Doviello+

I'm not a fan of Malakim+ (took the civ in a different direction than I would - just a matter of taste) but I think this looks great. I especially like Feral.
 
I'm not a fan of Malakim+ (took the civ in a different direction than I would - just a matter of taste) but I think this looks great. I especially like Feral.

Thank you. :goodjob:

How would you have done the Malakim?



So, still can't figure out why Varulv is not creating werewolves. Going to release an update without him, I think.

I'm using the Mahala pic Opera provided... Found out how to do the Beveling on the edges of the popup pics, so I even have that working correctly. :goodjob:
 
Thank you. :goodjob:

How would you have done the Malakim?

Gone with more a "Do well despite the desert." than an "Embrace the desert." interpretation. So far fewer features related directly to the desert, and those would be toned down considerably. No extra terraforming. More of a focus on trade and/or spiritualism. (Vis a vis trade, I'm not sure I could better Caravan Routes and Merchant.) Maybe a Camel-involved Lawrence of Arabia-style spiritual minor-hero (but a native Malakim) or UU.
 
I'm using the Mahala pic Opera provided... Found out how to do the Beveling on the edges of the popup pics, so I even have that working correctly. :goodjob:
Nice! How did you do it? Or better: have you the psd or any other file I could use to do it? :p
 
I used Photoshop to do it. Go to Effects/3D effects/Buttonize. I set it to a height and width of 5, 60% opacity, and solid edges... After some playing around with it and comparing it to other popups, that seemed about right.

Edit: Because the dimensions of the popup are 384x128 like all the other popups, DDS Converter will NOT work. Had to use Gimp to convert it to a .dds file.

@Tarq: To be completely honest, if I was to do it all again I'd probably go that route. Alot of the reasoning for having them embrace the desert was simply to introduce an antipode to the Illians... You get one civ spreading Ice, another spreading Desert. I like the balance of it.
 
You get one civ spreading Ice, another spreading Desert. I like the balance of it.

And another two spreading Jungle and Marsh. Gotta love the "negative terrain types" being "selectively positive" :D
 
Photoshop's DDS converter should work on any DDS with a multiple of 4 for each dimension. I know I used it for all the Great Person popups. Are you using an external converter? (Or PS Effects instead of PS full?)

.............Photoshop has a DDS converter? :eek: I had not known that... Been using an external converter, yes.
 
So, we really need an off-topic subforum for FfH. Yes, there is a regular off-topic, but it would be interesting to discuss things with the people who frequent the FfH forums, rather than everyone on the site... Would love to add that to my other post, but it was closed without any chance of responding to it. :rolleyes:
 
So, we really need an off-topic subforum for FfH. Yes, there is a regular off-topic, but it would be interesting to discuss things with the people who frequent the FfH forums, rather than everyone on the site... Would love to add that to my other post, but it was closed without any chance of responding to it. :rolleyes:

Wouldn't it be simpler to just have a link to the current offtopic forum, within the FFH subforum?

Then more FFH people here would visit it.

Not sure why you'd want to exclude everyone else...
 
Two questions for people:

  1. Should I allow each animal to begin spawning as soon as you research it's tech, or should I require you to build a National Wonder first? The first way is easier for the player, but the second allows you to specialize your animal spawns...
  2. Should I have a max amount of animals, or no?
 
Two questions for people:

  1. Should I allow each animal to begin spawning as soon as you research it's tech, or should I require you to build a National Wonder first? The first way is easier for the player, but the second allows you to specialize your animal spawns...
  2. Should I have a max amount of animals, or no?

Re: 2
Naw. The animals require maintenance (don't they?), which'll mean that you can't have all that many anyway. Plus, allowing a large number of them will mean the Doviello can fill the gaps left in their army by their unique mechanic (since it encourages a very small number of elite troops.) But since only units of their own type are used in calculating the XP bonus, you can have the animals be the cannon fodder in your army without sacrificing XP given to new recruits in other unitclasses.

Re: 1: Hmm... isn't there already specialization on the level of constructing certain types of animal dens? I'm for not requiring the National Wonder, myself.

Say! Will the wolves gained by this mechanic be able to get merged into packs (as in the Wild Hunt?)
 
Re: 2
Naw. The animals require maintenance (don't they?), which'll mean that you can't have all that many anyway. Plus, allowing a large number of them will mean the Doviello can fill the gaps left in their army by their unique mechanic (since it encourages a very small number of elite troops.) But since only units of their own type are used in calculating the XP bonus, you can have the animals be the cannon fodder in your army without sacrificing XP given to new recruits in other unitclasses.

Re: 1: Hmm... isn't there already specialization on the level of constructing certain types of animal dens? I'm for not requiring the National Wonder, myself.

Say! Will the wolves gained by this mechanic be able to get merged into packs (as in the Wild Hunt?)

Yeah, I didn't really like the idea of a limit either, still thought I'd ask. :lol:

As to number 1, with this new mechanic the Doviello will NOT be constructing Animal Dens. Or at least, if they do, the dens won't spawn for them... Thinking about letting animals under Doviello control create an animal den, and convert to the Animal civ. Basically, a highly promoted bear can create a Bear Den, and convert back to the Animal civ to guard it. Should make harassing your neighbors fun...

Anyway, no more workers building animal dens. Instead, each city you own will have a chance to spawn an animal each turn... Right now, it's a 4% chance. However, this chance decreases by .4% for each population point in the city, so by pop 10 that city will never spawn an animal. I can do this one of two ways: As you research techs that would have unlocked each new improvement, a new animal is added to the spawn list and allowed to spawn, OR a national wonder is unlocked, and animals are added to the list after you build their wonder. I'd probably also add some small benefit to the city which built the wonder, and make it so that you can only build one per city.

As for the wolf pack, yes. This is why I'm trying to think of a different worldspell... Wild Hunt is great at showing their Feral-ness, but I think that it is better represented by having an army of animals.
 
Yeah, I didn't really like the idea of a limit either, still thought I'd ask. :lol:

As to number 1, with this new mechanic the Doviello will NOT be constructing Animal Dens. Or at least, if they do, the dens won't spawn for them... Thinking about letting animals under Doviello control create an animal den, and convert to the Animal civ. Basically, a highly promoted bear can create a Bear Den, and convert back to the Animal civ to guard it. Should make harassing your neighbors fun...

I dunno... I feel like this'd be more of a boon than an irritant to your neighbors at that stage of the game (since they'd have hunters with Animal Taming.)

I can do this one of two ways: As you research techs that would have unlocked each new improvement, a new animal is added to the spawn list and allowed to spawn, OR a national wonder is unlocked, and animals are added to the list after you build their wonder. I'd probably also add some small benefit to the city which built the wonder, and make it so that you can only build one per city.

Neat! Yeah, I support the National Wonder idea-- although there should definitely be a spell to remove a given one from your city (when Stags become obsolete, for example, and you want to start getting only Griffons.)

Do the general Fall Further time-based animal bonuses apply to the Doviello spawns also? (If not, I feel like they should-- normal animals won't do much when everybody's got iron champions.)
 
I dunno... I feel like this'd be more of a boon than an irritant to your neighbors at that stage of the game (since they'd have hunters with Animal Taming.)

Not to worry... Got upgrades lined up for most of the animals... Thinking some of those might be Beasts rather than animal. Most recon wouldn't have a bonus, in that case.

Neat! Yeah, I support the National Wonder idea-- although there should definitely be a spell to remove a given one from your city (when Stags become obsolete, for example, and you want to start getting only Griffons.)

Do the general Fall Further time-based animal bonuses apply to the Doviello spawns also? (If not, I feel like they should-- normal animals won't do much when everybody's got iron champions.)

I don't think I'll allow the building to be removed. You build it, you will always have to deal with that animal type... Going to have a benefit for each building, however. Just got to decide what. :lol: Atm, I'm thinking of granting each unit built in the city a 'totem' or 'kindred' promotion, granting special effects and if possible adding that animal type to the unit art. I know that can be done through units... Haven't tried via promotions yet.

The time-based bonuses do not apply, and as the code is likely in the DLL, I won't be able to mess with that. It would be interesting, though.
 
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