A thread for small ideas

spawning giants wouldn't be that bad, really.

They're big and slow for a start. And unless it's been changed, they're regarded as animals and can't invade your territory.

Which seems a bit silly, actually.
 
Reposting something Xienwolf posted in the Doviello+ thread...

It could be appropriate to allow animal growth for any animal controlled by a player at peace with the Animal Civ. Though I am pretty sure how I set up the mechanic would mean that if you had some animals alive before you made peace then they would miss out on a few of their upgrades. Fixable though if I do get the go-ahead to make such a tweak.

Please? :p It would fit perfectly for the Doviello, would make Daracaat's spiders even more frightening, and would help make animals more useful all around. ;)
 
Oooh, here's a small idea:

Could we please make iImprovementUpgradeRateModifier from CivicInfos NOT affect the Unique features? Trying to have a civic that uses this right now is basically impossible because it ends up affecting all the unique dungeons in addition to cottages and forts.
 
Oooh, here's a small idea:

Could we please make iImprovementUpgradeRateModifier from CivicInfos NOT affect the Unique features? Trying to have a civic that uses this right now is basically impossible because it ends up affecting all the unique dungeons in addition to cottages and forts.

Aye - that's one that should be improvement specific (+100% improvement rate to Cottage, or +50% to Mine etc) - but there was never need for that in BtS.
 
That's because BTS only had cottages upgrade...
 
It would be neat if some of the really bad mob spawns from dungeons (liches, trees, gargoyles, et cetera) spawned with a piece of rare equipment, like the boots of moving one more tile per turn, or the ring of seeing a little bit farther. It would help balance the "Oh God We're All Gonna Die" factor when you see one of them early in the game, which is when most dungeons tend to get explored anyways.
 
Something fairly minor.

I think that the Slow spell should have a significant negative withdrawal chance on the promotion it applies. like -40% withdrawal. Would make it more useful at preventing horses and workers from getting away.

As it is, slow is one of the weakest spells in the game, due to the very limited circumstances that it has any use, partially due to the AI only very rarely taking the Mobility promotion.


Edit: I just found out that it doesn't even work against workers. That's about the most useful thing you could want to do with that spell.
 
Another minor thing that's Irritating me.

Athame, the magical sword of Yersinia, is the first unit in the unit list, alphabetically. And the worldbuilder automatically defaults to unit placement when you start it.

What this basically means, is that with some absentminded clicking, I have a habit of making several copies of Athame accidentally, every time I open the worldbuilder.

I think, to remedy this, it would be a good idea to create a dummy unit called AAAAAAA. And place it first in the unitinfos. It should have a python function called on creation, which just makes it delete itself. So as to prevent accidental cluttering of the world.
 
...like the boots of moving one more tile per turn, or the ring of seeing a little bit farther...

Oooh, and the Sword of Cutting Things in Half, as well as the Armor of Not Getting Cut in Half. :P

Would be nice to see some items being slightly more common in the world, and maybe more different items as well. If they are relatively minor effects, and everyone has chances to get them, it should just add a little fun, and some extra possible tricks.
 
I would like to see more random equipment.

I would also like to see less "WE ARE ALL GOING TO DIE" lair results.
 
I think Wine should be in the Masquerade resource list. And Sheep should be removed from there, given to the farmer's guild instead.
 
I think Wine should be in the Masquerade resource list. And Sheep should be removed from there, given to the farmer's guild instead.

I like that idea, I could see sheep because of the wool aspect but meh.
 
After playing on a giant map as FoL, I think I'd pay dollars for an automated bloom/vitalize.

Also, the AI logic on exploring lairs should probably be revisited. They correctly choose to leave lairs alone if their nearby cities aren't properly defended, but they don't move on. I can therefore leave lairs standing when they're near another civ to act as a sort of scout trap while I go looking for villages. I can always go back and explore them later, because the AI never does anything with them unless a distant civ escapes from their trap.

There probably ought to be something stopping me from running around with 4 waterwalking/tsunami eidolons, 2 blooming druids, 2 shield of faith druids and 4 revelation paladins under whatever state religion I prefer.

And I agree, flavor equipment needs to be more common. You could replace the goblin dumping event with something like a traveling salesman event, and there would be much rejoicing.

Finally, when you upgrade a tier 1 or 2 disciple unit, they probably ought to have their abilities to spread religion/sacrifice themselves removed.
 
Looking through the pedia, it seems FF has a LOT more random equipment items than FFH. and I don't just mean the master building stuff.



The problem is that it's all so rare. I've never seen abotu 70% of the stuff that's there, ingame. Look under Items in the pedia and you'll see what I mean.

I think the chances of getting the random equipment result from a dungeon, should be raised significantly.
 
I like someone's idea of named enemies that pop from dungeons carrying those items, in addition to just finding them sometimes. Popping traps or a kit out of a dungeon is kindof worthless, considering they cant be transferred and my scout is going to get eaten by a spider in a few turns anyway.

Also, there probly could be some more substantial items, like a ring of attacking more then once or a cloak of increased withdrawal chance.
 
I like someone's idea of named enemies that pop from dungeons carrying those items, in addition to just finding them sometimes. Popping traps or a kit out of a dungeon is kindof worthless, considering they cant be transferred and my scout is going to get eaten by a spider in a few turns anyway.

Also, there probly could be some more substantial items, like a ring of attacking more then once or a cloak of increased withdrawal chance.

I definitely like this idea too - it makes what was previously a common bad event into a good event with a challenge in front of it. You still have to contend with the spawned unit, but afterward you're better off than you started. The one thing I disagree with is a Blitz ring, as that's what Orthus' Axe does now and it becomes a lot less important if other items can do it too.

The really small thing I feel most strongly about is the absurdly loud 'dragonhurt.wav' that plays whenever a dragon gets hit in combat. Before I figured out how to manually replace it with something quieter it meant that as soon as I started using or fighting a dragon, I could say goodbye to all of the other sound effects in the game because I had to turn my speakers down so much.
 
I like someone's idea of named enemies that pop from dungeons carrying those items, in addition to just finding them sometimes. Popping traps or a kit out of a dungeon is kindof worthless, considering they cant be transferred and my scout is going to get eaten by a spider in a few turns anyway.

Also, there probly could be some more substantial items, like a ring of attacking more then once or a cloak of increased withdrawal chance.

That is an excellent idea.

This would actually make me not reload every time "a powerful enemy has arisen to defend the lair"
 
Uh, small ideas?

Uh, I guess make some of the spells and functions less.. rock paper scissors. Magic is the big offender here, I s'pose.. I mean like.
Blur: The entire First Strike Function, including all promotions, has been nullified for the entire stack. Good morning
Loyalty: The command line of promotions is useless
Rust/Enchanted Blade: Your men are now suck/your spell is no completely useless.

Loyalty, for instance, could let you /resist/ Command. Blur could simply add 2 first strikes (Which would make drill still useful, but also less so).

Also, another small idea is if the Enchanter's Guild has some equipment for someone.

And as I said in main FFH2 forum... make Dungeons not be potential game-ending nukes.
 
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