Consolidated Cuteunit Wants for the First 25%

Color actually seems better than either quotes tags or quotation matks. I don't think it was even in Italics before.
 
Unless you read it the very first minute i posted it it was in italics - I had typed it in Outlook with italics, pasted it in and hit save, of course italics were lost. So quickly added them.

You're right though, colour works way way better than anything else, I find the quoting system is really clunky and takes up too much space
 
Something I think would be cool: a council victory. Like, you can be voted as the leader of the over/undercouncil, and then the other council declares war on you and everyone on the overcouncil, and you have to wipe them out, or something like that.

Oh, and new city names for the Grigori, or whichever civ takes their names from Final Fantasy. Originality, please.
 
Good discussion so far.

Mostly if I had to dial it down I'd want the ruined adventure cities, because Barrows are sodding boring and thats all there is in the wilderness, and the very very frequent inside-border events. Defense is so silly boring in civ because everything works perfectly all the time, there is no challenge to keep something producing once you've set the ball rolling.
 
No civ takes its name from Final fantasy. Khazad is from Tolkien, Hippus is from the Greek for Horse, Infernal just means "from below", and basically the all rest are from Jewish Folklore (mostly types of angels/fallen angels, but Elohim is God himself)

It is quite possible that Final Fantasy borrowed from the same sources. I'm betting there is basically 0% chance that Kael will change the civs names.
 
Most names taken from Jewish folklore?? I don't think so... Elohim is a hebrew word for god, but most angel/fallen angel stuff was never part of jewish folklore or religion, its predominantly a christian thing

What else has been taken from jewish folklore, I don't recognise anything

Wrt Cuteunit's proposals, my general disagreement is I think philosophical. I think there is plenty of flavour and variety in the game, and given the extra main content still to come, then I think as a community we need to focus on playability issues. I worry the more little bits that are added, and there are heaps of proposals each day, it becomes harder and harder to get it all working smoothly and quickly. I'm gratified that Kael is careful not to include too much. Its frustrating to have to wait for balance and AI to be focused on because as a player that's what I want now, but in his context as a developer with a final vision for the game, of course it makes much more sense the way he is running things.

However, seeing that Cuteunit is focusing on flavour, content and balance, I'll start a new thread on playability suggestions/ideas that would ultimately make the game more fun to play
 
No civ takes its name from Final fantasy.

I was talking about the city names. Midgar, Nibelhiem, Costa-del-Sol, Wutai, and so on, and so forth. Even one or two would be fine, but there's a whole bunch of them. It's immersion-breaking, because I can't help but think of those games when I see it.

At least when the pirates use Cthulhu derived city names, it at least sort of makes sense thematically. Nothing about "agnostic" just screams "cities full of Final Fantasy 7 fanboys" to me.
 
Go into the XML folder, then Civilizations, look for the offending Civilization and it's pretty easy to spot where the city names are listed out. Change em all you want :)

And to rejoin the conversation about formatting way too late, the downside of using color is that you do not know what background scheme everyone uses for the boards. I think dark blue is typically safe, but some colors that show perfectly on my nice Black forums don't show up at all on the default :(

And yeah, it is seriously awesome that the Mod team can put up with all the random crap we are always wailing about NEEDING to have (for the whole 2 or 3 days we actually think so), and not pull their hair out with frustration, or cave in and give us things that honestly don't belong.

But dangit... for these 3 days, I NEED to have some more chaos on the world to force me to struggle to survive against the wildlands even after turn 2500!
 
Midgar and Nibelheim are Scandinavian, not originally from Final Fantasy. Just because it was in some other video game doesn't mean it can nevermore be used again in this one, the dev team I'm sure has better things to do than either make up or find more obscure names for cities.
 
  • Workers able to clear Forest right at game start. Stone-tooled societies could still bring down trees. Usually they just lashed it and got a few dozen guys to pull the tree down with muscle. Bronze Working ( or preferably Crafting) could speed forest clearing. Again, this helps equalize starting locations faster.

This is especially important since the BTS map scripts tend to place a lot of extra forests in the starting cross. The elves get a huge boost from this, but other civs must research 2-3 techs to be able to work their own land.

  • Barbarian werewolves please.
  • More Orthus/Acheron type things. You are mildly concerned about barbarians only as long as Orthus lives, then they're just free EXP. Why isnt baron duin halfmorn a latter barb unit for instance?

This is a cool idea. Baron Druin von Halfmoon could spawn as a barbarian and ravanous wearwolves could spread to cause trouble throughout the land. The ravenous wearwolves could be captured by Rangers with Subdue Animal. Once they are upgraded to Blooded or Greater Wearvolves, it would take the Subdue Beast promotion to capture them.

  • Raider trait needs to lose the free Commando promotion.
  • Commando should be available as a standard promotion earlier in a unit's promotion cycle/tech tree.

The problem with the Commando promotion isn't that it is granted for free with raiders. The problem is that it is granted for free to mounted units that already get +1 movement (you know who I'm talking about). Having a horseman that can move 5 spaces AND use roads in enemy territory is rediculously overpowered and game breaking.

The Commando promotion should only be available to melee and recon units. This would not make the Hippus horses underpowered, it would just balance them out. Having melee and recon units that can take advantage of enemy roads and (almost) keep up with your mounted units would still be a huge benefit.

  • The City States tech shouldnt be available until a latter game technology.

I completely agree. Maybe a new late game tech could be introduced that allows City States. It could be called "Urban Development" or something like that. It could be placed along the construction line after Sanitation. The City of a Thousand Slums wonder could also be moved to this new tech.

  • More Mines of Gal-Dur type resource granting wonders need to be available, particularly for reagents and mithril.

Amen!
 
Midgar and Nibelheim are Scandinavian, not originally from Final Fantasy. Just because it was in some other video game doesn't mean it can nevermore be used again in this one

Actually, the word is "Midgard," not "Midgar", and "Niflheim," not "Nibelhiem." Both of those were translation/spelling errors in Final Fantasy 7.

"Midgard" is the only one of the names that kinda fits this particular civ and world. The rest of them are just flat-out ridiculous, and there is no in-universe reason why they would be named that, unless their new unique unit is going to be Chocobo Riders, or Flame-Throwing Internet Fanboys, or something. As amusing as that would be, I don't think that's going to happen in this mod.

the dev team I'm sure has better things to do than either make up or find more obscure names for cities.

Perhaps, but that didn't stop them from finding names for all the other cities and civs that are at least somewhat fitting, and it doesn't stop it from annoying me a little bit, and it's not a reason why I am not supposed to talk about it here.

I'm just saying (not demanding!) that it would be nice if they had names that were fitting their humanism/non-religious theme, or even just sounded more fantasy-like, rather than ones that were copy/pasted from another, totally unrelated game with an entirely different tone. I mean, it's not even funny, like Guybrush. It's just there, looking uncreative.

Go into the XML folder

Oh, I'll be doing that, for sure. It just feels . . . unfinished. Like someone named it that early in the development, meaning to change it later, and then never got around to doing it.
 
I've made settler cost 120 (put icost 20 in xml) and tested the game. Resume: now rush to Education for City States should be primary objective for any civ. With this game becoming much easier.
 
In short you want to make a new mod.
 
Barbarian Undead far far more common, to the point of being seen more than goblins and orcs. Hordes. I've never once promoted a unit to undead slaying. Not ever once. Never had to.

I agree and I’d like to see this myself.

"Ruined city" features similar to Barrows that have a lot more than 1 skeleton guarding them, which when conquered would function like the rewards of the Quest event for the conquering unit. There should be a lot of ruined cities from the age of magic hanging around now that they're not under ice. Some nice adventure/mines of moria play there.

I think this would be really cool.

More types of undead abound. Use the Drown model with a purple texture for some generalized zombies. A lot of people must have died in the wilderness when mulcarn was honcho.

Yeah a variety of undead would be nice.

Barbarian werewolves please.

Get out of my head! :D

Improved resources randomly but frequently going fallow for a few turns or having bad events occur on them. Farms produce -1 or -2 food for x turns at random until Sanitation and Medicine are researched, mines that randomly come up "Your miners have encountered the crypt of a terrible creature deep beneath the surface, forcing them to flee for their lives!" and a monster of some type would pop up and stay on that improvement, preventing that tile from being worked until the monster was killed ( and that part requires no coding, either). Could happen to farms too, with Haunting events. Stuff like that. Some action inside the borders.

I’m on the fence about this one.

Army maintenance costs slashed in half. You need a lot more troops if just controlling your own land is hard enough as it is.

I don’t seem to have any trouble with maintenance costs. It sounds like you’re trying to make a faster game.

No civs begin with Warriors. Rather, one Recon unit, one Settler, and one Worker. You're instantly safe for the next 50+ turns when you found your first city in most maps even with raging barbarians on. Ought not to be so. The Worker synergizes with changes I detail below.

I disagree. I like starting with a warrior. I also like having to prioritize building things, like workers if I need them. Lets throw in some free techs and gold too while you're at it. I think what we start with now is adequate.

Non-agressive units like Archers and Recon should be significantly faster and cheaper to build. Why's a scout cost the same as a warrior an archer cost the same as an axeman? It makes no sense.

You have a point here.

All early buildings (up to theatre, library, forge) made considerably less hammer expensive. Same reason, you have to spend more time building troopers to get and keep control of things.

I don’t really agree with this. I like that buildings are costly. It means you can’t have everything and you have to decide what is most important for you. I really don’t see the problem. Although if raging barbs were beefed up I might reconsider.

Cottages available at ancient chants OR not requiring a technology at all. Honestly the best way I see to equalize the starting locations. However..

What’s wrong with having to research education if you want cottages? Players who want equal starting locations can select balanced resources and the mirror map. I prefer the challenge and variety of differing starting locations. Again it sounds like you’re trying to make it a faster game. You can adjust your game speed you know, and start with advanced start if you want that.

Cottages are built by Settlers not Workers. Since Cottages are spiritually the Suburbs of your urban center, I'd rather see Settlers build them, making them dual-purposed as a work unit or a city maker. Settlers would not be consumed by making cottages.

Workers do this fine as is. Are you looking for ways to use that settler you popped from a goodie hut or do you have a habit of building too many? This seems like a very unnecessary change.

Workers able to build Hamlets (upgraded cottage) once a middle game technology is researched. Construction techiques have improved, and people no longer have to build their own shanties with available materials any more. So workers can build +2 coin hamlets at this point. I say put this at Construction.

You can go build a town out in the middle of nowhere and it will still take time for that place to become a commercial giant like a fully fledged town improvement is supposed to represent. I disagree with this idea also.

Workers build improvements much slower at the start of the game but build faster as technologies are improved.

I can understand the reasoning behind this one, but I’m not sure it’s a change I’d care for.

Workers able to clear Forest right at game start. Stone-tooled societies could still bring down trees. Usually they just lashed it and got a few dozen guys to pull the tree down with muscle. Bronze Working ( or preferably Crafting) could speed forest clearing. Again, this helps equalize starting locations faster.

Starting locations don’t need to be equalized faster. They need to be nurtured and built up according to that civ’s needs.

The City States tech shouldn’t be available until a latter game technology.

Honestly, I have never even used this civic, so I don’t have an opinion on this.

Raider trait needs to lose the free Commando promotion.

Why? Tasunke and Faeryl scare you? I like having to worry about them. It also makes you have to consider where to build your roads and can make you pay dearly for roading every tile in your borders.

Commando should be available as a standard promotion earlier in a unit's promotion cycle/tech tree.

I could go for this.

More Mines of Gal-Dur type resource granting wonders need to be available, particularly for reagents and mithril.

Absolutely agree on this one.

Walls, Public Baths, and other clearly "State" structures should increase city maintenance slightly. You need more taxes to maintain all that stuff! This also helps balance out the sooner-to-be cottages.

Yup, they should do that indeed.

More Orthus/Acheron type things. You are mildly concerned about barbarians only as long as Orthus lives, then they're just free EXP. Why isnt baron duin halfmorn a latter barb unit for instance?

Hey, hold on. Don’t take the Baron away from us. I do agree on your point though. Additional barb heroes would be awesome.

Edit added Jan23 : early Scout and Archer units shouldnt be able to attack cities, with exception of Elvish units and Assassin+ recons. Gives meaning to the more expensive melee troops beyond their universally better versatility.

Actually, recon units being able to attack at all is one of the things I love about this mod. Saying they can’t attack is a ridiculous constraint in my opinion. Why can’t my scout which represents a scouting party/unit attack the city you thought would be safe with one warrior unit. I would think that a hardened scouting party experienced in fighting barbarians and wild beasts would be perfectly capable of taking on your unexperienced warriors. It all boils down to experience here, and if the scouts have earned enough promotions I see no reason to artificially constrain them because you’d rather me use melee units instead.

Ultimate desired result? Less emphasis on Rexpansion, more interesting scarier world without turning the game into a boring next next next fest.

Like I said, you’re trying to make the game faster. I play on marathon for a reason. I do agree on quite a few of your ideas though, just not the ones that would make the game go faster. The flavor ones are all great ideas on your part.
 
I'd love 3 barbarian factions. I think Kael said he wants that as well. Think of all the possibilities...

I wouldn't want changes like reducing unit upkeeps and building more troops, that would be all against this mod's idea, it would lead to massive SoD clashes and not small unit tactics.
 
You make it sound like you're playing single player games on chieftan or something, sword ^^ if nothing is a problem and you've never been screwed by a bad starting location.
 
I got to agree with most points, except the somewhat whacky settler building cottage thing, commando should be removed from cavalry, forest chopping needs to be sooner then BW, and shouldn't be such a huge advantage to elves.

And to people like sword and others who say
Starting locations don’t need to be equalized faster. They need to be nurtured and built up according to that civ’s needs.
You obviously never played multiplayer, being setback 100 turns because your area is all forest or your against the ocean or in a tundra fishing area compared to rivers or floodplains and gold, isn't right, you shouldn't ever feel like you need to reload the map because of what happens before turn 0 starts.
And don't start about moving the settler around, your capital is suppose to have 20 squares of useble land on most maps, but if your pushed against a ocean and the only way out is though desert or jungle, you would rather not risk a 5-10 turn walk to find useble land which isn't already covered in other players or barbarians.
I don’t really agree with this. I like that buildings are costly. It means you can’t have everything and you have to decide what is most important for you. I really don’t see the problem.

The problem isn't that you can have everything, it's just that you get the cheap stuff instead like only building warriors and take new land, 300 production for a threatre compared to 20-40 for a troop, I would go for the troops, but compare it to a gambling house at around 150 production and it can raise your happiness without increasing culture, with the side benefit of +3 gold, you shouldn't need to spend wonder-level production for a normal building.

I think for multiplayer reasons scout's shouldn't be able to take cities, but hunters and above should, you wouldn't really be taking a city guarded by anything using a scout anyway, but in the end it doesn't matter much.

Some units need to lose the Require x resource requirement or have it easier to gain, I'v never once built stonewardens because there are only 1 or 2 gems in the entire world, and there on the opposite end, and ritualists or conjurer can have whole fun little gameplans based around them, but you can be screwed before turn 0, instead you could just have a bonus for having the resource, like if regeants owned, you get access to a free promotion for units needing it.

Another option are special national wonders or worker buildings to uncover resources, or random events in the wilderness to collect seeds and bring them home, or a rich vein in a hill somewhere that will uncover a material if built on.

And a easier option might be to have optional resource requirements, much like a axeman needs copper OR iron in normal civ, a ritualist could use regeants OR incense OR maybe dye, a stonewarden could use gems OR silver OR maybe stone.

City ruins spawning barbarians sounds neat, and if the ruins for destroyed cities would spawn barbarians, that could add a nice effect for the Clan, burn and pillage and have the barbarians hold the land for you.
 
I dunno. My favorite game of all time to date was a Multiplayer game in which I started solidly in the Arctic Tundra. I struggled to slap together a second city bu some hills and coastal terrain, and found quickly that any hope of leaving the Tundra was blocked off by the 2 AI that started just outside of it.

I finally wound up getting myself up to Druids and Vitalized all of the land (building 3 more cities as the druids were getting finalized), and went on to do basically what I always do (dominate the game), which became boring quickly. But for those turns where I was struggling desperately to make a Tundra start work, I was having the time of my life.
 
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