WarKirby
Arty person
Just thought I'd make this thread, for people to post small ideas in. Things that don't take too much work to implement. Little things that aren't worth cluttering up the forum with their own entire thread.
Kind of a tangent of random ideas.
---------------------------------
1.
One thing I'd like to talk about, is the Wall Defender promotion (which is an excellent idea by the way)
I modded it to give +1 visibility range and +1 ranged attack strength. I find that these changes aren't too overpowering, and help to encourage using ranged atacks defensively.
Also, I think Wall Defender should have Walls of Stone (Earth I) as an OR requirement. So that you can go into a city and cast it, to quickly empower your archers. It seems like an odd omission that it only affects permanant walls, and not magically summoned ones
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2.
Another thing to mention. Shield of Faith. The RoK priest spell. I find it to be rather meh, and one of the weakest divine spells there is.
+10% strength, aside from being small, is also fairly generic. I'd like to suggest maybe making it more suited to the name, by actually making it shield-like
I can just imagine an army of dwarves advancing on a fortified position, under a magical shield summoned by the stonewardens. I also find that a shielding spell is something that's seriously lacking in FF. It seems to be an unfilled niche, and is something I found wanting when I was ighting pyre zombies. Those aren't a problem anymore, but that niche is still unfilled.
---------------------------------
3.
A related issue. There's a Lair result that gives "A magical shield inscribed with the symbol of Dagda". It's a very common result actually. This lair result just gives the unit the Shield of Faith promotion. Which makes it mildly useful if you're not RoK, and a complete waste if you are. It doesn't seem right, since Dagda is the angel of Force, not Earth.
I'd like to suggest, changing that lair result to give an actual artifact called Shield of Dagda, with some sort of inherent bonuses. Perhaps similar to those above
-----------------------------------
4.
Now completely unrelated, those goddamn Muris Clan goblins. Always dumping their crap on my land
I refer of course, to the extremely common early event, where goblins dump waste on a tile near a city. If you don't have nature mana there and then to clean up the mess, you recieve a permanant -1
in the tile. This can actually be a big problem when it happens next to your capital on turn 15.
I'd like to suggest making the negative result here, a temporary one. Maybe lasting for quite a while, like 30 turns, but I think it should go away eventually. Dumped waste biodegrades over time
-------------------------------
5.
Another unfilled niche I've noticed. There's no summon with Guardsman promo. I think this is something that should be changed, and I'd like to recommend the Law II spell, Summon Host of the Einherjar. They seem like the most thematically appropriate to be guardsmen, given that they're the summoned spirits of noble warriors from ages past, rather than a strange pitbeast or mindless elemental like most summons.
In short, I think Host of the Einherjar should start with a free Guardsman promo.
-----------------------------
6.
On the subject of summons, skeletons. They're quite weak, and as a result aren't so good at guard duty, which is what I'd really like to use them for. So I'd like to suggest giving them an "Expendable" promotion, of which the only effect is "Increases the chance to defend the stack". I can summon a new skeleton anytime to replace a lost one.
----------------------------------
7.
Also, if they don't already, I'd say all summons should not cause war weariness, and al (non permanant) ones should cost no maintenance either. The latter change is being made to FFHin the next patch, and I'd love to see it carried over. Mainly, for only one specific use case.
The Ljosalfar world spell cripples their economy. By virtue of giving them over a hundred temporary treants to pay military support for. I think the loss of ancient forests is a bad enough economic penalty, so I'd love to see the maintenance for summons removed.
-----------------------------------
8.
And on the subject of the March of the Trees. It takes a LOOOONG time for you to give all those trees orders. It's one of the most annoying worldspells to use. As a remedy to this, I'd like to suggest making all treants start off Fortified, so you can move only the ones you care about, and leave the rest as they are, without having to click the fortify button a hundred times.
-------------------------------------
9.
Nature's revolt. I found out, unfortunately, that building Nature's revolt is a one off thing. It's effects only work on animals currently in the world, and won't affect any future ones that are made after it's completion. I find this to be disappointing.
Why not make it's effects apply permnantly, so that every animal created after it's construction will also benefit?
----------------------------------
10.
I find it odd that a people who specialised in magic, would start off lacking the capability to do any of it. If the amurites are descended from kylorin, then it doesn't really make sense that all their mages mysteriously die off, and then new ones are made when you discover KotE.
Also, in general, because it would be thematically appropriate. I'd like to suggest making the Amurites (and possibly Khadi too) start off with a free adept, instead of the initial scout. For amurites, I find this quite useful, as youcan cast floating eye and get a good feel for your surrounding area. It also allows him to train right from the beginning, and eventually become your best archmage. ike a founder of the empire. The initial mana types they start with, and the mere 3 strength, mean that a free adept is hardly much use for warfare or early conquest. But being able to see the barbarians and spiders coming gives the amurites a better chance of survival early on, considering most of their unique stuf comes much later.
The only problem I've found with doing this, is that the Amurite worldspell is castable by any arcane unit. And starting off with an adept causes the AI to cast Arcane Lacuna on turn 1, where it has absoltely zero effect on anything. Moving it's requirement up to KotE is an easy fix for that though.
--------------------------------
11.
Along the same lines as the Wall Defender idea, it would be interesting to have some other auto aqquire promotions dependant on where the unit is standing. Things like Fort Defender, or High Ground (on a hill).
These would be useful for modmodding, as it would allow me to add extra ranged strength to both of the aforementioned, without having to mess around with python or dll. Would this kind of thing cause a lot of CPU load?
------------------------------
12.
I know xienwolf has a (awesome sounding) hiuge overhaul planned for HN AI in the summer. But I'd like to suggest something small as a stopgap measure.
When playing with any nation that makes a lot of use of HN units, opening your borders is always a problem. Enemies swoop in an slaughter the "barbarians", thinking they're doing you a favor. It's quite frustrating.
To remedy it, would it be possible to make HN units not be considered HN when they're inside one of your cities. Mainly so that "friendly" hunters can't just walk into mother's nest and stab all my spiders to death. Open borders is good for trade, and it's annoying to not be able to use it because you have HN units to protect.
Kind of a tangent of random ideas.
---------------------------------
1.
One thing I'd like to talk about, is the Wall Defender promotion (which is an excellent idea by the way)
I modded it to give +1 visibility range and +1 ranged attack strength. I find that these changes aren't too overpowering, and help to encourage using ranged atacks defensively.
Also, I think Wall Defender should have Walls of Stone (Earth I) as an OR requirement. So that you can go into a city and cast it, to quickly empower your archers. It seems like an odd omission that it only affects permanant walls, and not magically summoned ones
------------------------------
2.
Another thing to mention. Shield of Faith. The RoK priest spell. I find it to be rather meh, and one of the weakest divine spells there is.
+10% strength, aside from being small, is also fairly generic. I'd like to suggest maybe making it more suited to the name, by actually making it shield-like
- +50% resistance to Ranged Attacks
- +20% vs Archery units
- +20% Magic Resistance
I can just imagine an army of dwarves advancing on a fortified position, under a magical shield summoned by the stonewardens. I also find that a shielding spell is something that's seriously lacking in FF. It seems to be an unfilled niche, and is something I found wanting when I was ighting pyre zombies. Those aren't a problem anymore, but that niche is still unfilled.
---------------------------------
3.
A related issue. There's a Lair result that gives "A magical shield inscribed with the symbol of Dagda". It's a very common result actually. This lair result just gives the unit the Shield of Faith promotion. Which makes it mildly useful if you're not RoK, and a complete waste if you are. It doesn't seem right, since Dagda is the angel of Force, not Earth.
I'd like to suggest, changing that lair result to give an actual artifact called Shield of Dagda, with some sort of inherent bonuses. Perhaps similar to those above
-----------------------------------
4.
Now completely unrelated, those goddamn Muris Clan goblins. Always dumping their crap on my land

I refer of course, to the extremely common early event, where goblins dump waste on a tile near a city. If you don't have nature mana there and then to clean up the mess, you recieve a permanant -1

I'd like to suggest making the negative result here, a temporary one. Maybe lasting for quite a while, like 30 turns, but I think it should go away eventually. Dumped waste biodegrades over time
-------------------------------
5.
Another unfilled niche I've noticed. There's no summon with Guardsman promo. I think this is something that should be changed, and I'd like to recommend the Law II spell, Summon Host of the Einherjar. They seem like the most thematically appropriate to be guardsmen, given that they're the summoned spirits of noble warriors from ages past, rather than a strange pitbeast or mindless elemental like most summons.
In short, I think Host of the Einherjar should start with a free Guardsman promo.
-----------------------------
6.
On the subject of summons, skeletons. They're quite weak, and as a result aren't so good at guard duty, which is what I'd really like to use them for. So I'd like to suggest giving them an "Expendable" promotion, of which the only effect is "Increases the chance to defend the stack". I can summon a new skeleton anytime to replace a lost one.
----------------------------------
7.
Also, if they don't already, I'd say all summons should not cause war weariness, and al (non permanant) ones should cost no maintenance either. The latter change is being made to FFHin the next patch, and I'd love to see it carried over. Mainly, for only one specific use case.
The Ljosalfar world spell cripples their economy. By virtue of giving them over a hundred temporary treants to pay military support for. I think the loss of ancient forests is a bad enough economic penalty, so I'd love to see the maintenance for summons removed.
-----------------------------------
8.
And on the subject of the March of the Trees. It takes a LOOOONG time for you to give all those trees orders. It's one of the most annoying worldspells to use. As a remedy to this, I'd like to suggest making all treants start off Fortified, so you can move only the ones you care about, and leave the rest as they are, without having to click the fortify button a hundred times.
-------------------------------------
9.
Nature's revolt. I found out, unfortunately, that building Nature's revolt is a one off thing. It's effects only work on animals currently in the world, and won't affect any future ones that are made after it's completion. I find this to be disappointing.
Why not make it's effects apply permnantly, so that every animal created after it's construction will also benefit?
----------------------------------
10.
I find it odd that a people who specialised in magic, would start off lacking the capability to do any of it. If the amurites are descended from kylorin, then it doesn't really make sense that all their mages mysteriously die off, and then new ones are made when you discover KotE.
Also, in general, because it would be thematically appropriate. I'd like to suggest making the Amurites (and possibly Khadi too) start off with a free adept, instead of the initial scout. For amurites, I find this quite useful, as youcan cast floating eye and get a good feel for your surrounding area. It also allows him to train right from the beginning, and eventually become your best archmage. ike a founder of the empire. The initial mana types they start with, and the mere 3 strength, mean that a free adept is hardly much use for warfare or early conquest. But being able to see the barbarians and spiders coming gives the amurites a better chance of survival early on, considering most of their unique stuf comes much later.
The only problem I've found with doing this, is that the Amurite worldspell is castable by any arcane unit. And starting off with an adept causes the AI to cast Arcane Lacuna on turn 1, where it has absoltely zero effect on anything. Moving it's requirement up to KotE is an easy fix for that though.
--------------------------------
11.
Along the same lines as the Wall Defender idea, it would be interesting to have some other auto aqquire promotions dependant on where the unit is standing. Things like Fort Defender, or High Ground (on a hill).
These would be useful for modmodding, as it would allow me to add extra ranged strength to both of the aforementioned, without having to mess around with python or dll. Would this kind of thing cause a lot of CPU load?
------------------------------
12.
I know xienwolf has a (awesome sounding) hiuge overhaul planned for HN AI in the summer. But I'd like to suggest something small as a stopgap measure.
When playing with any nation that makes a lot of use of HN units, opening your borders is always a problem. Enemies swoop in an slaughter the "barbarians", thinking they're doing you a favor. It's quite frustrating.
To remedy it, would it be possible to make HN units not be considered HN when they're inside one of your cities. Mainly so that "friendly" hunters can't just walk into mother's nest and stab all my spiders to death. Open borders is good for trade, and it's annoying to not be able to use it because you have HN units to protect.