Design: Civilizations

Sureshot said:
the main reason they should be set as playable is so we can specifically choose them to be in our games (even if we don't play them ourselves).

Most FfH players are casual players, they dont read many of the posts here. If I make them playable then those players will play them and be confused/dissapointed at their lack of features and polish.

Also I will start getting even more angry pms from people (you wouldnt believe the amount of angry pms I get) and we start seeing posts about ideas for the infernals and how they dont do anything special. Which is fine, and they would be correct, but its easier just to leave them out and give instructions to those to really want them to put them in.
 
Kael said:
Most FfH players are casual players, they dont read many of the posts here. If I make them playable then those players will play them and be confused/dissapointed at their lack of features and polish.

Also I will start getting even more angry pms from people (you wouldnt believe the amount of angry pms I get) and we start seeing posts about ideas for the infernals and how they dont do anything special. Which is fine, and they would be correct, but its easier just to leave them out and give instructions to those to really want them to put them in.

Sorry to hear you get angry Pm's. It surprizes me that someone, or some people, like you and your team would get angry posts when your goal and task is to create something fun for everyone. Be well Kael, and thank you for developing a great mod.
-Qes
 
QES said:
Sorry to hear you get angry Pm's. It surprizes me that someone, or some people, like you and your team would get angry posts when your goal and task is to create something fun for everyone. Be well Kael, and thank you for developing a great mod.
-Qes

I dont take them personally. FfH has been way more popular then I expected and unfortunatly that means I get a fair amount of loons that are very passionate, but not very realistic (and who seem to have forgotten that this is something they get for free and I do as a hobby).

But it doesn't even begin to compare to all of the nice things that have been posted and said. I've seen a lot of gaming forums that are extremly negative and full of attacks, but the civfanatics community is awesome and FfH wouldnt be what it is without them.
 
Kael said:
I dont take them personally. FfH has been way more popular then I expected and unfortunatly that means I get a fair amount of loons that are very passionate, but not very realistic (and who seem to have forgotten that this is something they get for free and I do as a hobby).

But it doesn't even begin to compare to all of the nice things that have been posted and said. I've seen a lot of gaming forums that are extremly negative and full of attacks, but the civfanatics community is awesome and FfH wouldnt be what it is without them.

I can feel the love. In fact, a lot of love is in this thread. Can you feel it? Can you feel the love? And why not, the thread is "civilizations".
Perfect.
-Qes
 
Some balseraph ideas--
A UB "Toymaker's workshop". Late game, but cheap. +5 culture and +2 great bardpoints.
Allows the production of toymakers which can sacrifice to build toymakers workshops in your cities, and sacrifice to build 'toymaker's shops" in your opponents cities (can trival in rival territory). Toymaker's shop gives -3 gold, -2 great person points.

The balseraph capital and a mid game tech (monarchy?) also allows production of "Court bard" unit. When in your cities it gives +2 culture, +1 great bard point, and reduces maintenance. When in your opponent's cities gives -1 culture, -2 great bard points. Your capital gets +1 great bard points for this. Effects of court bards are doubled in centers of government.
 
Just another post about elves, though not in the same vein I have seen with others. Hopefully this is the right place.

Now, as elves are usually known as peaceloving, meditative, etc etc... it seems awfully strange to me that one of their leaders is Expansive, Raider, and... er... Defender?? Aren't the first 2 traits kind of like, exclusive against the third? IMO Expansive and Raider just dont fit the elf theme at all, and IMHO it and Raider would be well replaced with something more, like, elfy. They definately need a leader with Defender, though.

Also, the elves get Fire mana from their palace. Of all the types you would expect a peaceful forest-dwelling people to NOT get, Fire is definately at the top of the list. Shouldnt that be something like Metamagic (once in) or Air or... well... anything but Fire? Once again, it just totally feels against the "feel" you expect from playing the elves, and it kind of disappointed me when I went to try them, expecting to RP myself as a goodie goodie, and getting a warmongering expander, who yet excels at defense, for a leader, and Fire - the most destructive element - mana as part of my share of the arcane.

One last point, that has nothing to do with elves. Perhaps one of the civs that is at the top of the "good" list oughtta get a free Incense and 2 mana types instead of the usual 3, to encourage priests for them. And possibly Sheiam as well? Incense being so much rarer than mana nodes, it is hard to play as an Inquisition-type civ without. Maybe even no free mana, or only one type, but an Incense and Regeant garden could make the extremely good and evil civs feel more unique.. which was one of the things Kael said he was hoping for :)
 
Just because they're treehuggers doesn't mean that they're peaceloving.
 
QES said:
I can feel the love. In fact, a lot of love is in this thread. Can you feel it? Can you feel the love? And why not, the thread is "civilizations".
Perfect.
-Qes

:goodjob:

About elves, seriously I don't like stereotypes, where elves are peaceloving, orcs stupid and without magic etc. But right, about fire mana, they should get anything but fire. Fire would be their enemy. Fire burns forests down. Fire bad for forests, very bad...;) (The reason I'm saying it is because I work in forestry office now, fire protection against forest fires)
 
Nikis-Knight said:
Elves absolutely need fire mana--they can't build seige engines.

I assume he was talking about the flavour, not the use. You of all people should recognize, after all, you're in the writing team :P.
 
The elves had gathered at the dawn of the age of rebirth, ready to venture forth from their sheltered hovels and caves. They were eager to reclaim their ancestral ties the natural world now that Mulcarn's fierce rage had ended and the land was flourishing.
Even the oldest among them did not remember the age of magic, but they were the keepers of their histories and lore. As their leader petitioned their gods for some boon to allow them to survive this competitive time, they were reminded by the elders of the destructive force that fire had been in their homelands during the age of magic. If they were to surive and protect their chosen groves, they would need to be able to protect it from the hungry flames. In response cernunnos granted them not just protection, but control over deadly fire.

:P
 
Nikis-Knight said:
The elves had gathered at the dawn of the age of rebirth, ready to venture forth from their sheltered hovels and caves. They were eager to reclaim their ancestral ties the natural world now that Mulcarn's fierce rage had ended and the land was flourishing.
Even the oldest among them did not remember the age of magic, but they were the keepers of their histories and lore. As their leader petitioned their gods for some boon to allow them to survive this competitive time, they were reminded by the elders of the destructive force that fire had been in their homelands during the age of magic. If they were to surive and protect their chosen groves, they would need to be able to protect it from the hungry flames. In response cernunnos granted them not just protection, but control over deadly fire.

:P

See the magic of good writing. But as Knight said, they have it because of balance. When they are at odds, design trumps flavor.
 
A wild idea:

Add a Hippus Nomad unit for the Hippus. It can create Pastures in any flat grassland or plains tiles. A nomad moving on a Pasture tile has a chance to spawn a mounted unit. Similar to the Camp of the Mongol scenario.

Likewise, add a Doviello Nomad. Can create Camps in any Tundra tile. Also some unit spawning.

Would fit better with these civs' theme I guess. It feels weird to me to see a horsepeople like the Hippus have cities. :hmm:
 
for the nomads? i actually lost it when i formatted last, i coulda grabbed it but i wasnt happy with the system and didnt want to try transferring it to newer versions.

if vorshlumpf gets the code for the mod that lets you build improvements out of borders integrated with FfH mod, i'll redo it nicer and you can have it.

Link to Imps out of borders
Link to Vorshlumpf's thread on mods for FFH
 
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