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#1 |
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Turtle Wizard
Join Date: Jun 2008
Location: New Jersey
Posts: 677
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Hunting the Wild Caribou of Erebus
So I've been keeping myself busy this last week tinkering with FfH's code. I'm making a mod that doesn't add anything substantial, but addresses annoying problems (like Ice not getting +1
near rivers, etc). I'm also trying to liven up teams that are boring. Today, I turned my attention to the Doviello, trying to fix their greatest flaw: the map generator loves putting them on Ice terrain, but they get no benefits from it.Now, one solution would be to give them +2 food from Ice. But that'd be cheating. Illians already do that. Repeating mechanics is bad! Honestly, though, this is more of a situation of having your cake and eating it too. We want to make the Doviello function on Ice, but we don't want them to be overpowered when they're not on Ice. I tried working around that. The Doviello are a society of cave-man-like hunters. So I added a tech called 'Feral' that they start with, and does three things. First, it lets them build camps. Second, it gives camps +2 , -1 . Finally, it allows the 'Feral' promotion, which let's them capture animals after combat.The result was greater than I expected. I played a Doviello game, on Erebus, with Cold temperature. It was a blast. Since deer/fur can normalize start locations, my capital was able to grow and function. I spent the first part of the game hunting animals for city locations. But I think the best part was that I really felt that I was playing what the Doviello were. My empire was a few scattered cities nested around some food resources. I really felt the nature of their team; like I was hunting the Caribou of Erebus. And the best part? The AI gets it! I tried a game with AI Caradon, and he didn't just sit on his ass and freeze. The Doviello on Erebus functioned! It's a miracle! Anyway, just thought I'd bring this up. I enjoyed my game so much it inspired me to post this. Hopefully, I'll have the TweakMod this Friday or Saturday. In the meantime, for anyone interested, this is the changelog. I'd actually like feedback on some of the ideas, or any suggestions to the list. I'm trying to figure out which ones I should keep/drop. Download works now; my bad earlier. Download:http://forums.civfanatics.com/downlo...=file&id=12369 Just copy the FFH folder, then go to FFH-->Assets and overwrite the folders XML and Python. Thread to come later today. Spoiler:
Also, things I want to do/I'm considering/I'm trying to figure out: Spoiler:
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No matter where you go, there you are. http://forums.civfanatics.com/showthread.php?t=320586 <-- TweakMod (Now with fancy Patch M compatibility!) Last edited by Rystic; May 10, 2009 at 01:43 PM. |
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#2 | |||||||||
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King
Join Date: May 2008
Location: Shoreline, WA
Posts: 913
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Nice mod. I will definitely be grabbing this once you make it available. I am much more a fan of little tweaks in a game then major overhauls(well...I guess FFH counts as an overhaul of Civ, but it's a special case
).Nice. A lot of summons fail to distinguish themselves. Also, given the rather situational nature of loyalty, a little buff to the second tier of law mana is not hard to justify. Nice tie in with the militaristic theme. Quote:
Also, does Legend still give a cultural bonus as well? I play with cultural victory turned off, but I imagine some people would miss it. Oh. Well that answers one question. Does it only grant it to dragons on your team? Quote:
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Having not had Brigit very often, is her immortality the same as Hyborem or is of the Immortal variety? Nice fix. It bugged me to no end losing the unique look of my Sidar units. Quote:
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What exactly is the Diverse trait? Quote:
Reverse Genesis as in a snowy genesis? Is it permanent? Quote:
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Nice. Allows for garrisons of Lunatics without losing their general craziness. Not that I'm much of a fan of the new craziness, but that was another thread. Side note: I don't suppose you like the old Rantine graphics enough to reimplement them? Just one of my pet peeves.
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#3 | |
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Emperor
Join Date: Oct 2001
Location: Behind You!!!!
Posts: 1,220
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36: The AC increase may be WAY too much considering the number of units that can be killed with the Sect of Flies. It can get to the point that it is almost impossible to stop AC 100. Maybe if Hyborem increases it (and gets his fat ass out of his cities, I mean he IS immortal) that would be a good way to balance it out. Did you use the original Sect of Flies Graphics? 45: From what I understand Asylums are not quite the same in Erebus - strange experiments go on in there that can/will cause people to go insane. If Kael ever sets enraged to be "Always Hostile", then having a bunch of crazies running around attacking friend and foe alike without causing war may actually be fun. This is my BIGGEST complaint about AC 90 the AIs don't have to suffer from it and our units just wonder their happy way. If there are no war or enemies to attack they are just a waste of time and units. BUT if ALL empires have a bunch of crazies going around attaching willy nilly that can be fun. My suggestion was to just grant hidden nationally to each unit affected with enraged. That way the AI units will go around attacking and your units will do the same (of course without you controlling them)... About Brigit and her immortality - Kael mentioned in the Lore thread (IIRC) that she has lost the Aura(?) of her god and in lore terms should NOT be immortal, but for gaming purposes she is. So your reasoning behind Basium is valid in this sense.
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My little Modmod for Fall From Heaven Modular Expanded Civ Flavor Mod Link now includes a Wild Mana Version! Say no to Democracy and send the U.S.A. back to its roots http://www.wimp.com/thegovernment |
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#4 | ||||||||||
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Turtle Wizard
Join Date: Jun 2008
Location: New Jersey
Posts: 677
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No matter where you go, there you are. http://forums.civfanatics.com/showthread.php?t=320586 <-- TweakMod (Now with fancy Patch M compatibility!) Last edited by Rystic; May 04, 2009 at 04:22 PM. |
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#5 | ||
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Turtle Wizard
Join Date: Jun 2008
Location: New Jersey
Posts: 677
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Having a way to remove Enraged should have always been included somehow. If you're trapped on an island alone, your Enraged unit is lost forever.
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No matter where you go, there you are. http://forums.civfanatics.com/showthread.php?t=320586 <-- TweakMod (Now with fancy Patch M compatibility!) Last edited by Rystic; May 04, 2009 at 04:22 PM. |
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#6 |
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Please wait...
Join Date: Jun 2008
Posts: 517
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A very nice looking set of tweaks. I'm especially enthusiastic about the Feral tech, which really does sound like it'll make playing the Doviello a blast. Finally those 4-beaver sites can be worth something! Just to clarify: is the Feral promotion bestowed automatically, or does it have to be purchased?
My only two concerns are with the sect of flies (though a fairly low % chance to increase the AC would be fine with me) and with Hosts getting guardsman. While hosts having guardsman sounds cool and is nicely thematic, I'd worry that it would make it far too easy to defend your mage stacks. The current implementation of Guardsman makes it so that one weak guardsman unit can neutralize all marksman attacks. So a stack of mages could have just one LawII mage and one very strong defender, and the Law mage could summon a Host every turn, which would force all assassins to attack the strong defender. I think this is going too far in neutralizing assassins, which currently can only be done by the bannor or by devoting a level 5 unit to the purpose of getting guardsman. |
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#7 |
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Secret Emperor
Join Date: Jun 2008
Location: Where you least expect me
Posts: 2,035
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With asylums, I see them providing "handelers", so the unit is still crazy, but not "visible".
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Tarquin: My name will be immortalized forever. Elan: As a villian! Tarquin: Thats the beauty of it all. If I win, I get to be a king. If I loose, I get to be a legend. |
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#8 |
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The Hamster King
Join Date: May 2008
Location: Crestview FL
Posts: 14,448
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I used some of the same basic ideas for my Doviello+ mod... I DID grant them 1
on ice, so it's at least farmable, and 1 on tundra. I made them more animalistic, but you can't do that in FfH...
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Rise from Erebus - R i f E - Civ5 Economy Mod
Member of the R i f E team Inno Install Script Tutorial |
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#9 |
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King
Join Date: Oct 2008
Posts: 690
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Sounds like a pretty cool mod. Dunno why the crazy house makes people sane (Asylum has a negative connotation, its usually not a place of happiness, or any insane curing). Although I have to say, the best part of all of this was the thread title. Really got my attention
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Wonky. It's a technical term inbetween Snafu and Fubar |
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#10 | |
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Turtle Wizard
Join Date: Jun 2008
Location: New Jersey
Posts: 677
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No matter where you go, there you are. http://forums.civfanatics.com/showthread.php?t=320586 <-- TweakMod (Now with fancy Patch M compatibility!) |
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#11 | ||
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Turtle Wizard
Join Date: Jun 2008
Location: New Jersey
Posts: 677
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No matter where you go, there you are. http://forums.civfanatics.com/showthread.php?t=320586 <-- TweakMod (Now with fancy Patch M compatibility!) |
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#12 | ||
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Emperor
Join Date: Oct 2001
Location: Behind You!!!!
Posts: 1,220
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Quote:
Heh me too... ![]() To Rystic: Quote:
would be fine...I will be checking the modmod out as most of those changes sound really fun and smartly implamented. I really like the feral tech and the Diverse trait, and at the risk of sounding like our local sage MC, I suggest a trait just like that a good few months ago for the base mod
__________________
My little Modmod for Fall From Heaven Modular Expanded Civ Flavor Mod Link now includes a Wild Mana Version! Say no to Democracy and send the U.S.A. back to its roots http://www.wimp.com/thegovernment |
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#13 | |||
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Turtle Wizard
Join Date: Jun 2008
Location: New Jersey
Posts: 677
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Diverse also replaces racial UUs (eg, you won't get Orc Hunters, you'll get Lizardmen). The only units that can't be born with racial promotions are Dragon Slayers and heroes, although I'm thinking I should let heroes have random races.
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No matter where you go, there you are. http://forums.civfanatics.com/showthread.php?t=320586 <-- TweakMod (Now with fancy Patch M compatibility!) Last edited by Rystic; May 04, 2009 at 07:44 PM. |
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#14 | |
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Warlord
Join Date: Feb 2009
Posts: 209
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![]() I especially like the Grigori stuff and the stir from slumber thing. |
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#15 | |||
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Please wait...
Join Date: Jun 2008
Posts: 517
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Commenting on the ideas you're considering:
Things I like: Quote:
I also like Quote:
Things I dislike: Quote:
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#16 | ||
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[]
Join Date: Jan 2009
Posts: 1,886
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------------- There's a lot of nice ideas here, but I think a number of them qualify as "substantial".
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FfH2 Bug Thread - FfH2 Cosmetic Issues Thread - FfH2 Game Balance Thread - FfH2 AI Issues Thread How to Install FfH2 Don't feed the bears. |
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#17 | |
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Turtle Wizard
Join Date: Jun 2008
Location: New Jersey
Posts: 677
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Svartalfar elves are dark elves. It's actually a separate promotion, but they use the same text tag.
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No matter where you go, there you are. http://forums.civfanatics.com/showthread.php?t=320586 <-- TweakMod (Now with fancy Patch M compatibility!) Last edited by Rystic; May 04, 2009 at 11:06 PM. |
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#18 | |||
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Turtle Wizard
Join Date: Jun 2008
Location: New Jersey
Posts: 677
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EDIT: I might spawn her at the same time as Yersirina. Quote:
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No matter where you go, there you are. http://forums.civfanatics.com/showthread.php?t=320586 <-- TweakMod (Now with fancy Patch M compatibility!) Last edited by Rystic; May 05, 2009 at 12:05 PM. |
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#19 | ||
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Warlord
Join Date: May 2008
Posts: 263
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Finally my Svartalfar will be played as the sneaky bastards they were meant to be The changes address concerns many have spoken of, yet seem balanced and reasonable for the CoE-theme. Good work!Quote:
Last edited by loffenx; May 04, 2009 at 11:19 PM. |
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#20 | |||||||||
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Chieftain
Join Date: Apr 2009
Posts: 8
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ok, so I'm fairly new at this game, but here are my twopence (you asked for it, dude!):
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4: seems fitting Quote:
8: Free chaos? For Kurios? Maybe...how about body? Quote:
10: demoting them to towns? or rather to villages? 11: seems overpowered. Don't get me wrong, I play Bannor a lot and like them, but that early another -20 % to citiy costs sound very powerfull. 12: see 9 Quote:
14: what would you export there? blisters? 15: dunno about Brigit (never had her), but a immortality like Hyborem would definitly fit Quote:
cool idea! would theit elven workers finally be able to build on top of forests? To me as a non-elven civ they never are, no matter if captured, taken as slaves or WBed. Quote:
23: as in flavour? Or just generated like GPP and then spawns a unit? Quote:
30: I'd remove body...otherwise they are way too fast. It seems to add flavour but to me it just adds power where none is needed. Again, don't get me wrong, I like to play Amurites quite a bit, but that seem just too unbalanced. Quote:
37: Why? How about not obsoleting SoK (and RadGuard btw.? Would give these Religions all the edge they need. 38: good idea 39: That always struck me as dumb anyways 40: Thank You! That alone will make it worthwhile! Once it was funny, but now I hate that guy. Quote:
42: Yay for Vampires! 43: I like it the way it is All in all I'm looking forward to this. Etzel |
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