A thread for small ideas

I just checked the file, and it seems that the effect is in still (or again? I'm pretty sure I remember it being removed). Razorweed has the effect too, but it is only -1 per source rather than -5.
 
No it couldn't. If you've got even one warrior, their 25% city defence bonus plus 25% for being fortified means they'll generally be able toi kill skeletons one after another. Skeletons might wear down one warrior eventually.

But if yoiu build a second, game over. A single skeleton summoning adept is NOT going to kill two fortifies warriors, ever. Period.

What would happen, is that skeletons suicide against the walls repeatedly, until one of the defenders has combat III or somesuch, then after a skeleton suiciding, one of the lv4 and barely injured waarriors just walks out and beats the adept to death with a stick.

Skeletons are only useful against cities in large numbers. And starting any civ with just one adept makes large numbers impossible.

Actually you can (I just did it via world builder - deleted the starting scout and added an adept and Broken Spekwahtever next to my capital) and the target city was on a hill to boot HOWEVER...

I concede I DID have some luck in getting a Great commander with my Hero of Foxford Scout who was able to loot all but 2 goodie huts, as well as all the dungeons and epic dungeons.

ALSO ... At least for Pyre and Spektuwhatever The Fire and Death Unique features, you HAVE to have KotE to get mana from them.

However I was correct in that my adept was level 6 when I got KoeT on turn 49 and already had Combat 5 when he got Death I so his Skeletons had +50% str... the funny part is, it wasn't the skeleton that slaughtered the town, it was the adept him self. Getting Combat 5 via passive exp + 2 fights along with the great commander made him by far the toughest SoB on the planet.

I found my opponent on turn one before they had even settled their 1st city.

There is a reason adepts require 50 turns of research + build time on a mage guild + build time on the adept itself. If you can't see how HUGE an advantage getting one on turn one is, then I apologize to everyone else for wasting their time reading this.
 
Actually you can (I just did it via world builder - deleted the starting scout and added an adept and Broken Spekwahtever next to my capital) and the target city was on a hill to boot HOWEVER...

I concede I DID have some luck in getting a Great commander with my Hero of Foxford Scout who was able to loot all but 2 goodie huts, as well as all the dungeons and epic dungeons.

ALSO ... At least for Pyre and Spektuwhatever The Fire and Death Unique features, you HAVE to have KotE to get mana from them.

However I was correct in that my adept was level 6 when I got KoeT on turn 49 and already had Combat 5 when he got Death I so his Skeletons had +50% str... the funny part is, it wasn't the skeleton that slaughtered the town, it was the adept him self. Getting Combat 5 via passive exp + 2 fights along with the great commander made him by far the toughest SoB on the planet.

I found my opponent on turn one before they had even settled their 1st city.

There is a reason adepts require 50 turns of research + build time on a mage guild + build time on the adept itself. If you can't see how HUGE an advantage getting one on turn one is, then I apologize to everyone else for wasting their time reading this.

So basically, you got lucky with lairs and used your adept as a warrior? This is supposed to demonstrate that adepts are a huge advantage HOW?

To be perfectly honest, I agree with you. An early adept can be very overpowered in the hands of a human, but talking about how your adept became a melee god through exploring lairs won't really demonstrate that. Sure, a warrior wouldn't have gotten it for free... But all he'd have to do is fight a few goblins, and he'd have the experience faster.
 
So basically, you got lucky with lairs and used your adept as a warrior? This is supposed to demonstrate that adepts are a huge advantage HOW?

To be perfectly honest, I agree with you. An early adept can be very overpowered in the hands of a human, but talking about how your adept became a melee god through exploring lairs won't really demonstrate that. Sure, a warrior wouldn't have gotten it for free... But all he'd have to do is fight a few goblins, and he'd have the experience faster.

Agreed. I just popped a lair which revealed a mana node beneath it with a scout. The scout now can cast floating eye. This is a cool event. Giving a scout the floating eye spell for civs who start with metamagic, or providing it as a promotion for the magic civs (you know who I mean) seems reasonable.

OR How about if the passive xp gain of an adept was negatively affected until the player researched KotE? Is that easy to implement? Make the xp gain relatively abysmal until the player gets this tech.
 
Agreed. I just popped a lair which revealed a mana node beneath it with a scout. The scout now can cast floating eye. This is a cool event. Giving a scout the floating eye spell for civs who start with metamagic, or providing it as a promotion for the magic civs (you know who I mean) seems reasonable.

OR How about if the passive xp gain of an adept was negatively affected until the player researched KotE? Is that easy to implement? Make the xp gain relatively abysmal until the player gets this tech.

Actually, that would be reasonable to me... Just give the starting scout Metamagic 1. Without channeling 2, he won't be able to learn anything else. Still represents the civs early magic use, without being too overpowered.

Removing the passive xp gain would be extremely easy. Have a promotion with negative xp gain, automatically overwritten by a blank effect promotion upon researching KotE. Basically like Korinna's held promo.
 
So, it's been suggested a few times. The idea seems pretty popular..

I think we should give the Bannor orbital bombardment cannons
 
I think the adept with the passive xp gimp is a great idea personally. You lose the mobility/beast slaying/lair results (which don't do anything anyway) for the ability to better plan city placement. Also, what's up with the adventurer lair results promo? Does it work? I haven't ever seen any difference. My scouts still spend 80% of their time running from multiple orcs "intent on pillaging."

I also agree with the cannons. :lol: Planetary crusade.

I remember seeing someone suggest the Dural being able to create certain pieces of equipment. I forget who or where, but I like the idea a lot. How about allowing the Dural to create health potions/newt potions when they get an alchemy lab, etc. You could cap the max amount they can have at any given time to prevent abuse. Maybe let them make some unique equipment too? Having a Dural player in a game might be a good thing if you can steal away some of that equipment then. That is, if the AI can figure that out.

And I completely agree with the goblin dumping event. Terribly common early event on top of it. And of course the hill/mountain terraforming spells or rituals. Probably a lot easier as a spell though.

Anyway, just some thoughts.
 
Here is some I've been playing with:

1. Give griffons +1 movement, +2 visibility, and +1 cargo capacity. Allows a hunter to ride around on a griffon he has captured, but you risk losing both if something kills your ride. Also allows air rescue of stranded units like great people popped from a distant lair.

2. Steadings spawn hill giants

3. Ruins spawn Wild trolls (moved lizardmen to dungeons)
 
Here is some I've been playing with:

1. Give griffons +1 movement, +2 visibility, and +1 cargo capacity. Allows a hunter to ride around on a griffon he has captured, but you risk losing both if something kills your ride. Also allows air rescue of stranded units like great people popped from a distant lair.

Haha, this is a great idea. You can actually even limit it to Recon units, Great People, Settlers, whatever - just so you don't have Meshabber of Dis riding around on a Griffon.

2. Steadings spawn hill giants

Don't think already do this?

3. Ruins spawn Wild trolls (moved lizardmen to dungeons)

think this would be cool
 
So basically, you got lucky with lairs and used your adept as a warrior? This is supposed to demonstrate that adepts are a huge advantage HOW?

To be perfectly honest, I agree with you. An early adept can be very overpowered in the hands of a human, but talking about how your adept became a melee god through exploring lairs won't really demonstrate that. Sure, a warrior wouldn't have gotten it for free... But all he'd have to do is fight a few goblins, and he'd have the experience faster.

Oh I agree that isn't fair, but it IS pertinent. I became a melee god because it was VERY easy to get all the villages and lairs (before they even had defenders) BECAUSE it was an adept with a floating eye. Same way I was able to see my opponent on turn one. Floating eye + mountain = Hardly fair

Honestly I thought the magic would prove to be a bigger deal and the melee aspect not so big of deal. Turned out was other way around.
 
Actually, that would be reasonable to me... Just give the starting scout Metamagic 1. Without channeling 2, he won't be able to learn anything else. Still represents the civs early magic use, without being too overpowered.

This is more reasonable to me as the scout is a 2/2 instead of a 3/3 AND has negative to attack cities. I do not think I could have done what I did with a scout that had a floating eye.
 
1)I think the cannibalize promotion should be made available for demons. I switched from scions to hyborem and really missed that one.

2)cannibalize for all scion units might be a little too strong a single champion with that promotion can eat a whole army of axeman(or maybe put the requirements for it higher)

3)
I think it would be nice to have terrified as an autoapplied promotion when a horned dread is near(and other possible requirements are met) rather than terrorize being an active spell - this way would make more sense to me

first time I played FF actually. I love what's been made of FFH!:)
 
1)I think the cannibalize promotion should be made available for demons. I switched from scions to hyborem and really missed that one.

first time I played FF actually. I love what's been made of FFH!:)

Wait... You mean it's not already? :eek:

And welcome to FF. :goodjob:
 
Oh I agree that isn't fair, but it IS pertinent. I became a melee god because it was VERY easy to get all the villages and lairs (before they even had defenders) BECAUSE it was an adept with a floating eye. Same way I was able to see my opponent on turn one. Floating eye + mountain = Hardly fair

Honestly I thought the magic would prove to be a bigger deal and the melee aspect not so big of deal. Turned out was other way around.

Typical case of screenshots or it never happened.

That Combat Odds Mod looks pretty sweet. I also did not realize that the Giant Steadings didn't spawn giants? That would be kinda scary.
 
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