Fall Flat Release

The Dural are on my list, I'm just unsure of what to do with them. One of the ideas thrown around was to let them build Supplies units so they could have buildings up sooner, but I'm not sure how overpowered that would be say, under God King and with a hilly capital. There's a lot of potential for cheese there.

One of the issues with the Dural is that there's just not much existing for a builder-civ. There's no victory the Dural are better than anyone else - the Scions will slaughter them in a cultural victory race, the Altar is tied to prophets not production. None of the other types even remotely strikes me as close to on-target. Fall Further is a very conquering-heavy kind of game.
 
Generally, conquering is the only type of game i play. I leave the door open for Tower of Mastery as well as Religious victory, but i do that for the Ai, as i generally shoot for Vassalization of my enemies far and wide. I dont even do Tomb victory, as i prefer to actually enjoy the bonuses of the Ultimate Tomb without the game ending.

I have been finding though that this is not exactly a good strategy for the Scions though. Not in the early to mid-stage game. They are extremely handicapped by their dependence on their proximity to their capital, for Awakened's if nothing else. Has the potential to give them a lack of parity with their peers in the tech race.
 
One of the issues with the Dural is that there's just not much existing for a builder-civ. There's no victory the Dural are better than anyone else...

You're making a "pure" (ie, not magic-y) builder victory condition!? Great, I've been wanting one!

Waiting... waiting... waiting... waiting... ;)
 
You're making a "pure" (ie, not magic-y) builder victory condition!? Great, I've been wanting one!

Waiting... waiting... waiting... waiting... ;)

I wish I could. I don't even know how to set up victory conditions (I'd assume that's DLL based.) and even then I don't know where to start from a flavor perspective.

At one point my beta group had exhibited some interest in, at high tiers, being able to use production from multiple cities to build a Titan Construct of sorts, like the spaceship victory but instead of a spaceship, building a giant walking steam titan that kills all your enemies.

But that doesn't really feel Dural-ish. Now, when I drag the Mechanos in.......
 
Yeah other than improving their world spell, I can't think of many ways to improve them.

Just brainstorming...

Perhaps tie their building capabilities into happiness and culture somehow? They are an engineering/builder civ, so theoretically the populace should be happy when their cities grow and get new features. You could add some sort of culture/happiness modifier for every 5th building or somesuch.

I do think building supplies would be too powerful. But along those lines kind of, I don't see a problem giving them some nice bonuses for mines and quarries, maybe just +1 hammer (kind of like the Arete civic) that can be explained by their engineering prowess.
 
By 'Mechanos' are we talking a Vinci style civ as per the Vinci in the Rise of Legends game? Steampunk such? Or are we talking stereotypical gnomish 'gears and coils without purpose' style machinery.
 
By 'Mechanos' are we talking a Vinci style civ as per the Vinci in the Rise of Legends game? Steampunk such? Or are we talking stereotypical gnomish 'gears and coils without purpose' style machinery.

The Mechanos in Orbi's modmod will be what I use for a base, with some hefty editing (like the removal of all of the Warhammer 40k Adeptus references...) but the Vinci from Rise of Legends are a good example of what I'd like them to become.

I actually really enjoyed Rise of Legends as a game, but my rig wasn't up to speed when it came out. Now the game has no support (yay Micro$oft) and is unplayable without patches :sad:
 
What do you mean by 'no support', you mean tech support? I have never needed tech support, as the game is, from what ive experienced, very stable. It is very rigid, but very stable. I suppose that if your referring to modder support then yes you are right. The only mod i can think of as i would want right now would be to include the campaign Heroes in the skirmish mode, all 12 or 13 of them, as opposed to the major figures of each faction.
 
I couldn't get a skirmish to start, which was something fixed in a patch, which I can't get or find for the life of me.
 
More thoughts:

a) Pikemen. Simple engineering. Hippus killers :p

b) A Soldier of Kilmorph equivalent that isn't tied to religion that hurries production. A mini engineer of sorts.

c) Engineer specialists give +1 hammer than normal engi's.

All these are still pretty bland imo...they really need some sort of unique flavour other than 'we build stuff!!! go us!!' but I can't come up with anything.
 
My design documents include a LOT to try and make builder a viable strategy, mostly depending on weaving the magical aspect of the world into normal operations more. Relies on a few mechanics which I have gotten stopped midway through building. Since magic so far is almost entirely combat oriented it is just difficult to protect yourself from that and yet be a viable builder.

You can actually define a Victory Condition in python quite easily. Just create a blank victory XML item and then in the doVictory python call specify how to identify that as a win.
 
What if there palace gave marble. I guess its bland but it would mean they can consistently churn out marble wonders.
 
Wonder building is nice, but a builder civ would have alot of Nation specific wonders too, some cast in Copper like the Colossus, others sheathed in marble too, but builders would like to acquire a variety of materials to experiment with. Which would be a good reason to go to war, assuming they had superior bonuses from certain resources compared to other civs.
 
I suppose their custom workshop could give hammer bonuses from access to resources, assuming that's possible? Hmmm.
 
I believe Vehem was going to be looking at the original FF civs soon... He already improved the Archos, so I'd just sit and wait.

Aye - that's my current project - Dural and Chislev are next up (Austrin are also getting a minor change that should make a fairly big difference to how they can settle cities).
 
I'll keep messing with the civs I'm messing with over here, then.

On MY plate (less important for the general population, but hey :D)
1) Grigori adventurer spawning being made independent from Great People, additionally, upgrading Luonnotar.
2) Doviello still need help - possibly losing Barbarian to gain Feral (Peace with animals) but I haven't decided anything yet. Maybe a leader with Barbarian and a leader with Feral.
3) Drag the Mechanos in after hefty changes.

Everything after that is REALLY tentative as I would need artwork and models and stuff that I don't normally handle.
4) I'd really like to do an asian themed civilization as they're not represented in the game. Also, I am a bit of a weeaboo.

As a sidenote expect to see more updates - after the release I wound down a bit, playing some FCOM'd oblivion and trying to get my hands dirty with Empire: Total War's modding (Which is abysmally troublesome and time-consuming without proper tools!) but I can already hear the call of Fall Flat's code.
 
Back
Top Bottom