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Fall from Heaven: Rise of Mania

Err woops. Thanks for reporting. I mistakingly put an 'or' where an 'and' should be in a python file. In fact I predict currently no one will be able to run Public Healers. :blush: Sorry... With all those changes it's easy to miss a mistake sometimes. Anyway, a serious enough issue to fix it right away, so I'll release version 6. I was hoping to wait until patch j came out, so I could take over the changes to drafting, but whatever. I'll upload the file tomorrow. Meanwhile here's the changelog:

Notice this? that's why... and it's fixed now with the new update he uploaded
 
ok , have to post this ....

i have now finally found the one patch with mania that i will not be patching. unfortunatley this prolly means an further patches are also useless to me. In one patch i can see multiple things that are unbalancing and thats very strange.

-- dwarven druids soo early and not part of the recon tree. personally i dont get it. if you wanted to make them see shadows to overcome the "weakness" of the dwarves to shadows (which i have yet to ever experience) thats well and good , but to make them sooo much easier to get all at the same time i truely dont understand.

i guess i am also a little out of date on what you have been doing with the tech tree also. at this point can you redo the tree.

changes to the archery line and not needing the metals i can understand , however for longbowmen and above if your removing metals can you put in silk as a requirement? at least its semi-limiting and honestly makes sense for the bowstrings.

- arcane barges no longer need fire mana? umm ok , not sure the reasoning here , but you jsut created a very powerful , cheap , difficult unit to deal with.

- do you feel turning jungle into forests is even remotely needed? or is this jst a way to avoid using the tech that allows for clearing jungle? your already looking at elves having the ability to build in forests so popping them into jungle outright is HUGE. and orc can already build in jungle so for an orc who takes leaves as a religion whats going to happen when all his jungles pop to forests?

- captured slaves keep their race? again how many ways can i think of this being broken. saying if a worker is taken as a slave it keeps its race i understand , but a slave should be a slave should be a slave. giving dwarven and elven slaves to balsaraph and OO jsut because they killed a dwwarf or an elf is again a bit off .

- why did you need to make pikemen more attractive? dont they get used alot more now to combat the hordes of mounted units that we see in mania?

- removal of the great artist from drama because you feel having too many one time bonuses granted to a tech .... do you , or anyone really , rush and get drama due to the power of these one time bonuses? last i recall drama was considered a bastard stepchild of a tech and needed a bit of a boost. in fact , the only time i even research it is on custom maps where space is at a premium (or on an always peace game).

ok, enough of a rant .... gl and enjoy the mod
 
-- dwarven druids soo early and not part of the recon tree. personally i dont get it. if you wanted to make them see shadows to overcome the "weakness" of the dwarves to shadows (which i have yet to ever experience) thats well and good , but to make them sooo much easier to get all at the same time i truely dont understand.

I agree with you- that ability to dwarven druids seems a little odd. We had discussed the need for dwarven recon unit before though, never thought druids would get the ability though!

changes to the archery line and not needing the metals i can understand , however for longbowmen and above if your removing metals can you put in silk as a requirement? at least its semi-limiting and honestly makes sense for the bowstrings.

Linen, hemp and sinew are historical bowstring materials. Silk would not be strong enough. Since cotten for linen and marajuana for hemp don't exist as resources, use cows for the sinew?? I suppose maybe substitute corn for hemp but that is probably not strong enough either...

- do you feel turning jungle into forests is even remotely needed? or is this jst a way to avoid using the tech that allows for clearing jungle? your already looking at elves having the ability to build in forests so popping them into jungle outright is HUGE. and orc can already build in jungle so for an orc who takes leaves as a religion whats going to happen when all his jungles pop to forests?

yes- and 10% a turn to boot.... If this is really wanted, maybe .01%? but needed? FoL can cut down jungles and bloom a forest. is an automatic wait 10 turns and get it all for free necessary?

- captured slaves keep their race? again how many ways can i think of this being broken. saying if a worker is taken as a slave it keeps its race i understand , but a slave should be a slave should be a slave. giving dwarven and elven slaves to balsaraph and OO jsut because they killed a dwwarf or an elf is again a bit off .

I don't understand how you think this one is broken. This is needed- because there are human cages, dwarf cages, elf cages, etc. How are you supposed to build them otherwise?

- removal of the great artist from drama because you feel having too many one time bonuses granted to a tech .... do you , or anyone really , rush and get drama due to the power of these one time bonuses? last i recall drama was considered a bastard stepchild of a tech and needed a bit of a boost. in fact , the only time i even research it is on custom maps where space is at a premium (or on an always peace game).

I agree and am confused on this too- I thought the general consensus from the theaters thread was drama technology and theater buildings are both severely overpriced and not really useful. I used them anyways, but I'm still a noob- and haven't played as much as others...
 
Notice this? that's why... and it's fixed now with the new update he uploaded

Version six doesn't break savegames btw, so you should be able to continue your Grigori game.

ok , have to post this ....

Hi long time no read. :)

-- dwarven druids soo early and not part of the recon tree. personally i dont get it. if you wanted to make them see shadows to overcome the "weakness" of the dwarves to shadows (which i have yet to ever experience) thats well and good , but to make them sooo much easier to get all at the same time i truely dont understand.

Well I was only reacting to this:
http://forums.civfanatics.com/showthread.php?p=4876988#post4876988
and especially to this:
http://forums.civfanatics.com/showpost.php?p=4876988&postcount=30

Though actually it's just as costly for the Khazad to research towards Metal Casting + Priesthood than for Fellowship of Leaves followers to research towards Commune with Nature. They could of course be delayed a tech towards Mithril Working? But then they would take much longer to research than with Commune with Nature! Though of course then the Dwarves wouldn't be forced to research the otherwise for them completely useless recon branch.

changes to the archery line and not needing the metals i can understand , however for longbowmen and above if your removing metals can you put in silk as a requirement? at least its semi-limiting and honestly makes sense for the bowstrings.

I don't know: silk is probably too rare. And wheat/corn/cow too abundant to make any difference. The Chinese Unification scenario in Warlords has a Hennep resource though IIRC. It could be neat if FfH took that over. Though as far as I can see longbowmen requiring no resource should only be a balance problem if suddenly everyone starts b-lining to the archery line instead of melee/recon/mounted, no? Somehow I doubt this will be the case...

Though how about silk (which one could think of to include bowstring material) as the requirement for flurries and marksmen, instead of iron and mithril? For tier4 units a rare resource requirement is not unbalancing I assume. Thoughts?

- arcane barges no longer need fire mana? umm ok , not sure the reasoning here , but you jsut created a very powerful , cheap , difficult unit to deal with.

That's actually the situation in regular FfH: arcane barges requiring no fire mana. Anyway, for the record, my reasoning was: people have said that fire mana is one of the best manas around and the first they build on a mana node(though personally I don't really agree with this opinion). So my prior change to make the arcane barge require fire mana makes fire mana even more powerful, as it removes an option to gain fireballs without having fire mana.

Though actually I don't really care much either way. If there are other people who think the arcane barge should require fire mana, I'll happily put it back in.

I had another idea in mind though. Wondering what you'd think about that. Arcane barges no longer requiring Sorcery, but instead requiring Fire Mana OR Gunpowder. (Unfortunately you can't give OR tech or building prerequisites to units) This way people would have two routes to get arcane barges: the usual magic way, or the alchemist way (gunpowder is enabled by Alchemy). Here the 'gunpowder' resource and fireballs would actually represent Greek Fire. :) Side benefit would be that the Alchemy b-line could become a bit more attractive.

- do you feel turning jungle into forests is even remotely needed? or is this jst a way to avoid using the tech that allows for clearing jungle?

That's basically it. FfH is all about specialization. It didn't really feel right to me that Fellowship of Leaves has to research the farming branch. And chopping jungles doesn't really fit in their ethos I assume. Anyway, I've already played a game with this change, and the change goes much slower and gradual than you'd expect. :hmm: I could always half the chance to 5%? For comparison, forest -> ancient forest is 3%, though here too it seems to take much longer than 33 turns.

your already looking at elves having the ability to build in forests so popping them into jungle outright is HUGE. and orc can already build in jungle so for an orc who takes leaves as a religion whats going to happen when all his jungles pop to forests?

Re Elves, if that's a problem the Elves should be dealt with, not the Fellowship of Leaves as a whole. Though actually, since the Elves can build farms on forest, they are the Leaves follower for whom Sanitation is most useful, so a jungle->forest change would have the least effect on them.
Re Orcs, the event which changes jungle into forest also removes all terrain improvements except forts.

- captured slaves keep their race? again how many ways can i think of this being broken. saying if a worker is taken as a slave it keeps its race i understand , but a slave should be a slave should be a slave. giving dwarven and elven slaves to balsaraph and OO jsut because they killed a dwwarf or an elf is again a bit off .

As cvlowe said, the fact that if you capture a unit, it turns into a slave of its race is already in in regular FfH. What I now did is only a bugfix I assume. I noticed in my current Balseraph game that if I defeated any orc unit, I got an orc slave a quarter of the time as it should be, but if then the Clan of Embers immediately recaptured that orc slave, it turned into a human slave... I don't think that can be intended.

- why did you need to make pikemen more attractive? dont they get used alot more now to combat the hordes of mounted units that we see in mania?

I don't know - nobody's commented on that yet. Do they?

Side benefit is of course a b-line to Constitution becomes more attractive. And Pikemen could be weakened a bit again by having them use the Bronze/Iron Weapons system.

- removal of the great artist from drama because you feel having too many one time bonuses granted to a tech .... do you , or anyone really , rush and get drama due to the power of these one time bonuses? last i recall drama was considered a bastard stepchild of a tech and needed a bit of a boost. in fact , the only time i even research it is on custom maps where space is at a premium (or on an always peace game).

Well the great artist got removed but the Perfect Lyre got a 500 hammer reduction in cost, so in theory this should be a zero-sum operation. Have you ever built the Perfect Lyre btw shortly after researching Drama? I at least haven't, even not with the Balseraph. I'm hoping it might with this change. I could lower the cost even more to 250 or 300 hammers?

Btw, if you're always the first to research Drama despite not even b-lining to it early on, you should probably play with more powerful AI opponents. :D

Btw, I was also thinking about removing the free Great Engineer from Engineering, for the same reason: it already has a one-time bonus. I guess people would be against that too? :mischief:


Anyway, I hope I'll get some reactions from several people to these issues. :)
 
ok , here goes again...

- gotcha on the slaves bit , sorry been a long time since i really used them. personally i dont really like balseraph seeing as pepintach was always a lil buggy for me and the other one is a waste imho. i do use OO alot , but tend to not be able to make cages and sac my slaves pretty quick.

- typically i am first to get drama when i get it , which is only wheni am pressed by the AI. i would LOVE to be able to play with more powerful AI's (hows that AI patch coming?hehe , been playing on diety for a while)

- please dont take it from engineering it works and helps support a less used tree.

- as far as the jungle to trees .... please play the clan and go for FoL and see jsut how nice that is ... then see how your change really will bend them over. and how it does not add anything to the other groups other then saving the build time (and making it so they dont have to learn to clear jungle)... on that note if your FoL your NOT taking the tech for the healthy so why take it again? ahh jungles...

- the mellee line was great you got to the point of macemen and pikemen and were given a CHOICE of 2 good units , both with specialties. if you did not build both 9 times in 10 you faced the wrong ones. i typically garison a min of 3 units in a city (archer, mellee , pike) and sometimes a horse ... lol

- as far as your saying with teh arcane barges (lets accept the fire mana issue atm , will talk about that below). what sets the arcane barge aapart is the fact taht its attacking from a range and has a very large effective combat range. (example of obsurd - base move + promos + navigate globe + lanun + oarsmen? + range of fireball) thats without haste , lol.

- i assume the dwarven druid thing was for the khazad benefit. but i ahve to ask , hwo are the khazad weak to shadows? are they killing your poor defenseless hammerfists? i will however make what i feel is an honest suggestion , make a dwarven arbelist to replace longbowmen and a dearven marksmen also and have both require gunpowder. put them in the chemistry tree with the cannons.

- sylvans perfect lyre ..... you want this to be useful? change it from 100% culture to 50% culture in city built , and 10% in all other cities and keep it at full cost.the downside is for the 10% to matter you still need over 10 culture per turn and at that point you dont need it. thinking again its mostly a redundant thing. change the lyre to 10 in city and 1 in all other cities ... then you can see some real use.
 
ok , here goes again...

- gotcha on the slaves bit , sorry been a long time since i really used them. personally i dont really like balseraph seeing as pepintach was always a lil buggy for me and the other one is a waste imho. i do use OO alot , but tend to not be able to make cages and sac my slaves pretty quick.

- typically i am first to get drama when i get it , which is only wheni am pressed by the AI. i would LOVE to be able to play with more powerful AI's (hows that AI patch coming?hehe , been playing on diety for a while)

- please dont take it from engineering it works and helps support a less used tree.

- as far as the jungle to trees .... please play the clan and go for FoL and see jsut how nice that is ... then see how your change really will bend them over. and how it does not add anything to the other groups other then saving the build time (and making it so they dont have to learn to clear jungle)... on that note if your FoL your NOT taking the tech for the healthy so why take it again? ahh jungles...

- the mellee line was great you got to the point of macemen and pikemen and were given a CHOICE of 2 good units , both with specialties. if you did not build both 9 times in 10 you faced the wrong ones. i typically garison a min of 3 units in a city (archer, mellee , pike) and sometimes a horse ... lol

- as far as your saying with teh arcane barges (lets accept the fire mana issue atm , will talk about that below). what sets the arcane barge aapart is the fact taht its attacking from a range and has a very large effective combat range. (example of obsurd - base move + promos + navigate globe + lanun + oarsmen? + range of fireball) thats without haste , lol.

- i assume the dwarven druid thing was for the khazad benefit. but i ahve to ask , hwo are the khazad weak to shadows? are they killing your poor defenseless hammerfists? i will however make what i feel is an honest suggestion , make a dwarven arbelist to replace longbowmen and a dearven marksmen also and have both require gunpowder. put them in the chemistry tree with the cannons.

- sylvans perfect lyre ..... you want this to be useful? change it from 100% culture to 50% culture in city built , and 10% in all other cities and keep it at full cost.the downside is for the 10% to matter you still need over 10 culture per turn and at that point you dont need it. thinking again its mostly a redundant thing. change the lyre to 10 in city and 1 in all other cities ... then you can see some real use.

It`s a bit too late to answer a lot of your questions, but regarding slavery. Imagine that Faeryl Viconia is your neighbour, and you end up in a war with her. Those elven slaves are great. Even if you have to stack 2/3 of them together to be as efficient as a normal worker, those slaves still can work forest tiles like an elf ;)
 
- gotcha on the slaves bit , sorry been a long time since i really used them. personally i dont really like balseraph seeing as pepintach was always a lil buggy for me and the other one is a waste imho.

Really? Balseraph has become my favourite civ. :D

i do use OO alot , but tend to not be able to make cages

They're Balseraph only. Anyway, in RoM slaves can't build the terrain improvements of elves & dwarves anyway, so capturing a slave of another race has for most no effect whatsoever.

- typically i am first to get drama when i get it , which is only wheni am pressed by the AI. i would LOVE to be able to play with more powerful AI's (hows that AI patch coming?hehe , been playing on diety for a while)

Wow! :eek: On what map size with how many opponents do you play?
Anyway, I'm hoping the Fire phase will include some of the work of Blake/Iustus on AI. :)

- please dont take it from engineering it works and helps support a less used tree.

On a general note, giving one-time boni to boost an unused tech tree is a bad idea IMO, as it still leaves the branch unattractive for everyone but the first researcher. I don't know, I'd rather do some other stuff. Perhaps a 25% increase in worker speed with Engineering for everyone? Or remove the windmill and watermill terrain improvements (they're kinda redundant anyway due to terraces/pastures/mines and the ability to terraform) but instead add a windmill and watermill city building which increases hammer and food production?

- as far as the jungle to trees .... please play the clan and go for FoL and see jsut how nice that is ... then see how your change really will bend them over. and how it does not add anything to the other groups other then saving the build time (and making it so they dont have to learn to clear jungle)... on that note if your FoL your NOT taking the tech for the healthy so why take it again? ahh jungles...

Could you please rephrase this? I'm not sure what you want to say.

- the mellee line was great you got to the point of macemen and pikemen and were given a CHOICE of 2 good units , both with specialties.

Hmm? Are you against the change to pikemen because it makes them too powerful, or because it weakens the melee line a bit and spreads the benefits elsewhere?

- as far as your saying with teh arcane barges (lets accept the fire mana issue atm , will talk about that below). what sets the arcane barge aapart is the fact taht its attacking from a range and has a very large effective combat range. (example of obsurd - base move + promos + navigate globe + lanun + oarsmen? + range of fireball) thats without haste , lol.

Yes, but how does this interact with fire mana being required or not?

- i assume the dwarven druid thing was for the khazad benefit. but i ahve to ask , hwo are the khazad weak to shadows? are they killing your poor defenseless hammerfists?

Well actually I have yet to face a single AI shadow. I always get bored and declare my game a victory before they reach them. :mischief: But anyway, I was just going on what was said in the other thread. Though as you can read there, there's disagreement regarding Khazad and Shadows. So no matter what I do, some people would always be unhappy... :(
 
Though how about silk (which one could think of to include bowstring material) as the requirement for flurries and marksmen, instead of iron and mithril? For tier4 units a rare resource requirement is not unbalancing I assume. Thoughts?
scarcity-wise it might fit. But a bowstring has to be able to stretch and return to its previous shape (which if you have ever worn a silk shirt you know is not the case), AND has to be rated 4 times the strength of a bow. So if silk on a regular bowstring is silly, on a longbow (typically about 80 pounds or so) the silk bowstring would have to hold at least 320 pounds. It would have to be a good inch thick!! Silk is valuable as a shiny, pretty cloth making material, not used in applications requiring durability. I know its a fantasy game, you could call it a magic silk bowstring or something- hey there you go require silk and maybe life mana :)

That's basically it. FfH is all about specialization. It didn't really feel right to me that Fellowship of Leaves has to research the farming branch. And chopping jungles doesn't really fit in their ethos I assume. Anyway, I've already played a game with this change, and the change goes much slower and gradual than you'd expect. :hmm: I could always half the chance to 5%? For comparison, forest -> ancient forest is 3%, though here too it seems to take much longer than 33 turns.
OK not sure how the game calculates, 10% seemed high though... 20 squares around your city, if all jungle should change roughly 2 a turn... That seemed crazy but if its not that, then might not be so bad.


Really? Balseraph has become my favourite civ. :D

Agreed :)
Could you please rephrase this? I'm not sure what you want to say.
I think he was trying to say- if you playing orcs, buuild up your jungles then get FoL, that will demolish all your cities improvements. In that case- this limits your religion options...

Still I don't see the need for the jungle-forest conversion. I am playing a game (vanilla FfH no mods) as Balseraph with OO and my island was mostly desert/jungle. I finally got some druids to terraform the desert to plains, and my workers hacked away at the jungles. Now the druids are running around blooming forests for the workers to build lumbermills, I'm even razing some of my own farms and cottages to grow forests cause my cities were too big/ not enough production. So if its WAY TOO easy for OO to grow forests all over their territory, why does FoL need assistance with it?

Well actually I have yet to face a single AI shadow. I always get bored and declare my game a victory before they reach them. :mischief: But anyway, I was just going on what was said in the other thread. Though as you can read there, there's disagreement regarding Khazad and Shadows. So no matter what I do, some people would always be unhappy... :(

I have, but as Kazad I found (after that discussion) it wasn't as much a big deal as I anticipated because I didn't have magic users, only solid troops in my invasion. I still think the hawk option would be cool :cool:
 
scarcity-wise it might fit. But a bowstring has to be able to stretch and return to its previous shape (which if you have ever worn a silk shirt you know is not the case), AND has to be rated 4 times the strength of a bow. So if silk on a regular bowstring is silly, on a longbow (typically about 80 pounds or so) the silk bowstring would have to hold at least 320 pounds. It would have to be a good inch thick!! Silk is valuable as a shiny, pretty cloth making material, not used in applications requiring durability. I know its a fantasy game, you could call it a magic silk bowstring or something- hey there you go require silk and maybe life mana :)

Option 1: "You have no idea how strong giant spider silk is, don't you??" :eek:

Option 2: Rename Silk to Hemp. Hemp giving happiness benefits still fits.

I think he was trying to say- if you playing orcs, buuild up your jungles then get FoL, that will demolish all your cities improvements. In that case- this limits your religion options...

Jungle with village: +1 gold, -0.5 health
Jungle with pasture: -1 food, +1 hammer, +1 gold, -0.5 health
Forest: +1 hammer, +0.5 health, with the option of growing into ancient forest

I don't see how the Clan of Embers is losing here. Jungle still sucks even with a terrain improvement. AFAIK Orcs being able to build on jungle is only useful to tie up some resources earlier.

Druids are another issue. I agree it's easy to bloom forest with them. One thing I did in RoM is to make them require Nature Mana as a starter. Though for the Fire phase I'm hoping more gradual negative terraforming will happen due to Armageddon spells, meaning terraforming becomes harder.

Btw, on what map size and with how many opponents do you play usually?

why does FoL need assistance with it?

It's to allow specialization, to not force them to research techs which are otherwise useless for them. (Same reason why Dwarven Druid got moved to the metal branch) Though I must say it was very useful in my current Balseraph game where I don't have Incense and couldn't even bloom forests until druids! :sad:

I have, but as Kazad I found (after that discussion) it wasn't as much a big deal as I anticipated because I didn't have magic users, only solid troops in my invasion. I still think the hawk option would be cool :cool:

Ok, I'll guess I'll remove the shadow-see ability in version 7. ;) Which should be pretty soon, as Kael said he might release patch j this weekend.

Other stuff?

  • Half jungle->forest conversion for FoL (at least give it a try :p )
  • Make Pikeman use the Weapons promotion system
  • bugfix: Make Bronze/Iron Weapons require Bronze/Iron Working. Currently you only need the bronze/iron resource, which causes problems as these are already visible (and also enabled apparently) with Mining/Smelting.
  • make tier4 archers require silk or hemp instead of metal

Eagle would be cool, if someone gives me a graphics as Xmas present. :cool:

I'd of course appreciate feedback on what research paths everyone prioritizes now, so that I can make changes/reversions if necessary, especially regarding longbowmen and pikemen.

- why did you need to make pikemen more attractive? dont they get used alot more now to combat the hordes of mounted units that we see in mania?

So to other people: did you use pikemen more now, when it still was on Metal Casting?

And did/do you use arcane barges a lot?
 
Option 2: Rename Silk to Hemp. Hemp giving happiness benefits still fits.
I like! Will have to change the picture though! Though it should give +1 happy and -1 hammer :smoke:

I don't see how the Clan of Embers is losing here. Jungle still sucks even with a terrain improvement. AFAIK Orcs being able to build on jungle is only useful to tie up some resources earlier.

I haven't played orcs yet, so I really wouldn't know :undecide:
Druids are another issue. I agree it's easy to bloom forest with them. One thing I did in RoM is to make them require Nature Mana as a starter. Though for the Fire phase I'm hoping more gradual negative terraforming will happen due to Armageddon spells, meaning terraforming becomes harder.
When I played Khazad, my druids did not get nature as an option... I am sure I had a nature node... I think he had chaos instead.
Btw, on what map size and with how many opponents do you play usually?
Played huge with default for a few games. Took WAY to long to play a game though. Current game is large and I added 5 or 6 opponents. Ended up with 4 equal size big continents with approx 4 civs on each. The land got filled up VERY quick- so not much barb action :( After conquering my island, I went and attacked lanun- they were very warlike, killed two other civs and nearly the kurioates until I distracted them!! Now I'm rebuilding/consolidating then I'll take out the kurioates :lol:
Eagle would be cool, if someone gives me a graphics as Xmas present. :cool:
Hope you get your Xmas wish :lol:
I'd of course appreciate feedback on what research paths everyone prioritizes now, so that I can make changes/reversions if necessary, especially regarding longbowmen and pikemen.
Currently? I focus on techs that allow terrain improvements, sidetrack to found a religion once I can keep my workers busy, then economy/military/terrain again, and once settled in to a position I can hold and maybe expand a little finally start researching magic. I also prioritize the pact of nilhorn, the stooges are fun to send rampaging through opponents territory weakening and forcing them to waste time rebuilding their military units! When I am ready to go conguer, I focus on getting the baron. much fun and mayhem with self-replicating werewolves [party]

On another note, why don't werewolves regenerate?

Pikemen? I never focus on them, though they do make good defensive troops when I can build them, to send to newly conquered cities so the werewolves can continue their march!
 
When I played Khazad, my druids did not get nature as an option... I am sure I had a nature node... I think he had chaos instead.

Dwarven Druids replace the standard Druid and get Earth instead of Nature mana.

Played huge with default for a few games. Took WAY to long to play a game though. Current game is large and I added 5 or 6 opponents. Ended up with 4 equal size big continents with approx 4 civs on each.

Wanted to ask because personally I think FfH/Civ4/civ games in general fall apart on larger map sizes. Reason is the more time the human player has to expand and build up peacefully, the faster he will outgrow the AI. For a balanced game you need to be threatened military right from the start. Eg current game og me is on standard map size with eight aggressive AI opponents and raging barbs. Before this I played a couple games on small maps with 18 AIs, but found this to be easier actually because you're not bothered with barbs and can pick off all those small and weak AIs one by one.

Anyway, just a tip to perhaps try out once. :D

On another note, why don't werewolves regenerate?

Hmm, you mean they don't replicate, or can't get the regeneration promotion?
 
Maniac,

Some first impressions:

great mod on the whole! it's awesome that you're taking the time to try out some innovations. I'm a big fan of the idea of nomadism as an early game alternative to agriculture. I think I agree on a lot of your civics changes.

i'm not sure yet if I prefer the new terrain improvements. So far it just seems different, not better or worse overall; other than the nice synergy with Nomadism and pastures.

Your combat system, hmm, I'm of mixed opinion. I very much like what you did to "fix" cavalry and pikemen. But I don't care for the changes to archers, and how that changes the whole bow/melee dynamic.

Cheers
Smak
 
I think he meant the regeneration promotion... I think werewolves are plenty strong enough already, even if regeneration would fit, flavor-wise.

In that case, that's probably Kael's doing. And as you say, it's not as if werewolves are too weak.

i'm not sure yet if I prefer the new terrain improvements. So far it just seems different, not better or worse overall; other than the nice synergy with Nomadism and pastures.

Yeah I guess I made those changes more for realism reasons and not for gameplay balance or so.

Your combat system, hmm, I'm of mixed opinion. I very much like what you did to "fix" cavalry and pikemen. But I don't care for the changes to archers, and how that changes the whole bow/melee dynamic.

You mean the recent changes in version six, or the change from +50% city defense to +50% versus melee, and de facto removing of city raider & garrison?

Thanks for your comments!
 
Thinking more about pastures:
What if pastures started out like +2 food, +3 shields, +3 gold. But then after like 10 turns the improvemetn would devolve. And then devolve again until it was useless.
However you still wouldn't be able to build a new improvement on that square for a while, avoiding exploits.
 
few thoughts ....

1 - love the idea of hemp , but woudl ahve to suggest a base that hemp be grown in forest with no modifiers. then with a plantation give +1 happy , -1 food +1 hammer +3 gold. people tend to be more productive (if single tracked) , have the munchies more , and it sells well.... this also kinda favors the elves , but i am ok with that since they are likely the most prominent archers.

2 - werewolves ..... insanely overpowered but hey ... just mho. lets not change em.

3 - dwarven druids are extremely highly end game units for the khazad and iirc late game unit but nto as much so for luchirp. typically you get these units due to the fact that your in a comfortable situation militarily and have decided you want the mithril golem so you reasearch to get druids then finish the arcane line. the opposte is true for luchirp , you get golem mastery then go for druids , then the mithril golem. in either case you are sitting at final parts of the game , if you even get there.

as far as the type of game i have been playing its been huge map with default settings , on diety level this typically takes me about 16 hours of play time to complete. more often i play hotseat and it takes forever and we give up after 8 hours , lol
 
You mean the recent changes in version six, or the change from +50% city defense to +50% versus melee, and de facto removing of city raider & garrison?

Oh, I meant the more fundimental change, like +def becoming +vs. melee. It seems to make archers the core unit, which isn't my preference. I was actually pretty content with the vanilla system of axe>sword>city and spear>horse>improvement with archers as defenders.. I like the way every unit felt like it had a unique use.

What do you see as the role of melee in your mod? It feels like there's not so much payoff anymore for acquiring metals early.

On the other hand I'm actually totally with you on restricting promotions, although I think you went a little too far with Raider and Defence. I would have met you halfway on that one, allowing certain unit types to still get them at low level.

But you know which ones bug me are Shock, Cover, and Formation! I think those should really be restricted a lot more, as they really erodes a lot of the unique-ness between units. Just to brainstorm off the top of my head e.g.

allow Shock to only heavy calvary, axe/macemen, all dwarves & orcs, and arquebus;

allow Cover to only maybe spartans, all elves, rangers, and light calvary;

allow Formation to all Spear types, elephants.

Well, thanks for provoking some discussion and sorry for rambling on without even finishing a complete game on your mod, haha.

Happy holidays!
Smak
 
Thinking more about pastures:
What if pastures started out like +2 food, +3 shields, +3 gold. But then after like 10 turns the improvemetn would devolve. And then devolve again until it was useless.
However you still wouldn't be able to build a new improvement on that square for a while, avoiding exploits.

That would cause a nomadic/pasturing played to need more tiles which of course fits roleplaywise. But I see two drawbacks:

1) Can the AI handle it?
2) micromanagement HELL!!!

3 - dwarven druids are extremely highly end game units for the khazad and iirc late game unit but nto as much so for luchirp. typically you get these units due to the fact that your in a comfortable situation militarily and have decided you want the mithril golem so you reasearch to get druids then finish the arcane line. the opposte is true for luchirp , you get golem mastery then go for druids , then the mithril golem. in either case you are sitting at final parts of the game , if you even get there.

Woops I just noticed a mistake. Dwarven Druids currently only require Metal Casting, while I also meant them to require Priesthood. :blush: Anyway, I don't really see why Dwarven Druids would need to be highly end game. :confused: If I'm following the nature branch, Druids are usually the first tier4 unit I research. So what's unbalancing about the Dwarven Druid (which requires more or less the same tech cost to get to as normal Druids) likely being the first tier4 unit for the Dwarves to acquire?

as far as the type of game i have been playing its been huge map with default settings

In that case if you want better AI opponents I would also suggest you play on at most standard-sized maps with more AIs than the game suggests, aggressive AIs and raging barbarians. I found Civ4 easy and boring until I played with these settings.

Oh, I meant the more fundimental change, like +def becoming +vs. melee. It seems to make archers the core unit, which isn't my preference.

At least in my experience this is not the case. I have yet to play a single game in which archers form the core of my army. Is this different with you? Personally I'd say the FfH tech tree would only be a succes if archery was researched before bronze working as often as bronze working is researched before archery. Speaking of, I'd definitely appreciate it if RoM players would post some statistics on which branches they research first and second in their games, with the four options being mounted, melee, recon and archery.

I was actually pretty content with the vanilla system of axe>sword>city and spear>horse>improvement with archers as defenders.. I like the way every unit felt like it had a unique use.

But what's the fun of a unit which sits the entire game in your city doing nothing? ;) At least now they're also useful outside cities and you can use them more actively. And since due to their high strength they're still good city attackers, archers still form good city defenders. At least in theory. :mischief: Would love to hear some comments on if/how people use archers after having played a couple games.

What do you see as the role of melee in your mod? It feels like there's not so much payoff anymore for acquiring metals early.

melee: highest strength, all-purpose unit since it has access to most counter-promotions
archer: first strikes, counter against melee and ranged mounted
mounted: speed, withdrawal (for ranged cav) and counter against archers (melee cav)
recon: exploration, animals, good at fighting in rough terrain, forest stealth, marksman

But you know which ones bug me are Shock, Cover, and Formation!

:confused: I didn't change anything about the counterpromotions except making Cover II available to mounted units (because horseman are meant as a counter to ranged units) and making them reachable by the Drill line.
But to explain Kael's work (at least IIRC he said once): the uniqueness of units in FfH lies more in the way you promote each individual one than in unit categories as a whole. Still, while the level 1 counterpromotions are available to about everyone, FfH added level 2 counterpromotions, and those are more restricted.
 
:confused: I didn't change anything about the counterpromotions except making Cover II available to mounted units


Sorry, didn't mean that those were changed in your mod; Just that I'm surprised you changed City Raider and not those.

Thanks for sharing some of your design perspective .. time for me to get some more games in so that I know more what I'm talking about ;)
 
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