Advice taken. Just one thing, there are only 3 'civilizations' in that period, may be 4, had ever formed a kingdom, so the rest 'civilizations' can only be distinguished by their most prominent leader's name.- spelling issues like "Riveval" (Revival), "Family Alter" (Family Altar), "Missionary (divide)" (Division) may seem minor, but if they keep popping up, they're quite annoying (I would also suggest replacing the term Missionary with Advocate, which seems more appropriate to a government concept)
- middle and late advances are much too cheap (playing the bigger kingdoms a research rate of 4 turns is quite doable, which means an advance practically every month or so)
- I would suggest replacing the leadernames (for the civs) with actual kingdom names to increase the historical flavour.
Chang An is really hard to bombard, but not entirely impossible. I could be wrong though.One small note: Chang An seems to be immune to seige weapons.
See the end of post 35.I recommend that your mod have a bit of ancient Chinese music that fit's the vibe of this mod. If you could do that, then this mod be a bit more interesting. It is your choice if you wish to do so or not, but I really like music in a good mod.
Chang An is really hard to bombard, but not entirely impossible. I could be wrong though.
I've hit it with a mix of 15 heavy catapults and trebuchets (with the bombardment promotion) at once, for no effect (not even a 1% drop). The resistance might be too high.
You could try another way to get the city.For example, ues a spy?
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Oh, I thought what 'river' means is not the +1 commerce along river, but the actual water plots that make up the Yellow River and the Yangtze River in scenario maps. If it's the former one, then it should go exactly as you said.
I orginally meant freezing the Yellow and Yangtze, but you're right that its a challenge graphically. Maybe it would need a custom terrain type which is impassable in Spring, Summer and Fall, but allows winter movement.
The Road to War mod changes graphics of squares, changes movement and combat modifiers based on seasons, so there's code somewhere to copy.
I do agree with your prioritization that Heroes should definitely come before weather. Heroes in FFH are a strong part of that mod.
Just 'feel' when playing. Please 'feel' what's too easy, what's annoying, what's too hard, what's dull, and what you desire. That's the key.Are there anything you wish for the players to keep an eye out or anything in general that would be helpful for your team to improve your mod?
Apart from the graphical challenge, there's a critical problem remaining unresolved. That's the yield of the plot. If the river freezes in winter, it should be an ice plot with no yield. If that's the case, the whole City system and City AI must be adjusted, and I'm not sure if that's worth the effort. Probably we should find some other way to work around this.I orginally meant freezing the Yellow and Yangtze, but you're right that its a challenge graphically. Maybe it would need a custom terrain type which is impassable in Spring, Summer and Fall, but allows winter movement.
The Road to War mod changes graphics of squares, changes movement and combat modifiers based on seasons, so there's code somewhere to copy.
I do agree with your prioritization that Heroes should definitely come before weather. Heroes in FFH are a strong part of that mod.
Apart from the graphical challenge, there's a critical problem remaining unresolved. That's the yield of the plot. If the river freezes in winter, it should be an ice plot with no yield. If that's the case, the whole City system and City AI must be adjusted, and I'm not sure if that's worth the effort. Probably we should find some other way to work around this.
Very nice diplo screen. Will it be included in the next version?
Another suggestion might be to increase the number of Plains tiles on the map significantly as it particularly favours the larger civs (pop sizes approaching 20 after 100 turns of gameplay and the related research rate mentioned earlier).
EDIT: (Forgot to mention: ) The City List screen (F1) doesn't list Espionage per city.
I'm not sure that adjusting the yield is needed. Assume the yield is averaged out across the seasons or it gets too complex. The interesting part for gameplay is change in movement. Will hordes of invaders come across the ice, should you send non-reinforceable army across the ice?
stmartin, I just wanted to say this is an amazing piece of work. I am loving every minute spent playing it. I just wish I had more free minutes.
It is also making me want to bust out the NES and play through Destiny of an Emperor again.
downloading now, this is a really neat idea.
What speed/difficulty is reccomended?
I love the idea of an emperor mechanic in the game. I could see how the HRE could be introduced into a game using some clever mechanics as well! controlling the "Electorate"
I have tried with Lu Bu for many times only to find it nearly impossible to survive Cao Cao's unstoppable first wave attack. I would seriously suggest you guys to add 2 or 3 swift riders to Lu Bu. This won't change the difficult situation dramatically, but will certainly provide some opportunities.