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.
How would you have done the Malakim?
Nice! How did you do it? Or better: have you the psd or any other file I could use to do it?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.![]()
You get one civ spreading Ice, another spreading Desert. I like the balance of it.
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?)
And another two spreading Jungle and Marsh. Gotta love the "negative terrain types" being "selectively positive"![]()
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.![]()
Two questions for people:
- 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...
- 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?)
Yeah, I didn't really like the idea of a limit either, still thought I'd ask.
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 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.
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.)
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.)