Design: Resources

Bee Hive resource........just watching the history channel yesterday or the day before and there is a claim that honey is antibacterial....so much in fact that it was supposedly used by ancient Egyptionsfor treating injuries that broke the skin and other infections....Imhotep is accredited for it of course ...Egyptologists....however interesting fact about honey.( Its's fermentation gives you MEAD!)Honey is a wonderful carbohydrate source,longer lasting than most glucose producers up to 8 hours instead of the 1.5 to 2.5 hours of others......that is why it is the best sugar for Diabetics.......but honey and for that matter beeswax have a multitude of other purposes and I haven't seen it....not saying it isn't there.....I just haven't seen it.....wow, that's funny, honey to prevent tooth decay!
 
Wine is a resource, why is not beer in the game?

Beer: Makes Lorgen happy :D

Btw You guys know the similarity between making love in a canoo and american beer?

No?

Its both fu**ing close to water
 
Not sure if Clay is still being thought about, but some places Clay can be found are along the coast and near rivers and swamps usually. Also of interest is that Clay is formed in mass due to Glaciation and exposed by the retreat of it (fits with theme). And a quarry would make more sense than a workshop, and then make a building for pottery making.

It'd be nice to see Silver in because of its anti-evil and holy properties in many myths and fantasies. Even using silver instead of iron would be nice.

I read somewhere someone saying dwarves should use pigs for their horses.. if they do (and in the spirit of non-domestication and a more dangerous realm) pigs should be changed to boars and look a lil scarier. And as a neat side thing, maybe make resources like this occasionally spawn boar animal units (if you have them pastured, they join you, if not, barbarians).

Maybe replace reagents with Arcane Wood (or name it Silvertrees or something mythical) that is required to build Arcane Barges (and eventually Floating Ships if such ever exist, or maybe a "building/wonder" that makes the city a floating city granting special bonuses) and Archmages/Summoners. But also make it a little more common (though only in woods, removed if the trees are, and adding production and trade, not revealed until Knowledge of the Ether, and activated by a lumbermill) than reagents (I've had games with no reagents on the map at all O_o).
And maybe make it so lumbermill is necessary for any buildings/boats, but you only need a road for Archmages/Summoners (the idea being you need actual lumber for boats and such, but only twigs/leaves for the reagent purposes of an Archmage/Summoner).
 
Awesome news Chalid...When you conquer the monster node, do you accrue the ability to produce those monsters? Excellent.
 
Starship said:
Awesome news Chalid...When you conquer the monster node, do you accrue the ability to produce those monsters? Excellent.

Producing the monsters is sceduled for shadow i believe.
 
loki1232 said:
Producing the monsters is sceduled for shadow i believe.

Yeapers, Loki is right.
 
Thinking of MMORPG Runescape and it's resources.

Copper: Plenty of it, gives lousy weapons
Iron: Pretty much, beats copper weapons
Steel: Produced by melting Iron and Coal
Mithril: Somewhat rare, gives good weapons
Addamantite: Rare, beats mith
Runite: Very rare. Ultimate weapons

For example if you have access to addamantite resource and the right building for melting this. It automatically gives all units produced the addamantite armor and weapons.

It would be cool if discovering runite or addamantite mining techs, the resource would appear on map. Exacly as is is for steel and mith today.

As I see it in FFH, there is no real killer resource, like oil in vanilla civ. The runite could be a possible killer resource.

Also, it wold be cool if there was a giant red dragon sitting on the only runite resource when spawning in the late era. he he
 
Sureshot said:
Not sure if Clay is still being thought about, but some places Clay can be found are along the coast and near rivers and swamps usually. Also of interest is that Clay is formed in mass due to Glaciation and exposed by the retreat of it (fits with theme). And a quarry would make more sense than a workshop, and then make a building for pottery making.

It'd be nice to see Silver in because of its anti-evil and holy properties in many myths and fantasies. Even using silver instead of iron would be nice.

I read somewhere someone saying dwarves should use pigs for their horses.. if they do (and in the spirit of non-domestication and a more dangerous realm) pigs should be changed to boars and look a lil scarier. And as a neat side thing, maybe make resources like this occasionally spawn boar animal units (if you have them pastured, they join you, if not, barbarians).

Maybe replace reagents with Arcane Wood (or name it Silvertrees or something mythical) that is required to build Arcane Barges (and eventually Floating Ships if such ever exist, or maybe a "building/wonder" that makes the city a floating city granting special bonuses) and Archmages/Summoners. But also make it a little more common (though only in woods, removed if the trees are, and adding production and trade, not revealed until Knowledge of the Ether, and activated by a lumbermill) than reagents (I've had games with no reagents on the map at all O_o).
And maybe make it so lumbermill is necessary for any buildings/boats, but you only need a road for Archmages/Summoners (the idea being you need actual lumber for boats and such, but only twigs/leaves for the reagent purposes of an Archmage/Summoner).
When you say pig I hope you mean Boar, granted people may not know the difference but Giant Boar would seem more appropriate don't you think considering the Worgs of opposing species?
 
Ya, I agree. And I said pig when I spoke of whats currently implemented only (if no changes were made to the actual resource, atleast pigs could be used instead of horses), for FfH2 it should be boars to show the less civilized nature of the world, and also because larger boars could be ridden potentially.
 
No additional resources are planned except for hell. We are not going for simply "more" but we want the things we introduce to have an strategic value and they shall bring interesting decisions or new concepts.

So proposals that include an interesting mechanics have a good chance to be considered. Flavor Proposals might get included if we develop an interesting mechanig but need an flavor for it.
 
what about changing wheat to the name grain then allow it to have two builds onit, farming produces grain, but you can add a winery to get beer
also you can add a winery on corn or sugar to get liquor
Also adding winery to rice to make wine ( rice wine)
 
I know Regents has been discussed as a problem in the past. I agree that Regents is already at a minimum usefulness only being used for 2 units + ritualist. The problem is that it is required for the only 2 level 3 tier arcane units.

I think Regents should be switched out from Archmage and Summoner to Conjurer and Summoner. Flavorwise it makes the regents represent a more ceremonial type of magic. Gameplaywise it gives you a strategic choice if you don't have regents near you - conquer to get it or live without summoning magic.

Currently, you pretty much have to go after Regents to stay competitive late game. As the number of Regents per map is rightfully pretty limited this means end game there are fewer powers capable of fielding tier 3 arcane casters. It also means that the human player will realize this and plan from the start to maneuver to them while the computer will not be this manipulative.

- feydras
 
i also have wondered about spreading resources around. with all the resources now it may be more useful to spread resources out along different lines.

especially game, furs, insence, and dyes.

these thigns are basically found everywhere

game can be found in every land type all lands had hunters.
furs are basically the same all land types produce furs of one sort or another.
insence is something burned that smells good and this of course is produced in all lands as well.
as is Dyes Dyes are produced from many plant and rock material Dyes could be produced from lots of sources.

bye producing many areas like that i elarned it allows you to add mroe resources without crowding land space.

like adding a generic fruit good that can fit in all land types as from tree fruit to berries to mellons their are many types of fruits grown in many types of lands

just an idea to spread the wealth
 
I've been musing on some resources (with the importance on uses for them instead of new ones).

I find I never make elven horsemen, they just seem too ordinary and all my units get 2 movement in forests already, it'd be neat if they used Elks (change deer to elk) instead of horses, and really gained double movement in woods.
Currently its weird, if a unit has 1 movement and double movement in woods, it can move through two forest squares, and if it has 2 movement and double movement in woods, it can move through two forest squares only.
Dwarves using Pigs/Boars for riding, Elves using Deer/Elk, someone using Elephants, most others using horses, variety is nice and would give them different values to different civs, increasing trade.

Changing Sheep to Birds would be neat, it could be a needed resource for training Hawks/Ravens, and maybe needed for archers/longbowmen (the feathers).

Another thought about Reagents: How about instead of a general 'Reagents' resource, instead all (or some) level 3 spells require a specific resource to be able to cast?
 
why remove sheep to gain birds why not jsut add birds as a resource as you say birds are a prize possetion for meat, eggs, feathers, and pets.
 
Because FfH is not about "more".

Sheep is not that usefull, so it could be changed to a more usefull resource, thats what Sureshot is saying (I think), instead of just adding another resource. As Kael says, one more thing is one more thing to the player to keep track of, one more thing to teach the AI to use, etc.

So is better to transform a present resource that doesn´t have much value into one resource that has value, instead of simply adding another resource.
 
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