expansive got a +100% Settler production bonus. That's pretty strong. I'm still not sure about eliminating the entire civic category. Was there no way to jazz them up and make them cool rather than cutting them?
|
|
|
|
|
|
#192 |
|
Deity
Join Date: Dec 2005
Location: Orange County, CA
Posts: 5,632
|
I agree with [NWO] Valis, even if it is just a point of xp.
__________________
Fall From Heaven II |
|
|
|
|
|
#193 |
|
Master of Points
|
If you have played vanilla BTS, you might know that the 50% settler production bonus only affects the real hammers, not the food production. Which don't make it as big of a bonus as it would appear. In the same situation, a settler that would take 25 turns for a normal civ, an imperialistic civ would make it in 20 turns, so the 50% only becomes an actual 25% bonus. But that of course depends on the amount of real hammers you yield.
EDIT: I also agree with [NWO] Valis.
__________________
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 |
|
|
|
|
|
#194 |
|
WM junkie
Join Date: Dec 2005
Location: Seyda Neen, Vvardenfell
Posts: 7,090
|
I also agree with [NWO] Valis.
and I agree with Keeper GFA where he says that mercs should not be able to counter "we fear for our safety and demand military protection" in cities. after all, you don't feel so safe when your city is guarded by some stranger that doesn't care if you get slaughtered as long as he's paid. oh, and I totally think that recruiting mercs should NOT be limited to the guy who built the wonder, the GoTN should just make purchasins them less expensive. it's a mechanic wayyyyyy too powerful to be limited to a single civ. all other wonders look like crap compared to the guild.
__________________
" Sheelba does what Charadon't " - Senethro |
|
|
|
|
|
#195 |
|
Deity
Join Date: Dec 2005
Location: Orange County, CA
Posts: 5,632
|
I like the change to expansive; now it will be useful early game and late game. There might even be a reason to pick it as adaptive now.
I was going to suggest that since public healers & that other civic in compassion category are gone, we should add another building to add health late game. Then I remembered we have infirmaries and I never build them; now I might see them as more important.
__________________
Fall From Heaven II |
|
|
|
|
|
#196 | |
|
Deity
Join Date: Dec 2005
Location: Orange County, CA
Posts: 5,632
|
Quote:
What about something like this--Reduce the cost of the wonder a bit. Make it allow all players to build mercenaries, which would be like they are now, but be buildable, requiring no building & currency tech. Only mercenaries & Hippus units have the hire mercenaries ability--so once you build one, you can then hire mercenaries whenever that one or any he hires are in a city. They would still be a way to hire an army quick, but only if you were prepared and had a few on hand already.
__________________
Fall From Heaven II |
|
|
|
|
|
|
#197 |
|
Master of Points
|
I'd kinda like the ability to be sort of restricted however, like there are only so many mercenaries available in the world.
__________________
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 |
|
|
|
|
|
#198 |
|
Emperor
Join Date: Feb 2007
Posts: 1,085
|
Another possibility for the Guild of the Nine would be to make it like the Statue of Zeus or Knights Templar from Civ 3, wonders that produced units every 5 turns. You could have the Guild of the Nine automatically produce a mercenary every 5 turns (or some other number of turns, depending on balance).
|
|
|
|
|
|
#199 |
|
Deity
|
Cool, so almost no benefit from Expansive if you are settled in a floodplains heavy area where popping out settlers is a joke anyway, but a huge benefit if you are slammed with tons of plains/hills and seeking to spread your wings.
All in all, "Excellent Smithers!"
__________________
Fall from Heaven: - Random Stories and Fragments - Trivia Thread - The Complete FfH Manual - Lore Compendium - The Erebus Project - #erebus - The Mega Story General Information: Mod Details, World Information Resource, Easter Eggs, Quick-Guide, Empyrean/Esus & Guilds Information, The Other Religions, Mana Chart, Religous ThemesSpecific Details: FfH Wikia, FfH Wiki, FF Wiki, World Spells, FoL Guide, Council of Esus Guide, Magic Comparison, Potential Fix for MAF issues |
|
|
|
|
|
#200 | |
|
Tyranny and Mutation
Join Date: Jul 2007
Location: New York State
Posts: 2,235
|
Quote:
|
|
|
|
|
![]() |
| Bookmarks |
|
| Thread Tools | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| FfH2 0.33 Changelog | Kael | Civ4 - Fall from Heaven | 274 | Sep 25, 2010 11:32 PM |
| FfH2 0.30 Changelog | Kael | Civ4 - Fall from Heaven | 277 | Jul 15, 2008 12:12 PM |
| FfH2 0.31 Changelog | Kael | Civ4 - Fall from Heaven | 622 | Apr 10, 2008 12:54 PM |
| FfH2 0.25 Changelog | Kael | Civ4 - Fall from Heaven | 277 | Nov 21, 2007 10:22 AM |