A thread for small ideas

Once upon a time in FfH einherjar and pit beasts were level 3 summons which were functionally identical. People groused, Kael reworked magic, and changed both spells... in exactly the same way. Problem not solved.

imotbh, move Einherjar back to law 3 and give em back their old stats: 2 move, 10 strength (6 normal + 4 holy), same extendo-life ability. Valor can go to law 2. It's not like it's worthy of being an archmage level spell.
 
I still rather like Valor as Law I, Summon Einherjar (which should start with the Valor and Guardsman promotions. Pit Beasts should get Cannibalize) as Law II, and Unyielding Order as Law III.
 
I had a thought on a promotion that might be interesting. Basically, a version of poison that works against Angels/Demons/Summons, stopping their ability to heal.

Something like 'Ethereal Decomposition' or the like. Available at some later point in the magic/religion tree. Either available through having Demon Slaying and Angel Slaying as prereqs, through an item, or a Mary Mobius 2.0 unit. The idea being that study of the composition of demonic/angelic/summoned beings has found away to weaken the bonds that hold their forms together in Creation, and that by forcing them to concentrate on holding their forms they can't regenerate their bodies as easily.

Basically, poison for the otherwise unpoisonable. Primary uses would be to fatally weaken beasties like Hyboem or Basium without killing them and having them respawn back at their capital and fully heal thereafter.
 
Yeah, speaking as someone playing Bannor/OO, I need Loyalty to keep my raving groups of psycopaths (Lunatics) in line long enough to drag them off to the front lines and let them loose.

Which, by the way, is freaking hilarious EVERY TIME a group of Lunatics goes loco and wipes out like four cities.
 
Suggestion/Request/Small Idea:
Could there be a check-box option in custom games to disable the lore pop-ups?
They look and read cool; but in MP games, it is not something worth the ten cents of lag that it gives -after you've seen most of them two or three times anyway-.
With SP games however, it is somewhat neat to have.
 
It would be neat if the trade window showed a numerical value for what's being proposed. For instance, when the AI wants to offer up a city when negotiating for a peace treaty and I'd rather have technology, I'd like to know how many techs I can get in place of the city without having to guess at it.
 
It would be neat if the trade window showed a numerical value for what's being proposed. For instance, when the AI wants to offer up a city when negotiating for a peace treaty and I'd rather have technology, I'd like to know how many techs I can get in place of the city without having to guess at it.

I don't know for certain, but I can make an educated guess that this isn't possible. Xienwolf has mentioned that a lot of the diplomacy stuff is hardcoded, unchangeable
 
I've got a module I'll be posting up real soon that makes it

Loyalty
Valor
Buffed Host of Einrajar.
 
A couple of ideas that've come across during my games with my brother and friend:

One: Add in the option to be able to gift units if the option is selected. It kind of bugs me that we can't transfer units for legitimate reasons when we aren't trying to abuse the system.

Two: At the beginning of the game be able to choose some "flaw" traits in exchange for bonus traits at the same time, or perhaps some point in the future. ie All your units get a negative offense point in exchange for having a defense point.
 
One: Add in the option to be able to gift units if the option is selected. It kind of bugs me that we can't transfer units for legitimate reasons when we aren't trying to abuse the system.

This is apparently a single line change, but it's in the dll. I'd certainly like to see it enabled
Two: At the beginning of the game be able to choose some "flaw" traits in exchange for bonus traits at the same time, or perhaps some point in the future. ie All your units get a negative offense point in exchange for having a defense point.

This needs a lot more elaboration, and certainly isn't a small idea.
 
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.

Since this doesn't seem to have been pointed out yet:

According to the xml file, Shield of Faith gives +30% defense strength in addition to +10% offense strength. There seems to some graphical issue (or oversight?) that prevents combat bonuses from displaying properly: percentile offensive bonuses (iCombatPercent) display as though they modify combat strength in general (offense and defense), and percentile defensive bonuses (iCombatPercentDefense) seem to be omitted in description boxes.

Also while looking through the XML, I noticed a few Scion promotions (Headless and Heavy Formation) only have an iCombatPercent line without iCombatPercentDefense, even though they display as simply "+x% Strength". I'm not sure if this would lead to the percent bonus only applying offensively, or if iCombatPercentDefense may be redundant in this regard (I know the Combat I-V and similar promotions specify both an iCombatPercent value and iCombatPercentDefense).

Which I suppose leads to a "small idea": fix strength bonuses so they display properly. Offensive bonuses should be properly labeled as such, and defensive bonuses should be displayed as well.
 
A couple of ideas that've come across during my games with my brother and friend:

One: Add in the option to be able to gift units if the option is selected. It kind of bugs me that we can't transfer units for legitimate reasons when we aren't trying to abuse the system.

Two: At the beginning of the game be able to choose some "flaw" traits in exchange for bonus traits at the same time, or perhaps some point in the future. ie All your units get a negative offense point in exchange for having a defense point.

I like gifting units. Did so all the time in civ2000 to help shore up allies. I say that let those who want to abuse it do so and let the rest of us be able to play a better game.

I don't play any MP but gifting could be a game option so it wouldn't be an issue.
 
I play MP but usually I just want to gift units to a lagging ally/player, not abuse the system.

Sure, the system can be gamed, but so can Fall in general. Make it a checkbox option, but I don't know of anybody who plays FFH2/FFurther competitively against people they don't know or trust...
 
Something being discussed in the Grigori Brainstorming thread is the possibility of mid/late game upgrades of civ-traits after various conditions are fulfilled. In the Grigori case, getting the Tolerant trait after a costly wonder, or Creative at Hall of Kings, which is Cassiel's favored wonder.

Thinking of that made me wonder. What is the advantage for building your nation's favorite wonder? As it stands, building other nation's favorite wonder is generally as good a move if the benefits are worth it, because you get a hefty diplomatic reward for owning their favorite wonder, but you don't get one for you own.

My thought is: why not let everyone be able to get at least a single additional trait through game actions, in this case building their favorite wonder? Upon building it, you get a trait reflected by the wonder, which would be a nice benefit to push you to build what should already be your ideal wonder anyway.

So Cassiel builds the Hall of Kings, and gets Creative perma-added because it's an artsy wonder. If Alexis of the Calabaim builds Pillar of Chains, she gets organized because it puts the population in line. (If her brother, who already has that trait, builds it, he would get her Aggressive trait because he's taking action against his enemies.) The Illians already have that sort of upgrade with the Letimus Frigim, so it's not unheard of.


Thoughts on the general idea? Trait for building favorite wonder?
 
Hard to balance though... some wonders come much earlier than others. Some civs wouldn't get their trait till near the end while others would play out most of their game with an extra trait...
 
Can we make Code of Junil increase the great commander spawn rate instead of giving + engineer points? Also maybe have it support 2 prophets and a bard instead of 2 prophets and an engineer?

I gave it +20 to great general emergence and +2 to great prophet points too. might be too much that way though...
 
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