Feature Requests and Discussion

[to_xp]Gekko;12137991 said:
that's a good point, flexible difficulty changes too frequently. I wonder if it takes gamespeed into consideration? maybe it should change as frequently as adaptive trait does.

another issue it seems to have is it's too sensitive, perhaps the tresholds to trigger difficulty change should be a bit more restrictive.

It's supposed to change every 50 turns I thought. Perhaps checking the code, and/or change the setting to 75 turns?
 
could tribal villages givebeakers towards a tech instead of a full tech? this would prevent stuff like getting hunting on t1, or lategame techs when you find a stranded goody hut. code could be taken from FF.
 
The AI is not getting random combinations of leader/civilization for me, though.

More Naval AI r1280 said:
Gameplay tweak - playing with the Unrestricted Leaders option will now randomly assign a leader (unrestricted) to each AI civ

Awesome, thank you for adding this option, Tholal :)
 
[to_xp]Gekko;12134839 said:
I think the code that gives doviello Lucian is the same that gives a starting settler. Deity gets two settlers, therefore also two Lucians. perhaps an easy fix would be having the game delete one if there are two.

Will be fixed in 2.42. I just added a check so that World Class units are skipped when the game tries to add bonus starting units to the AI based on difficulty level.


[to_xp]Gekko;12135099 said:
btw, the "allow governor to build workboats" should just be default behaviour, why would one not want it ?

Good question. Anyone have any idea why this option was created in the first place?

Gibbon's impersonate leader could be allowed vs AI in multiplayer.

I imagine that would cause all sorts of OOS issues.


[to_xp]Gekko;12126412 said:
Flexible Difficulty current implementation is TOO flexible, you can quickly get to Deity and then get dogpiled by AIs which doesn't seem to be working as desired :D

a possible fix could be having a cap on how many max steps of difficulty it can differ from the starting one. either 2:

( Prince <- Monarch <- Emperor -> Immortal -> Deity )

or 3 ( Settler <- Chieftain <- Warlord <- Noble -> Prince -> Monarch -> Emperor )

[to_xp]Gekko;12137991 said:
that's a good point, flexible difficulty changes too frequently. I wonder if it takes gamespeed into consideration? maybe it should change as frequently as adaptive trait does.

another issue it seems to have is it's too sensitive, perhaps the tresholds to trigger difficulty change should be a bit more restrictive.

I definitely think that the Flexible Difficulty thresholds for going up or down are too sensitive.

Frankly I'd rather it be able to change the difficulty more often, but only actually do so if the power differences are much more significant.

If you suddenly far way behind and loose almost all of you units and cities the the game should go easier on you until you recover, rather than still thinking you are the most powerful player and keeping the difficulty high. If you remain just a little stronger or weaker than everyone else then your difficulty should not keep going up or down.

It's supposed to change every 50 turns I thought. Perhaps checking the code, and/or change the setting to 75 turns?

Increasing Difficulty changes every 50 turns (scaled by gamespeed). Flexible Difficulty can change as often as every 20 turns (scaled by difficulty) (note: flex. diff. will only change if you are in the bottom or top third of the scoreboard).

These do seem pretty quick. I'll try switching it to 75 for Increasing, and 50 for Flex and we'll see how that plays.


Awesome, thank you for adding this option, Tholal :)

No problem! It was a one-line fix.
 
[to_xp]Gekko;12133912 said:
her traits synergyze very well with the civ, she's a decent pick. the issue with Doviello is rather beastmen obsoleting at BW and champion UU being crap. I'd much rather see neverobsolete beastmen and 100h battlemasters than changing her traits, since these could very well be considered oversights rather than working as intended.

Agree with this. Don't think Mahala's the problem, obsoleting Beastmen is the problem, because then you can't use the "upgrade in field" mechanic without slavery.

Reducing Battlemaster cost might be more of a balance change than a bug fix.
 
I tend to think that you should probably not be able to gift units that have state religion prerequisite to players who do not have that state religion, or units that have an alignment prerequisite to players of a different alignment.

I think it would be better if super forts could upgrade while garrisoned by units belonging to he same team rather than necessarily the same player.

You should probably change the TXT_KEY that says that a unit must fortify in order for the fort to upgrade, considering that actually using the fortify command is not necessary. I already did that in my modmod, after it caused confusion with my Pirate's Coves since ships don't have the fortify command but can still make them upgrade.
 
I'll consider making Beastmen never obsolete.


I tend to think that you should probably not be able to gift units that have state religion prerequisite to players who do not have that state religion, or units that have an alignment prerequisite to players of a different alignment.

I think it would be better if super forts could upgrade while garrisoned by units belonging to he same team rather than necessarily the same player.

You should probably change the TXT_KEY that says that a unit must fortify in order for the fort to upgrade, considering that actually using the fortify command is not necessary. I already did that in my modmod, after it caused confusion with my Pirate's Coves since ships don't have the fortify command but can still make them upgrade.

Those all seem like reasonable requests.
 
could the postcombatexplosion python ( azers and pyre zombies ) be capped to 95% damage max ?

the fact it can kill outright used to be bearable years ago when FFH AI was too horrible to profit from it, but now that it knows how to build killer stacks, whichever AI is on the receiving side has no idea how too properly counter pyre zombies ( I don't think it's even possible to teach them how to use superior mobility to hit and retreat one soldier at a time ) . quite unfair really, especially for human Sheaim figthing vs AI.
 
could how Haste spell works be changed a bit?

i.e. have the Hasted promotion NOT expire if there's an unit with body2 in the stack. this would make using it A LOT less annoying, and also fix the "cast it after moving into forest/hill and move again" exploit

this should also apply to the other buffs that require recasting each turn, like blur, dance of blades etc.
 
I think it would be better if super forts could upgrade while garrisoned by units belonging to he same team rather than necessarily the same player.

You should probably change the TXT_KEY that says that a unit must fortify in order for the fort to upgrade, considering that actually using the fortify command is not necessary. I already did that in my modmod, after it caused confusion with my Pirate's Coves since ships don't have the fortify command but can still make them upgrade.

I took care of the team upgrade thing for super forts cuz it was a quick one line change. I'll let Tholal change the TXT_KEY to whatever he wants.
 
suggestion: allow overcouncil/undercouncil civics at ways of the wise/wicked instead of honour/deception. this allows Agnostic leaders to join instead of being diplomatically isolated.
 
Tholal may prefer to word it some other way (and get translations for the other languages, but in my modmod I changes this
Code:
	<TEXT>
		<Tag>TXT_KEY_PLOT_FORTIFY_TO_UPGRADE</Tag>
		<English>[SPACE](Must Fortify to Become %s1_ImpName)</English>
		<French>[SPACE](Doit fortifier pour devenir 1 %s1_ImpName)</French>
		<German>[SPACE](Muss starken, um zur Modernisierung %s1_ImpName zu werden)</German>
		<Italian>[SPACE](Deve fortificare per diventare %s1_ImpName)</Italian>
		<Spanish>[SPACE](Debe fortalecer para convertirse en [NUM1:un:una:unos:unas] %s1:1_ImpName)</Spanish>
	</TEXT>

	<TEXT>
		<Tag>TXT_KEY_IMPROVEMENT_FORTIFY_TO_UPGRADE</Tag>
		<English>[ICON_BULLET]A unit must fortify to upgrade</English>
		<French>[ICON_BULLET]Une unité doit renforcer pour mettre à niveau</French>
		<German>[ICON_BULLET]Eine Unit muss stärken, um ein Upgrade</German>
		<Italian>[ICON_BULLET]Una unità deve fortificare l'aggiornamento</Italian>
		<Spanish>[ICON_BULLET]Una unidad debe fortalecer para mejorar</Spanish>
	</TEXT>

to this
Code:
	<TEXT>
		<Tag>TXT_KEY_PLOT_FORTIFY_TO_UPGRADE</Tag>
		<English>[SPACE](Must be garrisoned to become %s1_ImpName)</English>
		<French>[SPACE](Doit fortifier pour devenir 1 %s1_ImpName)</French>
		<German>[SPACE](Muss starken, um zur Modernisierung %s1_ImpName zu werden)</German>
		<Italian>[SPACE](Deve fortificare per diventare %s1_ImpName)</Italian>
		<Spanish>[SPACE](Debe fortalecer para convertirse en [NUM1:un:una:unos:unas] %s1:1_ImpName)</Spanish>
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_IMPROVEMENT_FORTIFY_TO_UPGRADE</Tag>
		<English>[ICON_BULLET]May only upgrade while units guard it</English>
		<French>[ICON_BULLET]Une unité doit renforcer pour mettre à niveau</French>
		<German>[ICON_BULLET]Eine Unit muss stärken, um ein Upgrade</German>
		<Italian>[ICON_BULLET]Una unità deve fortificare l'aggiornamento</Italian>
		<Spanish>[ICON_BULLET]Una unidad debe fortalecer para mejorar</Spanish>
	</TEXT>


@[to_xp]Gekko: What do you think about the way the Council's work in my modmod, where an individual player can join at Way of the Wise/Way of the Wicked but only after the Empyrean/Council of Esus religion has been founded? (There are other limits in my modmod too, but that one is a very simple piece of python that could be copied on its own.)



Speaking of the Councils, I find it rather annoying that there is not an easy way to check and see what votes have taken place and with what results without actually joining a council and waiting for a new vote. It seems like the Overcouncil resolutions should be more public, so a player could check and learn about (for example) a ban on Death mana before joining. Undercouncil Resolutions ought to be more secret, but I still think that its members should have a way to review what has passed.

One thing I would really like is a way to use python to set a council resolution as having passed without having to wait for an actual vote, and a way to overturn a resolution that has already been passed. I'm not quite sure if this would just mean exposing void CvGame::setVoteOutcome(const VoteTriggeredData& kData, PlayerVoteTypes eNewValue) to python or creating a new function.





Personally I would quite like having my "Share Maps" Overcouncil resolution work by granting each member of the Overcouncil the sort of visibility they would get from being on the same team as the other members or from the Steal Plans espionage mission. (Currently it cycles through the map each turn and sets any tile visible to one member of the Overcouncil as visible to the others, but things are still obscured by the Fog of War.) Is this possible with python already, or would it require an SDK change. Just glancing at the code

Just glancing at the code I think that it may require something like exposing void setStolenVisibilityTimer(TeamTypes eIndex, int iNewValue) or void changeStolenVisibilityTimer(TeamTypes eIndex, int iChange) to python.


Could you allow mouseover Help TXT_KEYS to explain the purposes of Votes and of Rituals. Currently you have to search through the pedia to see what they are supposed to do.
 
@[to_xp]Gekko: What do you think about the way the Council's work in my modmod, where an individual player can join at Way of the Wise/Way of the Wicked but only after the Empyrean/Council of Esus religion has been founded? (There are other limits in my modmod too, but that one is a very simple piece of python that could be copied on its own.)

haven't played it yet, but don't resolutions already require the holy shrine to be built in FFH?


more ideas:

1) should Shadows require Esus state religion? I really think so, they're the only religious unit that doesn't require its state religion. as national units, they should probably also abandon when religion changes, like high priests and aristocracy's royal guards.

2) it would be great to have Unique Features not get destroyed from exploration, like MoM and Rife where they just revert to an "explored" state for about 100 turns before they can be explored again. removing them from the map just detracts from the flavour. could also add the Tower of Eyes UF from those modmods, and rename the wonder to Cathedral of Tali.
 
tweak suggestion from Eitb: change Mistforms to animal AI ( right now popping one from a dungeon means unleashing doom due to strength and invisibility. this makes them more similar to a spider on steroids instead, nasty but shouln't end the game prematurely :D )
 
This.
I'd also propose altering the invisibility levels to make more sense (a la EitB).
I don't remember being locked out from a resolution b/c of shrines?
 
two more from Eitb:

1) change plantation pillage gold to be the same as a village: plantations are usually high commerce tiles so this makes a lot of sense.

2) uncounterable Nox Noctis invisibility is incredibly frustrating to play against. NN invisibility could be made dispellable via revelation ( makes a lot of sense since Empy counters Esus ) , but reapplied next turn. much, much better :D
 
a couple questions:

1) is it possible to move some civ-specific bonuses away from their palace so the Elohim can't get crazt benefits via Tolerant? for example the improved sidar specialists, Lanun seafood, infernal wtfpwned free buildings etc. Tolerant is supposed to let you build their UUs and UBs, NOT exploiting foreign palaces to gain civwide traits.

2) does passive XP already scale with gamespeed in MNAI? there's some mechanics that should scale and I'm not quite sure if they already do, like Stasis and Sanctuary. anybody know of some things that are in need of proper scaling?

3) is barb behaviour still the same as in vanilla FFH, i.e. they pick an unlucky player and beeline towards him from all over the world? if so, it'd be great to import the Wildmana changes that distributed barb appearance and aggresiveness evenly towards all players.
 
Top Bottom