Fall Flat Release

First 300 turns, only two notes:

Xivan:
-Add to the Great Prophet event an ability to purchase a GP regardless of alignment but at a much higher cost - 500 gold?

Events:
-Add an option to Muris Clan goblins to solve the situation with gold [200?]. This event frequently occurs very early in the game with a high probability of ruining your capitol. I have restarted several games due to its present incarnation. Unlike many of the other 'bad' events the effect is permanent - even getting nature mana later on will not allow you to fix the problem. Losing a food in your fat cross permanently SUCKS.

I know Event's are something we've briefly discussed adding more of and reworking some of the existing ones. For this release Ice was kinda wanting to put the brakes on changes a little bit and get a stable version to release to you guys since he had been talking it up for the last few weeks. It is a change we are definitely wanting to do. It is my understanding that the Fall Further team is also working on changing and adding events as well so we will see how it all works out. :)


"*Daracaat is no longer a Barbarian leader." I disagree, I think it fitted him great. I guess you got rid of barbarian cuz it made him overpowered? I'd rather see the Archos nerfed in some other way than losing the barb trait.

As for the Archos change that removes the Barbarian trait. That was kinda me. I had been playing the Archos through a couple of our test games to test out stability of fall flat and the Fall Further changes. In one of our longer games We had got to talking about how the Doviello didn't have anything that really set them apart and made them unique from the Clan. Through the course of the conversation I had mad mention that the barbarians were just kinda Clans thing since all Barbarians are Orcs and goblins anyway. We had bounced around several ideas on how to make them unique.

This whole time I was having to deal with being allied with the Barbarians as the Archos. They were marching through my territory and killing my spiders. IT seemed they would march in and be right next to my capital when a spider was born and then leave. I found it annoying because to me it made no sense that I was even allied with the Barbarians to begin with but I took it in stride. When I got Giant spiders I was eating the things anyway because they were conveniently in my lands and I could use them to level up my Giant spiders without fear of of retaliation. I personally thought that was borked as well. (ADD Moment: Now that I think on it how could the barbarians even kill the Baby spiders in my city when they should be hidden...)

Where this all came to a head was shortly after I absorbed the nearby Chizlev Civilization. I had found myself ringed by Barbarian cities. No problem I thought to myself. I gathered up an army and meant to attack a city to get rid of a truce I never wanted in the first place. Only to find I couldn't do it. There is no way to break a truce other than to completely outscore everyone else and in this instance it was hampering my ability to even do that because It had stalled my expansion. Eventually I went around them and went to war with the Clan of Embers but it left gaps in my borders that really annoyed me. The whole game had basically been dealing with the annoyance of the Barbarian truce that Didn't make much sense to begin with. At least with the Clan you have Rantine and can turn these offending cities to your side.

The whole thing just wasn't in theme. I have spiders that nom nom nom about everything. Heck we nom nom nom our own population points at times but when it came to the barbarians we play all nice and can never do anything to them? It isn't like removing the Barbarian trait was a buff either. Archos now has to deal with the barbarians the same as everyone else.

For the record I think the Barbarian trait should be removed form the Doviello as well. WE have tossed a few ideas around about that. One is to change the Doviello from being allied with the Animal barbs instead of the Orc Barbs. If we did that we were also discussing having recon units the ability to capture the animals somehow. Possibly using the same code that we are thinking of using for the Archos to capture spiders. That's all still up in the air though. Ice is wanting to restrict the ability to wolves while I'd like to see it expanded a bit more than that. Anyway don't be surprised to see the Barbarian trait altered or removed from the Doviello at some point as well.
 
Looks like some very impressive work :goodjob:

On the topic of installers, I may be able to save you some work. The following is the one used for Fall Further (which I believe is still used by Orbis). It is for Inno - which is freeware and pretty powerful...

I had actually picked up Inno - but I didn't want to fool with it before getting this out here for feedback. I appreciate this. Hi hi, hi ho, it's off to make this thing into an installer I go.
 
Hey, can anyone tell me if the AI got better or not? The weak AI really makes FF unplayable.
 
Fall Flat doesn't have Fall Further's gradual improvements system, which seems to help the AIs out a lot, and it has enhanced ways of telling the AIs what they need to research to get an empire going.
 
Fall Flat has a setup program now, thanks to Vehem's assistance.
 
Where this all came to a head was shortly after I absorbed the nearby Chizlev Civilization. I had found myself ringed by Barbarian cities. No problem I thought to myself. I gathered up an army and meant to attack a city to get rid of a truce I never wanted in the first place. Only to find I couldn't do it. There is no way to break a truce other than to completely outscore everyone else and in this instance it was hampering my ability to even do that because It had stalled my expansion.

In my FF j game I just cast the ritual that turns barbs into animals and puts me at peace with them. 4 tigers spawned in a corner where only I can get to them do to my culture ringing them in. Tiger is the LAST thing I need for my Menagerie I was thrilled... until I had this EXACT same problem. I can NOT go to war against animals now. I even brought over a mage with malstorm and used it to nuke them... they took damage but refused to fight me.

Grrrrrr
 
There are certainly problems with the whole hidden nationality concept.

I;m thinking, when you hit units belinging to a barbarian faction with a big spell, those unit, and ONLY those units, should declare war on you. Perhaps by making them Alwayshostile or somesuch.

Generallt, It shouldbe impossible to break peace with a barbarian faction, except by some ritual
 
Spells can't cause war to trigger with the Barbarians. Excluding shared diplomacy when taking on a Vassal, only leaving Ashen Veil (demons) and gaining too high of a score (Savages) can cost you your peace. All other attempts will be fruitless.
 
Hey, can anyone tell me if the AI got better or not? The weak AI really makes FF unplayable.

AI is much improved in FF050J already. Expecting to be even more so in the next patch. I have already found out than I need to change my tactics against the AI. They are much more...rational, now.
 
Great work!
Would definitely experiment with the Mendacites. Quick question about them:
As they are "High Priests", can they build temples of whatever religion they are currently High priests in?
 
No, though you can still build the T2 priest units for any religion you have.
 
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