ExtraModMod

No, you misunderstood, No Wilderness is already out in the repository (here). It thought you were talking about whether to merge the things already uploaded.

Ah! Sorry, I misunderstood, yes :)

Okay, I will merge everything up to d3077bb then, wrap up other things such as merging more MNAI stuff and fixing some minor things and release 0.5.0-beta1 before next weekend.

EDIT: I decided to attach screenshots of random 0.5.0 features to my posts until the new version is released :)
 

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Thanks Terkhen! That's really amazing work, I'll be sure to merge it in when I get a chance. :)

I agree on it working in that manner. It's possible it could be run differently, but certainly not necessary.
 
Thanks Terkhen! That's really amazing work, I'll be sure to merge it in when I get a chance. :)

I agree on it working in that manner. It's possible it could be run differently, but certainly not necessary.

Great! Let me know if there are any problems :)

lfgr: I just merged More Naval AI and found two changes related to barbarians.

https://bitbucket.org/Terkhen/extramodmod/commits/f589819acdacaec3adbe5bfc0ca06cc1f485fbc4

https://bitbucket.org/Terkhen/extramodmod/commits/3a0e3d76e31fbd4d1e876a24c02ada89e3e39151

I guess that the first one does not affect Wilderness/BarbsPlus at all, but I'm wondering if the change to force barbarians to build Acheron ASAP can affect any of the new code or is not needed, because of this: https://bitbucket.org/lfgr/barbsplus/commits/b570fd3
 

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ExtraModMod 0.5.0-beta1 is now available!

Since this version is a beta, it is not yet the definitive 0.5.0 release. Betas provide a new version for anyone interested in testing the new features, providing feedback about them or just enjoy the new stuff early. As I did in the last betas, this version has additional logging and assert checks coded in that will help greatly in fixing any possible issues. The Testing Guide should help players in creating bug reports with better information.

As it happens with new major versions, ExtraModMod is getting a lot of great stuff via merges with other mods. Tholal has been busy adding new features to More Naval AI by releasing versions 2.6 and 2.61. For anyone who hasn't been following the news, these versions bring an enhanced End of Winter game option and a better implementation of blizzards, along with a big number of AI improvements and bugfixes. In this version, ExtraModMod is getting many fixes and improvements in the BarbsPlus front, including a "No Wilderness" option which stops making barbarians that spawn far away from civilization stronger. 0.5.0-beta1 also includes a merge of most of the goodies in version 11.1 of Erebus in the Balance. As usual these changes improve balance and the pacing of the game even further.

Besides the adoption of Tholal's, lfgr's and Qgqqqqq's work, a few ExtraModMod specific things are also coming. More Naval AI included a technology diffusion system which has been tweaked specifically for ExtraModMod and given its own separate game option. This new option is enabled by default and technology trading and technology brokering are now disabled by default, but of course you can change them to suit your needs. For the purists, there are also new game options to disable random appearance of the extra leaders included in ExtraModMod.

lfgr added icons for all traits in the Civilopedia, the possibility of having more than one civilization trait and a few new civilization traits that better reflect existing features. The Grigori now get the Diverse trait, which is now responsible for their random race mechanic. Nomad and Winterborn are now civilization traits instead of races for the Malakim, Doviello and Illians. They still grant the promotion to the same units they did before.

Three new-ish victory conditions have been ported from Rise from Erebus; Religious (Quick); Cultural (Quick) and Domination (Quick). They work exactly like their namesakes, but have reduced requisites for being achieved. Selecting one of these victories automatically disables the default version of the same victory, and viceversa. There are also a few other things coming too. The full changelog can be checked below:

Spoiler :
ExtraModMod 0.5.0-beta1

More Naval AI version: 2.61 plus additional bugfixes and improvements.

Features

  • Improved AI for Multiple Production.
  • New victory condition: Religious (Quick). This condition is disabled by default.
  • New victory condition: Cultural (Quick). This condition is disabled by default.
  • New victory condition: Domination (Quick). This condition is disabled by default.
  • Victory buildings cannot be rushed anymore.
  • Extort now displays in its help text the amount of gold that will be obtained in its help text.
  • Cross rift now displays in its help text the number of units that can cross the rift, the number of available spaces after casting (if any) and if the rift will be closed or not.
  • Fertility will now display the resource that the tile will have after casting in its help text.
  • Grigori now also get the Diverse trait. This trait just does something which previously was not shown; it gives all units a chance to have a random racial promotion.
  • Traits can now apply promotions even to units without an UnitCombat (like DefaultRace works).
  • All traits now have an icon in the Civilopedia.
  • It is now possible to define multiple civilization traits for each civilization.
  • New technology propagation system.
  • Leader categories, and new game options to allow to disable random generation of non canon leaders.

Changes

  • Held units will no longer display warnings.
  • The Khazad vault information now appears in a bar. It displays the current amount of gold per city, the current vault level, the amount remaining for the next vault level and how the level will be on the next turn.
  • The Adventurer Counter now appears in a bar. It displays the number of turns remaining for the next adventurer, along with the current amount of points and the amount gotten each turn.
  • The Grigori Adventurer Counter has been changed to match the vanilla implementation for adventurers more closely.
  • The maximum number of spawnable planar gate units has been increased by ten, to be roughly one third of the Armageddon Counter. The increase of the chance of appearance of planar gate units depending on the Armageddon Counter has been multiplied by four.
  • Sheaim start with Death Mana, Dimensional Mana and Entropy Mana.
  • Nomad and Winterborn are now civilization traits instead of races for the Malakim, Doviello and Illians. They still grant the promotion to the same units they did before.

Fixes

  • Disciples gotten from religion technologies now have 100% religion spread chance.

BarbsPlus Changes

  • Removed fixed minimum distance of guarded lairs to starting points.
  • Fixed using getCurrentPeriod() instead of getCurrentEra() in barbarian spawning code.
  • Fixed memory leaks from not deleting arrays.
  • Animals never spawn on visible tiles.
  • Added Gameoption "No Wilderness".
  • Added Naval spawns with crews.
  • Fixed wrong type and promotions for Scorpion lair exploration spawn
  • Units spawning loaded in a ship now get proper UnitAI.
  • Added and modified tags to allow more flexibility when including spawns.
  • Bug with multiple included spawns resolved.
  • Units with minWilderness can be loaded onto a ship again.
  • Animal terrain flavour updates.
  • Bandit lords get -25% city strength.
  • Lower spawning rate in less fertile terrain.

Erebus in the Balance Changes

  • Chaos Marauder is now buildable. It costs 45 hammers and requires Planar Gate and Carnival.
  • Manticore is now buildable. It costs 240 hammers and requires Planar Gate and Grove.
  • Minotaur is now buildable. It costs 240 hammers and requires Planar Gate and Obsidian Gate.
  • Mobius Witch is now buildable. It costs 150 hammers and requires Planar Gate and Mage Guild.
  • Revelers are now buildable. The cost 150 hammers and require Planar Gate and Gambling House.
  • Succubus is now buildable. It costs 150 hammers and requires Planar Gate and Public Baths.
  • Tar Demon is now buildable. It costs 150 hammers and requires Planar Gate and Temple of the Veil.
  • Mobius Witches appear with 5 XP and level 3.
  • Khazad start with Earth Mana, Enchantment Mana and Law Mana.
  • Elegy of the Sheaim cost reduced from 600 to 300.
  • Hallowing of the Elohim cost reduced from 600 to 300.
  • Fawn cost increased from 60 to 75.
  • Khazad Vault thresholds have been halved.
  • Bless now gives +15 Fire Resistance along with +1 Holy Strength.
  • The Infernal now have their spawning units changed to the following: Number of (2 x Manes), Axes, Workers and Settlers is equal to the average number of enemy cities divided by two. Spawned longbowmen now start with iron weapons. As usual, they receive one extra settler with the starting settler promotion.
  • Infernal cities now start with 6 population instead of 3.
  • Chalid is available at Religious Law again. Pillar of Fire available at Righteousness to Chalid.
  • Tier four priest spells now require the appropriate unit class.
  • Governor's Manor stops being a Courthouse. Cost reduced from 180 to 120. It no longer reduces maintenance costs.
  • Commune with Nature cost reduced from 6800 to 4420.
  • Divine essence cost reduced from 9600 to 9000.
  • Feral Bond cost reduced from 1200 to 1000.
  • Malevolent Designs cost reduced from 7400 to 4810.
  • Medicine cost reduced from 1400 to 1000.
  • Rage cost reduced from 6800 to 4420.
  • Righteousness cost reduced from 7400 to 4810.
  • Theology cost reduced from 7600 to 4940.
  • Marksman no longer has level requirements.
  • Chariots and Scorpion Clan Chariots now require Trade instead of Construction.
  • Camel archers, Centaur chargers, Fyrdwells, Horse archers and Nyxkin got a 40%
    versus recon units.
  • Wood Golem hammer cost reduced from 60 to 45. Iron Golem hammer cost reduced from 120 to 180. Clockwork Golem hammer cost reduced from 320 to 240. Gargoyle hammer cost reduced from 180 to 120.
  • Infirmary hammer cost reduced from 220 to 175.
  • Kuriotate Palace now requires two cities to be built instead of four.
  • Overcouncil now requires Medicine intead of Honor. Undercouncil now requires Poisons instead of Deception.

More Naval AI Changes

  • Display the number of turns remaining for Elohim Sanctuary.
  • Fix for infinite promotions when getFreePromotionPicks() is set to a negative number.
  • AI should be more willing to upgrade their units.
  • Heal can no longer be cast on Magic Immune units
  • Reduced the frequency, duration and severity of Blizzards.
  • Frigates can now carry one Bird unit.
  • Hawks can now rebase to vassal and allied cities as well as carriers.
  • Setting iAirUnitCap for Frigates to 0.
  • Fixed data for UNIT_GOBLIN_SCORPION_CLAN
  • Fix for Adept units not receiving free death promotions when the owner has multiple sources of death mana.
  • AI will devalue membership in Overcouncil if mana bans are interfering with building Towers; AI should vote against mana bans that interfere with their Tower building plans.
  • Sheaim leaders with magic traits now have Necromancy as their Favorite Tech.
  • New UNITAI Type - UNITAI_SHADE and a corresponding movement function.
  • Holy City buildings can now be constructed in Settlements.
  • Fix for improper color reference in some translation text.
  • Fix for an error when turning the Advanced Scoreboard option on and off in the BUG options interface.
  • Fix for some improvements not spawning on map generation.
  • Enhanced End of Winter.
  • AI less likely to start wars when low in Power.
  • Tweaks to AI_updateSpecialYieldMultiplier() and AI_experienceWeight().
  • Fallow civs discouraged from constructing health buildings and buildings that keep food after population growth.
  • Vassals will no longer refuse Open Border agreements from their Master.
  • Tweaks to AI_PatrolMove() and AI_TerraformerMove()
  • Platyping's world builder version 4.10.
  • Wolves from the Doviello World Spell now start with UNITAI_ATTACK_CITY
  • Druids now default to UNITAI_HERO
  • Tweaked AI values of bonus trade modifiers.
  • Terraformers will now try to Vitalize and Sanctify.
  • Increased the rebase range to airRange() * 3.
  • Fix for Stigmata bonuses not displaying in combat odds.
  • Implemented a minimum threshold value for Workers deciding what Improvements to build.
  • AI cities more likely to build units if there is danger nearby.
  • Tweaks to how the AI chooses when to use STRATEGY_PRODUCTION
  • Tweaks to AI_construct() and AI_prophetMove()
  • Removed some code that was manually forcing the AI to construct buildings with units.
  • AI will now check the number of plots available for a certain improvement when valuing techs that allow new improvements; they will also add more value to techs that enable bonuses that they have available.
  • Tweaks to how the AI decides to end wars.
  • Keep the AI from building forts on useful city plots.
  • AI - re-enabling the code for AI_calculateTargetCulturePerTurn()
  • Made sure that the City AI checks for finalImprovementUpgrade include a civilization type (so that all the AIs don't think they can upgrade to Enclaves)
  • AI - re-enabled bStartingLoc to AI_foundvalue()
  • AI now must meet a minimum threshold before starting Warplans.
  • AI slightly less likely to flag areas as AREAAI_DEFENSIVE.
  • Changes to how Conquest units decide to group up.
  • Tweaks to how the AI decides groups.
  • Tweaks to AI_techUnitValue.
  • When considering the experience granted to units in a city, the AI will now take into consideration buildings that give free promotions.
  • Removed some code forcing the AI to continue building Settlers/Workers.

In the first post you can find the links for download, wiki, feedback, plans and other useful information.

I will make a post explaining the new technology propagation system soon. I would also like to mention that the new leader category system opens the door for including new leaders if anyone can persuade me that one civilization is missing a certain new leader for pursuing a new strategy.
 
As promised, here is the in-depth description for technology propagation.

Technology Propagation

Technology Propagation is an adaptation of Technology Diffusion by jdog5000. The original mechanic has been modified to only work when there are established relationships between team, and to take into account Fall from Heaven 2 and ExtraModMod's unique quirks. The basic idea is that for each team that has researched a given technology, you get a % increase in your own technology depending on your relationship with that team.

In more detail, propagation works as follows. For each team that has researched the technology, an initial percentage value is calculated:

  • If you share a right of passage, the value is 15%.
  • If you are the other team's vassal, the value is 30%.
  • If you share open borders, the value is 45%.
  • If you are the other team's master, the value is 60%.
  • In any other case, the value is 0%

If the initial value is greater than zero, it can be increased if any of the following conditions are met:

  • If you have an embassy with the other team, 15% is added to the initial value.
  • If at least one of the members of your team shares alignment with one member of the other team, 10% is added to the initial value.
  • If at least one of the members of your team shares religion with one member of the other team, 10% is added to the initial value.
  • If you have a defensive pact with the other team, 15% is added to the initial value.

A value is calculated for each team that has researched the technology. All of them are added together, and the result is divided by the total number of teams that have researched the technology. The final % is added to the usual modifier to research normally.

I'm not entirely satisfied with this method. It is too reliant in the number of teams in the game, and calculating the mean makes the final % not significant at all in most cases. I also wonder if propagation should be disabled until a certain technology is researched. Suggestions to improve this feature for the next beta are welcome :)

Victory Sharing

In another topic, I have also been designing a new feature. It is centered in team games, which I realize that are probably not a frequent playstyle for FFH2. Because of that or other reasons, the problem that induced me to design this may not be shared by many ExtraModMod players. But in case that it is interesting for someone else, I'm going to expose both the problem and the proposal here.

When my friends and I play cooperative games as a team, what we enjoy the most is sharing common goals and having to plan our path to victory. What we do not enjoy is the huge difference in power between the members of a team and independent civilizations, which is caused because teams pool their research together. This polarizes the game a lot, as the only forces with any significance are teams. The other problem is the loss of independence, as a lot of strategic factors such as religion research and waging war are dictated by being on a team.

In order to solve these problems, I'm planning to implement a game option for allowing a weaker team relationship. When the game starts, if this option is enabled the game would take the teams (already created in the normal way at this point) and split them up by putting each player in a new, independent team. Between the players originally in a team, the game would add a new diplomatic treaty on start up: Victory Sharing.

  • Victory Sharing is permanent and cannot be cancelled.
  • If someone wins, all players with Victory Sharing with the winner will win too.
  • Players with Victory Sharing treaties share team buildings as if they were in a team.
  • Victory Sharing enables Open Borders permanently.
  • Players with Victory Sharing treaties cannot sign trade units, right of passage, open borders, trade embargos, vasallage or surrender between them, and they cannot declare war to each other.
  • Victory Sharing will make AIs wary in the same way that defensive pacts do, but with even higher penalties.
  • Having Victory Sharing with an AI will bring high diplomatic bonuses.
  • Players with Victory Sharing get 45% technology propagation (as in Open Borders).
  • Players with Victory Sharing can always gift units to each other.
  • Players with Victory Sharing can always trade cities to each other (if the technologies required for trading it are already researched, of course).
  • Conquest victory is achieved as soon as the only players alive have Victory Sharing among them.
  • When calculating Domination victory values, all players with Victory Sharing count as one.
  • When calculating Religious victory values, all players with Victory Sharing count as one.

This brings at least the following changes to how teams work. I have put the changes I consider buffs on top; ideally they should not be many. The list is certainly incomplete, I'm sure that future posts will discover more points.

  • Each team member can wage war independently.
  • Each team member has independent Great People Point thresholds.
  • Declaring war to a team member no longer brings everyone else in the team to war automatically.
  • Teams will no longer win time victories by default.
  • Team members no longer share visibility.
  • Teams no longer add their points, so the AI will treat them differently (it will still consider the other team members as friends before deciding a war, as players with victory sharing would enjoy great diplomatic bonuses with each other).
  • Teams no longer can use diplomacy bonus shenanigans to establish diplomatic relationships with AIs that hate some of the team members but not others.
  • Team members no longer share technologies. This new feature is designed considering that it will be played with "Technology Trading" disabled.

Thoughts? :)
 
- It is wonderful ! Excellent work, thank you very much. :)

- The critic I could have would be : how did you decide the important changes you did into the balance ? For exemple, how and what did you decide that Khazad need half the needed gold for each phase of Vault ? How did you decide to increase by ten each supported creature by Sheaim plannar gate ?

Is that based on feedback of multiplayer games ?

- Is it possible to desactivate the tech sharing in the options ? I don't like any tech sharing in multiplayer, by trading or others ways.
 
Terkhen, still haven't had a chance to combine your changes into EitB, but I just had a thought - might that progress bar not be a good way of tracking progress to losing Barb peace for BAR leaders?

(Not at all inspired by certain games ;) )
 
- It is wonderful ! Excellent work, thank you very much. :)

- The critic I could have would be : how did you decide the important changes you did into the balance ? For exemple, how and what did you decide that Khazad need half the needed gold for each phase of Vault ? How did you decide to increase by ten each supported creature by Sheaim plannar gate ?

Is that based on feedback of multiplayer games ?

Jojo_Fr, as Terkhen said, those are all decisions based on discussion/feedback for EitB, here. So, yes, it is based on the feedback of multiplayer games, and I (generally) gave a short writeup for each change proposed (you can find those ones in the Erebus in the Balance Update and EitB 0011 Wishlist/Discussion threads).
 
- I examined the changelogs of the most recents versions of Erebus in the Balance and ExtraModMod. I don't see well the importants differences of design and changements bringed by the one or the other.

- I got impression that now, ExtraModMod is more close to EitB than even before, because now it includes somes of the main changements done by EitB to balance the multiplayer.

- My questions are :

Why playing to EitB if now EMM is very close in the multiplayer balance, and still better in the general playing (with BUG included in EMM, for exemple) ?

What are the design main conception differences beetwen EMM and Eitb today ?

Why all players don't merge into the best playable balanced mod version (which is EMM I think now) ?
 
- It is wonderful ! Excellent work, thank you very much. :)

Thank you! I hope you enjoy it :)

- The critic I could have would be : how did you decide the important changes you did into the balance ? For exemple, how and what did you decide that Khazad need half the needed gold for each phase of Vault ? How did you decide to increase by ten each supported creature by Sheaim plannar gate?

As Qgqqqqq mentioned, those changes come nearly in all cases from Erebus in the Balance. In cases in which ExtraModMod is different and changes cannot be applied directly, I extrapolate and do something similar. For example, if I remember correctly EitB increased the number of Planar Gates spawned creatures, but since ExtraModMod features a slightly different implementation for Planar Gates, I just made an equivalent change. In few cases I decide to not include a particular change, usually because it conflicts with additional features in ExtraModMod or it is not a change I believe that it fits with EMM. In some cases I post my ideas here before implementing them, while in others I just go ahead and implement the change.

Regardless of how the changes are implemented, nothing is set in stone and everything is open to discussion. Bear in mind that I discourage general balance discussions here for some reasons; it feels like doing the same work twice and that I don't want to separate much from EitB's implementation. Having said that, balance discussions about ExtraModMod specific topics are more than welcome and I know that balancing these extra things is something which still needs a lot of work.

For example, I have been attempting to get barbarian spawning feedback in order to finetune BarbsPlus for months. I got a lot of complaints about it (describing widely different experiences) but once that I started requesting detailed information in order to identify the problems and address them, the complaints stopped. I'm still hoping to be able to adress this problem before 0.5.0. I'm also interested on feedback about other EMM specific features such as the Great General system change, the new traits or the new civics, for which the feedback and opinions I got when they were released were very helpful but scarce.

Another point for which I would love to have detailed opinions about is the general picture, how the different features work together with each other, and how the game feels at a whole when using ExtraModMod. Even if the project is called "ExtraModMod", my number one goal is not to just randomly add extra stuff, but to add new stuff (or tweak existing features) in a way that integrates nicely with the rest of the game and existing features, and that improves the experience as a whole.

I'm sorry about the rant, it wasn't specifically aimed at you or anybody else, but lately I've been thinking a lot about the status of ExtraModMod and its features and your question triggered my wall of text :)

- Is it possible to desactivate the tech sharing in the options ? I don't like any tech sharing in multiplayer, by trading or others ways.

As I mentioned it is a game option, so yes.

Terkhen, still haven't had a chance to combine your changes into EitB, but I just had a thought - might that progress bar not be a good way of tracking progress to losing Barb peace for BAR leaders?

(Not at all inspired by certain games ;) )

I did not check the game thread yet, I'll review it later. Showing the progress to losing barbarian peace sounds like a great idea to me and I will implement it. I will review how it is calculated and come up with a way of displaying it, but my initial opinion is that the bar should not even appear when losing barbarian peace is really far away.

Given that with Unrestricted Leaders you could play as a Barbarian Khazad or Grigori, I don't think that the same bar should be used for this new feature, though.I will look into leaving the existing bar for civilization specific values and including a new bar for leader specific stuff, along with some placement logic to place each bar in the right place depending on how many are needed. The leader bar could also be shown to display how many turns remain for Adaptive to trigger, which I believe would be a good idea too.

- I examined the changelogs of the most recents versions of Erebus in the Balance and ExtraModMod. I don't see well the importants differences of design and changements bringed by the one or the other.

What are the design main conception differences beetwen EMM and Eitb today ?

This post answers both of these questions nicely: http://forums.civfanatics.com/showthread.php?p=13663658

- I got impression that now, ExtraModMod is more close to EitB than even before, because now it includes somes of the main changements done by EitB to balance the multiplayer.

ExtraModMod has been following Erebus in the Balance changes since day one. It included EitB 9 since the first releases, and since then I have done two merges, one with EitB 10 and the most recent one with EitB 11.1.

Why playing to EitB if now EMM is very close in the multiplayer balance, and still better in the general playing (with BUG included in EMM, for exemple) ?

It may be better for certain people, but not for everyone because different players want different things. Having a single project in development certainly would have its advantages, but without a clear and strong development lead from the original FFH2 team, I don't believe that there should be a single answer on how to play the game. For example, I know that certain players prefer to not have BUG. In the same way, some people do not like EMM's new features (for example, you do not want Technology Propagation, which can be disabled, but other ExtraModMod features cannot be disabled). Other people just want to stay as close to default Fall from Heaven 2 as possible, and others prefer different sets of extra stuff. Even myself, after coding a mod which obviously caters to my tastes, enjoy playing other mods sometimes. That's why I try to fix common bugs in More Naval AI instead of just here, and why I try to make my work as accessible as possible. As I don't think that my work or any other is the definitive FFH2 modmod, I believe that we should share our resources and our work in order to help each other and the whole FFH2 community.

Why all players don't merge into the best playable balanced mod version (which is EMM I think now) ?

Thank you for the compliment, but as I posted in the previous paragraph, EMM being "the best" is a subjective opinion. With regard to ExtraModMod being balanced... well, I summarized the situation in my previous rant. Besides the lack of complete balance, there is another reason for which just including EitB changes does not make EMM balanced. While most of the reasons for EitB changes hold true for EMM, the extra features alter the game balance too, which means that some of them would need additional discussion here for EMM specific cases, while others would not even hold true anymore for EMM's case.
 
Yeah, I thought those options might come up, and I agree that a leader bar makes sense. I'm not so sure about having it invisible for most of the game - I mean,I get why you'd do that, and it would reduce the clutter, but it'll also be a bit weird to have a bar appear suddenly, especially for players who don't know the mechanics so well.

Basically, what Terkhen said about them being different mods, with different aims. "Better" is a very subjective term, and I know some players who have tried EMM and hated it, and others lobbying ro get features merged. I haven't even played most of the EMM releases, nor more than a game or two of MNAI in the past year, but I still follow the discussion on these boards and try to contribute where I can, partly because of the enormous support I've received here in implementing my own changes, but largely because I care about the FFH modding community and love keeping it alive and thriving, even when there are some players and mods I never have and, quite likely, never will play with.
 
I'd love to see a new Hippus leader with the barbarian trait, it's pretty fitting to their tribal warmongerish feel and it should make for some interesting gameplay, also considering the hippus are rather vanilla and barbarian ought to spice things up a bit :)
 
Yeah, I thought those options might come up, and I agree that a leader bar makes sense. I'm not so sure about having it invisible for most of the game - I mean,I get why you'd do that, and it would reduce the clutter, but it'll also be a bit weird to have a bar appear suddenly, especially for players who don't know the mechanics so well.

Hmm... you are right, it will be shown unconditionally then. I'm going to code a conditional scheme for showing bars in that part of the screen that should allow to extend the system easily. I'll just define a certain number of bars, and allow to define any number of conditions that would be evaluated in a certain order. Whenever one of those conditions is true, it will grab the first available bar and display its information there. Although I know that at first this system sounds as if it could cause clutter (too many bars) and confusion (if the bars move around because of conditions not being true anymore) both of these factors depend on how the conditions are defined. For the stuff mentioned here (Adventurer Counter, Khazad vaults, Barbarian trait, Adaptive trait), the bars would stay in the same position for a certain leader for the whole game, and the code wouldn't need any changes to support any combinations of these conditions such as some crazy Khazad leader with Barbarian and Adaptive. As a plus, the same conditional scheme would also reposition the conditional text that shows stuff like stasis or (in recent MNAI versions) sanctuary. If my idea for implementing this feature works, it shouldn't take long. I'll let you know once it is done.

[to_xp]Gekko;13693647 said:
I'd love to see a new Hippus leader with the barbarian trait, it's pretty fitting to their tribal warmongerish feel and it should make for some interesting gameplay, also considering the hippus are rather vanilla and barbarian ought to spice things up a bit :)

Sounds like a good idea to me, but in this particular case I don't believe that a new leader is needed. Given that the two extra Hippus leaders could use some thought (I mean, I remember assigning traits to at least one of them just because it was an unused combination), I would say that their traits could be modified to make one of them Barbarians. A proposal to rework them is welcome :)
 
I want to express what I would like to have in features. It is about the multiplayer gaming. I have asked from them several month ago, but as I see you are interested by feedback, I ask them again here. ^^



- I would like a game option option to hide totally the scores of the players (if not, by looking the scores you can immediately see the military power of everyone, which hugely destroy the mystery of each game, and change the strategies of the games).

- I would like a game options to remove any hawk & invisible eyes, because it is too easy to have them and scout everywhere without risk. It breaks the multiplayer, you can too easily prevent barbarian spawnging with few hawks.

- I would like a game option to remove any hidden & invisible unit, because it is too strong in multiplayer and require to scout with hawks every turn the same region. Unless the hidden or invisible feature is changed, I would like a simple option to remove it from game.

- I would like an option game to remove the assassins units of the game, or to make unfonctionnal the assassin talent (targeting the weakest unit). Why ? Because assassins are a perfect counter to any priest or mages units, as the point it destroyed any interest to bring them in offensive stack in multiplayer. Moreover, assassins can easily kill any wounded units, including hero or anything.

So, as assassins break the multiplayer games at the point it destroy any interest to invest in adept or priest, and as there is no efficiant ways to protect your units from assassins (except Royal guards, but you can only have 4 of them, and they need Aristocraty civic), and as you don't plan to change the game to give new options to protect you from assassins, I would like an option as described in the line one.
 
you can too easily prevent barbarian spawnging with few hawks.
Not in EMM. Barbarians can spawn on visible tiles, they just do it about half as often.
Tholal proposed a possible solution to hawks being OP here, but I don't think it will be implemented soon.

Save the scores thing, the othe options you are proposing are really only removing or altering units. Those are all posible to mod in fairly easy in XML:
General XML modding: Modding Basics: XML 101
Reference for unit tags: Modiki
If you have any questions regarding modding, go ahead and open a thread or ask in an existing one about modding.

Honestly I doubt there are many ffh players who share your opinions (IIRC you proposed some of those things already several times), and Terkhen probably doesn't want to add a bunch of new gameoptions. Therefore, it's probably your only choice to mod them in yourself. And that's really not that much work.
 
[to_xp]Gekko;13695187 said:
Captain Ostanes: Barbarian, Slaver, Savage

Ostanes seems too similar to Weevil in my opinion, and Barbarian/Savage seems like a bit of overkill. What about switching Savage with Imperialistic and using something else for Uldanor?

[to_xp]Gekko;13695187 said:
Captain Uldanor: Organized, Imperialistic, Ingenuity

Does Uldanor really need the three traits? The main leaders have only two...

I want to express what I would like to have in features. It is about the multiplayer gaming. I have asked from them several month ago, but as I see you are interested by feedback, I ask them again here. ^^

Well; feedback is providing information about how existing stuff works and your post suggests new features without talking much about the ingame. What I said in my previous post is that I'm lacking feedback, not feature proposals. Having said that, proposals are of course also welcome and I will answer for each one.

- I would like a game option option to hide totally the scores of the players (if not, by looking the scores you can immediately see the military power of everyone, which hugely destroy the mystery of each game, and change the strategies of the games).

I think that this is a bad idea. The value is visible for a powerful motive; the AI uses that value as the basis for most of their calculations regarding enemy players. Civilization IV in general, and MNAI in particular, have AIs that do not cheat. Therefore, allowing human players to see the value is the only way to ensure that the AI does not have access to hidden information. Needless to say, rewriting the whole AI to calculate approximated score values based on what it knows is completely out of the question.

- I would like a game options to remove any hawk & invisible eyes, because it is too easy to have them and scout everywhere without risk. It breaks the multiplayer, you can too easily prevent barbarian spawnging with few hawks.

You can't scout everywhere, hawks must be based on other units or cities, and invisible eyes are summoned by arcane units and they last only for a turn. Since those units are usually weak, you can negate this advantage to your enemies by using fast units to take off the unit in which the hawk is based or the arcane unit summoning the eye. Sure, they can spend resources in defending them, but then scouting with hawks and eyes is not cheap anymore. Both hawks and invisible eyes require a significant technology investment and are available in a point in the game in which you could be spamming your surroundings with scouts anyways, so I don't see why it breaks multiplayer either. For the same reason, I don't consider that reducing barbarian spawning at that point of the game is something bad as there are many other cheap ways of doing it.

- I would like a game option to remove any hidden & invisible unit, because it is too strong in multiplayer and require to scout with hawks every turn the same region. Unless the hidden or invisible feature is changed, I would like a simple option to remove it from game.

Again, I disagree on hidden units being too strong, and you provide no arguments on behalf of your opinion. It may be possible (and even desirable) to increase the number of units that can see invisible, but I don't believe that these units should be removed in any case. I'm also wondering something... if you believe that hidden and invisible units are a problem, why are you requesting to remove hawks and invisible eyes when they are one of the best counters for invisibility?

- I would like an option game to remove the assassins units of the game, or to make unfonctionnal the assassin talent (targeting the weakest unit). Why ? Because assassins are a perfect counter to any priest or mages units, as the point it destroyed any interest to bring them in offensive stack in multiplayer. Moreover, assassins can easily kill any wounded units, including hero or anything.

So, as assassins break the multiplayer games at the point it destroy any interest to invest in adept or priest, and as there is no efficiant ways to protect your units from assassins (except Royal guards, but you can only have 4 of them, and they need Aristocraty civic), and as you don't plan to change the game to give new options to protect you from assassins, I would like an option as described in the line one.

Without assassins, the game is completely dominated by mages, priests and heroes. I mean, evenwhen I have assassins, my brother always ends up killing them and then conquering me with their arcane units. The mere thought of removing one of their best counters makes me shudder. Putting my frustrations aside, there are a lot of ways to counter assassins. They require some effort, yes, but it's not like running a magic unit + defenders SOD is complicated. For example:

  • Bring hawks, set them to scout automatically and kill the assassins before they can touch your stack.
  • Promote a few strong melee units to Guardsman.
  • Promote some scouts or archers to Perfect Sight and kill enemy assassins as they come.
  • Bring up low level adepts along with your stack to be used as bait, as both assassins and runewyns (in EMM) will target them first.
  • Cast Stoneskin.
  • If none of the above works, go Empyrean or Bannor.

There may be other ways to stop them but I believe the ones I mentioned (specially hawks) are efficient enough.

I also want to mention something that applies to all of the balance suggestions you made. In a game like FFH2 units and strategies are not equally powerful, and therefore they are designed by taking into account not only their raw power, but also their counters and what they counter. These conections imply that you can't simply take one aspect of the game out, even if it is truly overpowered. The reason is that you would be making units and strategies countered by that aspect of the game completely overpowered, and the units and strategies that used to counter that aspect would now be more useless. If after removing something and realizing that you broke other things you continue trying to balance the game just by removal, you will end up with either something that is not FFH2 anymore or with something extremely plain and boring (and in that case you may as well be playing checkers).

Instead of using the removal approach, with games like FFH2 in most cases it is better to follow an iterative approach that can be summarized as follows:

1) Test the game and analyze player feedback in order to find problematic parts of the current game balance.
2) Discuss possible small changes that improve the situation without altering the rest of the game much.
3) Implement the chosen change and playtest the game again.
4) Repeat.

This iterative process is long and painful, but in games with complex equilibrium it is usually one of the best options. Many commercial games such as Team Fortress 2 or nearly everything made by Blizzard follow this approach. Erebus in the Balance also follows this iterative approach; you can check the process by going to its forum and reading the game threads and the progress thread of the next future version. In a more limited way, I try to do the same in this thread for EMM specific stuff.

If you are interested on game balance, there are many resources about game design and game balance available for free on the internet, that will have far better explanations than the poor summary I posted here. For the specific case of FFH2, the old FFH2 development and release threads, the Realms Beyond subforum mentioned earlier and this blog also contain a lot of useful pointers.

If you just want to tweak the game to your very specific needs, as lfgr says what you want is not something really complicated. You could follow that advice and create your own version. ExtraModMod source code is easily available at the project's homepage (Downloads page -> download repository), and if you are interested in using Mercurial/version control you can even fork it and just pull from my repository to get updates on top of your own changes without having to do anything.

Tholal proposed a possible solution to hawks being OP here, but I don't think it will be implemented soon.

That is very interesting, but unless there are some vanilla Civilization IV mechanics for interception already in place (it's been so many years that I don't even remember how the normal game worked) it sounds very complicated to implement. I should check MNAI's feature requests in case there are any interesting suggestions that I could do.
 
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