[to_xp]Gekko;13720302 said:1) "Culture" in civ4 makes me think more about "high culture" than culture itself, what with stuff like theatres providing a lot of culture and cities becoming "refined" when they have a lot of culture. I'd prefer to have an evil hippus leader with barbarian and other militaristic traits, and a neutral one with economic traits ( creative and something else I guess )
Civilization IV mechanics are skewed in favour of what have been the most advanced civilizations in each period of history (comes with the name of the game, I guess ), and assigns cultures that did not follow that path the same role those civilizations assigned them; warmongering brutes with whom diplomacy is impossible at worst, or insignificant up to the point of ignoring them completely (barbarians appear from nowhere, for example). That is why playing the mongols never fits their real history; the game does not really account for their way of life. I don't think that Fall from Heaven should follow Civilization IV definition of culture, and I already argued why I think that barbarians can have a strong culture in my previous post.
I also don't believe that the Barbarian trait is only suited to evil leaders. An evil leader always seeks to dominate in one way or another, and for non-clan leaders that would probably include those orc savages always surrounding their frontiers. A neutral leader is a better fit in my opinion, as it could mean that they don't strictly need to dominate those barbarians and that they aren't compelled to purgue them for being evil.
Another reason for neutrality is the direction that barbarians are taking in ExtraModMod. In my opinion, in Fall from Heaven the Barbarian trait does not only mean that a certain leader made peace with these barbaric people, but it also seems to imply being a bit like them (hence the research penalty). Barbarian in vanilla FFH seems to imply "at peace with some evil orcs that are not in the clan of embers" but I have always thought that having mostly orcs as barbarians came from coding limitations and not from an actual design decision in this direction (let me know if I'm wrong ). This is part of why lfgr's idea of Barbarian Cultures appealed so much to me. When this feature is finished, the game will have barbarian cultures that will not necessarily be evil; it does make sense to have some non-evil leaders with Barbarian too.
ExtraModMod also has a big share of evil Barbarian leaders already. Averax, Braeden (now proposed to be changed), Charadon, Hyborem, Weevil and the three clan leaders. The only neutral barbarian leader right now is Kane, so I believe that a Hippus one is a nice addition to the list.
I also don't want a second Hippus leader with purely militaristic traits; that is Tasunke's role. I wouldn't mind changing Charismatic in Uldanor to something even more oriented to military affairs, but IMO Charismatic fits the role better.
[to_xp]Gekko;13720302 said:2) I think you are vastly underestimating the usefulness of "heal after combat" , it's essentially like having free March on all units which is extremely powerful ( and tons of fun for warmongering leaders ) .
March is superior for less powerful units. March can be used to heal faster after a big battle (for example after suffering collateral) without having to stop your war efforts for some turns. Heal after combat only triggers right after a single combat, and in most cases 10% will not recover all of the damage you suffered; therefore it is mostly useful to give your units a bit more durability in stack vs stack combats. Heal after combat is awesome for very powerful units, I agree... specially on the defensive. But normal units are more significant for winning big stack vs stack combats in my experience. Since Savage does not help those units at all, and its other effects are not very significant either, what we have is a trait that helps in only a few corner cases which is therefore underpowered.
[to_xp]Gekko;13720302 said:3) imho "stealing" unique features from civilizations is just wrong, one of the main design goals of FFH2 is providing each civilization with a distinct gameplay. If we want to spice up a couple new leaders we can come up with a new mechanic, there's no need to borrow mechanics that are supposed to define a civ.
It is the same case than giving Barbarian to non-Clan leaders, Ingenuity to non-Khazad leaders or (more recently) Tolerant to Decius. The first two cases happened during vanilla Fall from Heaven times (Charadon got Barbarian, Mahala got Ingenuity). I already mentioned a lot of other features of the Doviello that would remain unique in my previous post. I also don't believe that the Doviello are defined by just this mechanic. Having said this, a specific proposal for a new mechanic for Savage could change my mind if it is better than what I came up with
Hi, I've been using this mod and enjoying it the past couple of days. Thank you all for the work you continue to do on this, it's great to see modders still dedicated to trying to perfect such a big project.
Welcome to the forums! I hope that you enjoy ExtraModMod and keep telling us what you think
There was a bug in MNAI which prevented dungeons from spawning, I'm not sure if it made it's way into EMM already.
ExtraModMod 0.5.0-beta1 should have that bugfix: https://bitbucket.org/Terkhen/extramodmod/commits/8e91eb9c3841f1b0f4f6d7c50bd013dbd22d42fa
I do have some weird error with EMM and Blue Marble - it works fine if I install EitB but doesn't work in MNAI or EMM. I'm so accustomed to it by now that without it map looks really ugly to me. I reinstalled Civ and all the mods to make sure the error I posted earlier isn't related to a faulty install, so I went with a clean install. Everything worked fine prior to that. Anyone has any ideas?
I have never used Blue Marble so I don't know if it is supposed to work or not. Are you using the Fall from Heaven version of Blue Marble or the regular one?
Because of that reason, I've been playing EitB instead of EMM and I want to ask about two major issues, balance-wise:
1) Pyre Zombies
2) Loki
Those two issues are something EitB didn't change much, and understandably. EitB is balanced around their own multiplayer pitboss/pbem games. For humans, Pyre Zombies are annoying and dangerous, but manageable. It requires some effort, but it is doable. For single player, it's a catastrophe. AI can't deal with Pyre Zombies and simply throws stack after stack at them until it losses horribly. In my last EitB game as Malakim, I've watched Sheaim take over every single civ on a large Pangea map with Pyre Zombies. I've beaten them down with several Life II mages later, but every AI fell without exception, including Doviello (casting Wild Hunt in late game and getting cca. 300 wolves didn't help), Clan, Khazad, Sidar, Lanun, Amurites.
Loki, of course is even worse. In multi, he's a 100% useless. You basically build him and delete him for Shrine of the Champion. A player can deal with him, simply DOW Balseraph as soon as you see Loki in early game if you're not a cultural leader. BUT, Like with Pyre Zombies, AI can't deal with him and if Balseraph start close to non creative civ, it's a joke. AI doesn't understand, so it just keeps pumping out cities for Loki to take over.
Has this been addressed in EMM or are there plans to address it?
Qgqqqqq already mentioned the biggest change to Pyre Zombies included in ExtraModMod. I remember that Tholal added improvements to how the AI uses and deals with suicidal units (fireballs, pyre zombies...) but I can't find the log. I have seen the AI using Pyre Zombies with some success, but I have never seen or had any reports about anything as extreme as you mention. What leader was leading the Sheaim in that game?
I disagree with Loki being remotely useless in multiplayer; my friends whine whenever I play Balseraphs. For starters, if you believe that humans are going to be a problematic target you can always target AIs. Killing Loki is not as easy as you say for a human player; for starters you need to declare a war and that may trigger other attacks while he's distracted, dealing with war weariness and so on. Actually killing Loki (specially if it is using puppets as a decoy or as extra defense) requires an investment of units and time that may cripple their early game expansion a lot.
Tholal has improved how the AI uses Loki in More Naval AI (and I include those changes) but I don't think that the AI has been taught to deal with Loki. In fact, it seems like something extremely difficult to do. A small improvement could be making the AI delay settling as long as a non-team Loki is nearby, but human players would just move away and then back once that the city is founded. Since human players are also relatively undefended against this strategy, I believe that the most useful measure would be to just increase the AI diplomacy penalties after a city is stolen, and forcing it to start preparing a warplan when the second one is taken.
Concerning Unicorn event, I do understand that the point of the story is to showcase just how much of a dark, not-your-typical fantasy FFH really is, but I only got that AFTER reading the story. It's very hard to connect the two just from the in game event. I think that it would be best to remove the event in its entirety, because, even after thinking about it, I can't find the format in which it would convey the point of the story on wiki.
I did not know about the lore story behind the event until this discussion started and [to_xp]Gekko mentioned it, but I never missed having different options. A free +1 health for the people of one of your cities is too good (with good meant from an alignment point of view) to let it pass. As I mentioned I would be willing to add a "do nothing" option that teaches the point of the event to players that select it, but I don't want to make any other changes to this event or to remove it.
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Sarmatian: Did you experience that game freeze on single player or in multiplayer? I loaded that game on single player and wasn't able to reproduce the game freeze after 5 or 6 tries. While hunting for OOS errors by making AIs automatically play on multiplayer I have found a game freeze bug which at first I believed to be related to your report. After 20 350 turn games on single player I did not manage to reproduce it, but on multiplayer it happens on nearly every game. It's driving me crazy :S
lfgr: It's not a priority right now, but do you think that proposing and discussing a schema of barbarian cultures along with their UUs could help on reducing the amount of work required for Barbarian Cultures?
Also, the only big feature remaining that I have planned for ExtraModMod is Victory Sharing. The team separation and diplomacy changes are already in place; I just need to tweak victories and other minor stuff and it'll be done for 0.5.0-beta2. After 0.5.0 I just plan to tackle some of the features tagged as FUTURE in the issue tracker for each major release, and to polish existing stuff by adding stuff like new art, events and so on. This leaves me with enough time for helping actively with BarbsPlus development, if you want. I wanted to ask you if there is something in the BarbsPlus tracker you want me to do, or if I could just help by picking up some of the minor tickets such as this one and providing patches for them.