Fall from Heaven: Survey

What is your favorite FFH religion?

  • The Order?

    Votes: 7 12.1%
  • Runes of Kilmorph?

    Votes: 17 29.3%
  • Fellowship of Leaves?

    Votes: 15 25.9%
  • Octopus Overlords?

    Votes: 7 12.1%
  • The Ashen Veil?

    Votes: 12 20.7%

  • Total voters
    58

Kael

Deity
Joined
May 6, 2002
Messages
17,403
Location
Paris, France
The following is a survey for the Fall from Heaven mod. It is intended for those that have played the mod. I know this is a wasted thread for those that haven't and I apologize for that, but I didn't want to clutter the already huge thread in the Mod forum.

For those taking the survery, we are drawing to the close of Phase 1. I would like to get all balance changes in 0.90 so that they can be played with together and allow for a final tweak in 1.00. Feel free to provide any input beyond these questions:

1. What difficulty do you play on?

2. What should the reward be for killing a hero?

3. Are Axemen to powerful?

4. What Mechanic could be added to improve the game?

5. What spell would you like to be able to cast?

6. What button art do you think needs improved?

7. What unit art do you think needs improved?

8. Is the upgrade to t2 units (axeman, archer, adept, etc) to fast, to slow or about right?

9. Is the upgrade to t3 units (maceman, crossbowman, mage, etc) to fast, to slow or about right?

10. Is the upgrade to t4 units (berserker, flurry, archmage, etc) to fast, to slow or about right?

11. Should the game allow for more or less "tech rushing" (reaching a late game tech early on by focusing on fulfilling just its requirements)

12. What mods would you like to see integrated with FFH?

13. What could be done to make Priests more useful?
 
1. Prince
2. A special weapon or spell
3. No, but macemen are. 40/80 melee is still high, but better than 50/100 ;)
4. Not sure about mechanic, but The SDK...
5. Can you cast Heal yet?
6. Market is still Obelisk
7. Put in my Hellhound for the wolves.... again ;)
8. Too expensive, at least the AI might think so
9. Macemen come too quickly and are too strong. See above.
10. This seems good.
11. At first I thought there weren't enough prereqs for techs, ie - too many choices. Now I like it as is.
12. There are other Mods?
13. Since I don't use them, I don't know...
 
Fav Religion: Ashen Veil, if only because they are different! :crazyeye:

1. What difficulty do you play on?
Noble

2. What should the reward be for killing a hero?
Hero status (is this possible?) or at least a huge exp bonus

3. Are Axemen to powerful?
Slightly

4. What Mechanic could be added to improve the game?
A SCREEN SHOWING UPGRADE PATHS PLEASE! :rolleyes:

5. What spell would you like to be able to cast?
Some kinda huge fireball only available to Archmages that destroy whole cities! :D

6. What button art do you think needs improved?
None/All

7. What unit art do you think needs improved?
None/All

8. Is the upgrade to t2 units (axeman, archer, adept, etc) to fast, to slow or about right?
Just about right!

9. Is the upgrade to t3 units (maceman, crossbowman, mage, etc) to fast, to slow or about right?
Just right/slightly slow

10. Is the upgrade to t4 units (berserker, flurry, archmage, etc) to fast, to slow or about right?
Havent played long enough into a single game!

11. Should the game allow for more or less "tech rushing" (reaching a late game tech early on by focusing on fulfilling just its requirements)
More!

12. What mods would you like to see integrated with FFH?
?? None, its youre mod, enjoy it. Unless you integrate with Haarbal's!

13. What could be done to make Priests more useful?
Should be able to build the improvmenet "church"/"chapel"/whatever, which improves culture (religion) and gold income (donations), but they only exist whilst youre in that religion.
 
1. Noble
2. I would give a Promotion against the Unitclass the Hero was of (By Mage Heroes against the spell). Kind of: that guy killed Rosier the Fallen, another Knight should not be a problem for him.
3. I found macemen very strong, too. Axemen didn't seem to be overpowerd.
4. Can Heroes be created as Great Persons? That would be really cool.
5. Thought about things like a poison cloud giving a minor disease to all units on the targeted field. What about a magic road Spell (leading to increased road movement ;) might use the railroad therefor).
6. Havent looked at the button art, but speaking of the marketplace. You shoud use the model of the "Grocer" for it. As far as i rememer you did not use thi one.
7. The Berserker
8. Not sure yet. But one thing the adept becomes obsolete with the mage but i really like this haste spell...
9. Not sure yet.
10. Not sure yet.
11. less
12. Uo there are quite many good ideas out there.
13. What about making them usable to research religion specific techs, or let them add culture to the city they are located in (i remeber the travelling actors form another mod.)
 
1. Chieftain when I just need to check new stuff out. Noble otherwise, but it seems fairly hard, compared to Civ Vanilla.

2. More than the standard amount of xp. Perhaps special equipment of some kind. I also think a hero's death should give temporary unhappiness in your cities with the associated religion(only cities of the civ controlling the hero).

3. No, I don't think so.

4. Heh, one can always add stuff. The multi-plane idea, if it's at all possible. More wonders with a very unique effect(Genesis-style). I'm mostly looking forward to the in-depth spell system.

5. Some kind of Town Portal spell would be kinda nice. It's kind of a classic in fantasy games.

6. Hmm, no idea.

7. Hmm, as my PC is not good enough to turn on effects without lag, I think it'd be nice to have a non-effect art for the effect-units, for the people with bad comps. Doesn't have to be good, it'd just be nice to be able to see Fireballs and Meteors and such.

8. Hmm, haven't really been upgrading all that much.
9. See 8

10. See 8

11. I think it's fine as it is. The different branches of the tech tree are very clearly defined, and I often reach the end of one, while completely neglecting another, which is as it should be.

12. Don't know many other mods...

13. Perhaps allow them to build a unique building, call it a "mission house", in other civs cities which you have Open Borders with. It could boost spread of the religion within their empire, or slightly increase the city's chance of a cultural flip, or something like that.

EDIT: Other input

I think something should be done to increase the usefulness of specialists. Without Representation, they're pretty weak, so some civic or wonder which could give them a boost would be nice. It could also be a special bonus tied to your State Religion - like every specialist gets one hammer in addition to their other benefits for Runes, or 2 beakers for the Veil.
 
1. Noble
2. A hero promotion, perhaps persistent, like Orthos' Axe
Haven't played enough to answer any more questions...
 
I played a few games, I started to play from version 0.5.

1. What difficulty do you play on?
Noble / Prince

2. What should the reward be for killing a hero?
- Exp Bonus (depends on the strengh of the hero)
- Special weapon, like Orthus Axe
- Special name Like in the good old times ... oh here comes the men who killed "...**..."

3. Are Axemen to powerful?
no

4. What Mechanic could be added to improve the game?
no sure if possible, but I read some topics in this Forum
- range attacks for Longbow
- stack buildings, like barracks I (reveals all things like it is in the mod), barracks II (more Exp Bonus), barracks III (more Exp Bonus, maybe a free promotion)
Not sure if and how the AI will use it.
- stack bonus (2 Macemen and 1 crosbowmen gets alle +25 strenght bonus)

5. What spell would you like to be able to cast?
Heal

6. What button art do you think needs improved?
some :p

7. What unit art do you think needs improved?
- new skin for Berserker (different Skin as Axemen or bigger scale then axemen)
- Knight (maybe two different units for the Order and Ashen Veil, Knight and Blackknight)

8. Is the upgrade to t2 units (axeman, archer, adept, etc) to fast, to slow or about right?
Fine

9. Is the upgrade to t3 units (maceman, crossbowman, mage, etc) to fast, to slow or about right?
fine

10. Is the upgrade to t4 units (berserker, flurry, archmage, etc) to fast, to slow or about right?
fine

11. Should the game allow for more or less "tech rushing" (reaching a late game tech early on by focusing on fulfilling just its requirements)
If the AI use it like a human player they can be a few more. So that a human player do not gets a possibility to rush the AI.

12. What mods would you like to see integrated with FFH?
- Promotion and Trait Mod Link for more variaty
- Modified Special Domestic Advisor Link
- Snaitf's Show Attitude Mod Link
- Enhanced military advisor Link
- Sevo's Civilopedia Link

13. What could be done to make Priests more useful?
- heal ability, 300% heal, 1 attack, can only defend
 
1. What difficulty do you play on?
Noble.
2. What should the reward be for killing a hero?
"Hero slayer" promotion.
3. Are Axemen to powerful?
No, they're ok, imho.
4. What Mechanic could be added to improve the game?
Things that can be added only with sdk, like new unit models.
5. What spell would you like to be able to cast?
More summon spells plz :) Or more terraforming spells, for example, some spell that makes tile froze (convert to snow tile).
6. What button art do you think needs improved?
Dunno...
7. What unit art do you think needs improved?
Many. But there's no sdk yet...
8. Is the upgrade to t2 units (axeman, archer, adept, etc) to fast, to slow or about right?
It's ok, imho.
9. Is the upgrade to t3 units (maceman, crossbowman, mage, etc) to fast, to slow or about right?
Right, imho.
10. Is the upgrade to t4 units (berserker, flurry, archmage, etc) to fast, to slow or about right?
Right...
11. Should the game allow for more or less "tech rushing" (reaching a late game tech early on by focusing on fulfilling just its requirements)
More, plz, because it would allow more different early tech research tactics/strategies.
12. What mods would you like to see integrated with FFH?
The one, where unit could switch sides after defeat, forgot the mod's name..
13. What could be done to make Priests more useful?
Some lesser spells ;)
 
1. What difficulty do you play on?

Only tried Noble so far.

2. What should the reward be for killing a hero?

Weapon if warrior type. Spell if mage type. Super Animal Companion if Recon type.

3. Are Axemen to powerful?

Not that I noticed

4. What Mechanic could be added to improve the game?

Tile bonuses dependant on race: Elves+Woods, Dwarves+Hills (or mountains if possible), Orcs+Desert, Drown+Coast etc

Many more racial units.

While I do like open ended play.... being Elves and being friendly with Dark Elves seems a bit wierd... doesnt that just make us both Elves? I think this mod lends itself toward setting up some natural alliances. A Light or Good side, a Dark or Evil side and a Neutral side.

5. What spell would you like to be able to cast?

This is hard to put in a short reply format.... however, I would like to see some variety among the mages dependant on race/religion with race/religion spells i.e. - Spells that raise hills for Dwarves and spells that grow special Elven trees, Chain lightening, Raise coastal waters, Create Deserts. Spells that cause Mass Damage over time, Spells that block spells, Spells that cause Fear making the unit run, Spells that affect your cultural area. Direct Healing spells.

6. What button art do you think needs improved?

Can't think of any right now. The icon for Privateers needs changing though - it doesn't look like a boat.... and it's not in the boat area of the drop down menu - this makes it a challenge to find (and I think the reason why you have had a couple of queries about not being able to build it?)

7. What unit art do you think needs improved?

Everything's fine until we can start making our own models.... then everything's not fine!! :lol: Elves look very nice!

8. Is the upgrade to t2 units (axeman, archer, adept, etc) to fast, to slow or about right?

This was a touch too slow.... but then I was playing at Marathon! :crazyeye:

9. Is the upgrade to t3 units (maceman, crossbowman, mage, etc) to fast, to slow or about right?

Fine

10. Is the upgrade to t4 units (berserker, flurry, archmage, etc) to fast, to slow or about right?

This is the one area of the game I am not convinced by. At this point, all you do is research a tech, build a building, build 3 units and repeat. Something more needs to be done here. The actual time to reach them isn't the problem.

11. Should the game allow for more or less "tech rushing" (reaching a late game tech early on by focusing on fulfilling just its requirements)

Definitely not too much capacity to rush to something or you make it a One Trick Pony!

12. What mods would you like to see integrated with FFH?

Things that add strategic depth rather than cosmetic polish

13. What could be done to make Priests more useful?

Make racial priests with racial spells.
Give all priests a direct heal for x%.
Auras of x effect dependant on race/religion.
 
I think you could make Civilization groups like each other through clutural groups. If I'm correct European civs like European ones, and Asian civs are more often friendly with other Asian civs. Change European into Good or something like that and you'll have instant friendship/hatred.
 
1. What difficulty do you play on?
Noble, thats the one below prince right?

2. What should the reward be for killing a hero?
No reward, I don't actually think heros are powerful enough to warrant some kind of reward.

3. Are Axemen to powerful?
No, macemen are. Hehe. The jump to Macemen is always one I've tried to exploit.

4. What Mechanic could be added to improve the game?
No comment.

5. What spell would you like to be able to cast?
No comment.

6. What button art do you think needs improved?
No comment. :D

7. What unit art do you think needs improved?
Well the Berserker art is the same as the Axeman art, so lets go with that?

8. Is the upgrade to t2 units (axeman, archer, adept, etc) to fast, to slow or about right?
It varies.. the t1 religious units feel completely useless imho. I think axemen are on par or above them and they are timed roughly the same so its not worth using the religions t1 unit.

9. Is the upgrade to t3 units (maceman, crossbowman, mage, etc) to fast, to slow or about right?
About right

10. Is the upgrade to t4 units (berserker, flurry, archmage, etc) to fast, to slow or about right?
About right

11. Should the game allow for more or less "tech rushing" (reaching a late game tech early on by focusing on fulfilling just its requirements)
No, I think the tech is handled pretty well atm.

12. What mods would you like to see integrated with FFH?
Some of the advisor mods would definately be appreciated.

13. What could be done to make Priests more useful?
Could they bless units? Maybe give them a high defensive bonus to represent the 'sway' they would hold the people of the defending city?
 
1. What difficulty do you play on? Noble or Prince
3. Are Axemen too powerful? Only when rushed
8. Is the upgrade to t2 units (axeman, archer, adept, etc) too fast, too slow or about right? A little slow - I typically only have t1 until I have 4 or 5 cities, then get access by t2, and by the time I have upgraded everything to t2 I have t3, especially if I don't drop my science way down to build up the cash for the upgrade.
9. Is the upgrade to t3 units (maceman, crossbowman, mage, etc) too fast, too slow or about right? Too fast - I never do much with t2 units before I have t3 available.
10. Is the upgrade to t4 units (berserker, flurry, archmage, etc) too fast, too slow or about right? Too fast - I can maybe fight one war with t3 units before I'm producing t4.
11. Should the game allow for more or less "tech rushing" (reaching a late game tech early on by focusing on fulfilling just its requirements) I tend to play very broad in the first hundred turns, but after that it's too easy to rush. A few judiciously-chosen AND connections between branches of the tech tree would help slow down rushing.
13. What could be done to make Priests more useful? They're fine as-is.
 
1. What difficulty do you play on?
Noble

2. What should the reward be for killing a hero?
Free promotion? (if you kill an elven hero, gain elf slaying)

3. Are Axemen to powerful?
Dunno

4. What Mechanic could be added to improve the game?
new models, but thats not possible yet.

5. What spell would you like to be able to cast?
terraform spells for all of the religions (or are there?, i haven't played with all the religions yet), giving them a bonus

6. What button art do you think needs improved?
don't know, havent looked at all the buttons like that. if they aren't all the same (elder council, market, oblisk in FFH 0.7) its ok with me

7. What unit art do you think needs improved?
all good to me

8. Is the upgrade to t2 units (axeman, archer, adept, etc) to fast, to slow or about right?
ok

9. Is the upgrade to t3 units (maceman, crossbowman, mage, etc) to fast, to slow or about right?
ok

10. Is the upgrade to t4 units (berserker, flurry, archmage, etc) to fast, to slow or about right?
ok

11. Should the game allow for more or less "tech rushing" (reaching a late game tech early on by focusing on fulfilling just its requirements)
not sure

12. What mods would you like to see integrated with FFH?
my civ mod, when it's finished :), or the one going to be custom made (what you requested), if i can find enough pics for it.
the religious settler mod (or something like that), giving a new build city your state religion (or the religion in the city that build the settler, not sure)

13. What could be done to make Priests more useful?
Join cities as specialists, giving some bonus
 
1. What difficulty do you play on?
Mainly Chieftain, some noble games so far

2. What should the reward be for killing a hero?
Excessive XP or a specific promotion determined by the unit-type of the hero to get strength bonus against equalt types

3. Are Axemen to powerful?
No, but only a small step further and they would be

4. What Mechanic could be added to improve the game?
Hmpf, sorry I am not that good at new ideas :(

5. What spell would you like to be able to cast?
A druid/elf spell like "animate the nature" or something that creates a "nature-unit" (ent, fairy, dunno) but only possible in forests.

6. What button art do you think needs improved?
Hmm, all multiple used arts. No specific one I can think of.

7. What unit art do you think needs improved?
Actually I think the archmage looks kinda stupid.

8. Is the upgrade to t2 units (axeman, archer, adept, etc) to fast, to slow or about right?
a bit slow

9. Is the upgrade to t3 units (maceman, crossbowman, mage, etc) to fast, to slow or about right?
definately was slow in my first games before I got somehow used to the tech-tree. Now about right.

10. Is the upgrade to t4 units (berserker, flurry, archmage, etc) to fast, to slow or about right?
Quite fast if you know what you are doing, otherwise about right.

11. Should the game allow for more or less "tech rushing" (reaching a late game tech early on by focusing on fulfilling just its requirements)
For my likes less tech rushing would be better.

12. What mods would you like to see integrated with FFH?
Although you allready said you want to integrate Haarbals civs I wanted to point out that this one is a must! Actually I never tested others after I first played FFH.

13. What could be done to make Priests more useful?
perhaps a heal-spell that lets them heal a specific stack by more then just the medic improvement allows.
 
1. Noble
2. Massive XP reward &/or unique promotion
3. Yes
4. 5 pt research/tax/culture increase & decrease (instead of 10 pt)
5. Healing spell
6. no opinion
7. Mage (check out Final Fantasy Red Mage in unit forum)
8. too fast
9. too slow
10. just right
11. NO!
12. Random Events MOD - there are many others, but I think this one (with
the exception of Olympics) would integrate with the theme well (locusts,
volcanos, etc.)
13. wandering cultural boost ALA MylonMOD traveling performer, though it
would neccesitate making priests limited national units I think - but that
could work
 
1. What difficulty do you play on?
Emperor (my newest game with aggressive AI and raging barbarians...looking good :D )

2. What should the reward be for killing a hero?
Special Equipment like Orthos Axe

3. Are Axemen to powerful?
Not really as such - though unstoppable if upgraded from highly-promoted warriors.. a Lvl 12 rolls over any opposition :evil:

4. What Mechanic could be added to improve the game?
Not sure what you mean by Mechanic - but the 'Hell'-Idea sounds ultra-cool

5. What spell would you like to be able to cast?
How about an Icebolt that does some damage and freezes units in place for a turn?

6. What button art do you think needs improved?
Looks pretty good in 0.80, can't think of anything

7. What unit art do you think needs improved?
Same as 6.

8. Is the upgrade to t2 units (axeman, archer, adept, etc) to fast, to slow or about right?
Good as is

9. Is the upgrade to t3 units (maceman, crossbowman, mage, etc) to fast, to slow or about right?
Good as is

10. Is the upgrade to t4 units (berserker, flurry, archmage, etc) to fast, to slow or about right?
Good as is

11. Should the game allow for more or less "tech rushing" (reaching a late game tech early on by focusing on fulfilling just its requirements)
Bit more would be good

12. What mods would you like to see integrated with FFH?
Not sure about the exact names, but there are some awesome ones which Exavier used in his Composite Mod, check it out.
- Exotic Foreign Advisor (F4)
- 'General/Soldier' specialist
- Fort bonuses

13. What could be done to make Priests more useful?
More demonic units, against which their attack bonus would be useful
 
1. What difficulty do you play on?
Prince custom games with agressive civs or settler if I feel the need to check something.
2. What should the reward be for killing a hero?
A hero promotion maybe? You can change the name of any unit so players could personalize them.
3. Are Axemen to powerful?
Maceman are. You should drop their strenght to six.
4. What Mechanic could be added to improve the game?
There's a lot to add already and phase 2 hasn't even started yet.
5. What spell would you like to be able to cast?
A kind of domination spell which would put one enemy city into disorder for one turn (only if mage cast it when adjecent to the city).
6. What button art do you think needs improved?
-
7. What unit art do you think needs improved?
-
8. Is the upgrade to t2 units (axeman, archer, adept, etc) to fast, to slow or about right?
T2 units appear a little late - they should be availible earlier so warriors wouldn't be virtually omnipresent.
9. Is the upgrade to t3 units (maceman, crossbowman, mage, etc) to fast, to slow or about right?
It would be about right if T2 units appeared a bit earlier.
10. Is the upgrade to t4 units (berserker, flurry, archmage, etc) to fast, to slow or about right?
Generally okay.
11. Should the game allow for more or less "tech rushing" (reaching a late game tech early on by focusing on fulfilling just its requirements)
Tech rushing is okay and it may help players to concentrate on one area of the game or allow to use availible resources to full extent.
12. What mods would you like to see integrated with FFH?
Mylon's Holistic Culture mod
Snaitf's Show Attitude Mod
13. What could be done to make Priests more useful?
They could add culture to cities - then it wouldn't be so painful not to be able to produce disciples.
 
1. What difficulty do you play on?
Usually Nobal

2. What should the reward be for killing a hero?
A "Hero Slayer" promotion, +40% vs Heros. OR a Sidekick promotion: +1 exp/ every 2 turns? (like a normal hero, only halved?)

3. Are Axemen to powerful?
I wouldnt know, i never use them. (stick to rangers and hunters.)

4. What Mechanic could be added to improve the game?
Heaps more religeon specific buildings and units to differentiate them even more ;)

5. What spell would you like to be able to cast?
"Call of the Wild", World Spell which Builds random barbarian animals out of forests (even in cultural borders) for the rest of the game to harrass all players. would make the animal taming promotion usefull, and also a little more difficult to do everything.

6. What button art do you think needs improved?
I like it already, so none really.

7. What unit art do you think needs improved?
Hmmm, all of it with the SDK;)

8. Is the upgrade to t2 units (axeman, archer, adept, etc) to fast, to slow or about right?
perfect as it is

9. Is the upgrade to t3 units (maceman, crossbowman, mage, etc) to fast, to slow or about right?
Ok, a little solw but bareable

10. Is the upgrade to t4 units (berserker, flurry, archmage, etc) to fast, to slow or about right?
Too slow

11. Should the game allow for more or less "tech rushing" (reaching a late game tech early on by focusing on fulfilling just its requirements)
maybe with certain civics/ religeons.

12. What mods would you like to see integrated with FFH?
i dunno, all the mods i like are already incorperated ;)

13. What could be done to make Priests more useful?
Make them into limited spell casters, casting preist spells, like Heal, Cure disease, Holy Sheild, etc etc
 
My Partner and I decided that the best way around Civ IV was to both get addicted and just whinge about whose go it was on the computer…

1. What difficulty do you play on?
Svalovec: Noble / Prince (noble when I want to win/try new stuff) Prince I stay with the top 1 or 2 AI players
Karcher: Noble

2. What should the reward be for killing a hero?
Svalovec: An upgrade with the name and character attribute of the Hero.
Karcher: I dunno.

3. Are Axemen to powerful?
Svalovec: No.
Karcher: No, I have no problem with that.

4. What Mechanic could be added to improve the game?
Svalovec: I know this is early stages but all I can think of at the moment are the graphics and writing flavour elements. This isn’t really a mechanic but a little flavour goes a long way.
Karcher: Have female seduction units (or just more female content, witches, faeries, etc, that make snow and stuff…)

5. What spell would you like to be able to cast?
Svalovec: Demotion spell. Mage to adept, or warrior to apprentice, etc.
Karcher: fear spell make some units run away. Be able to stun the ai leaders for a turn, affect their alliances, generally be able to interfere with AI Civ leader’s minds.

6. What button art do you think needs improved?
Svalovec: Lots of them. Generally this is an area where a good consistent ‘proof read’. They are getting better every time.
Karcher: Can’t think of any now.

7. What unit art do you think needs improved?
Svalovec: Lots of them (we think you know what you are doing and trust you to improve them as you go). But… the dwarves should be fatter and their beards longer. Hehehe. I love my crossbowed little hero…
Karcher: happy, no criticism.

8. Is the upgrade to t2 units (axeman, archer, adept, etc) to fast, to slow or about right?
Svalovec: ‘bout right
Karcher: yeah fine for me

9. Is the upgrade to t3 units (maceman, crossbowman, mage, etc) to fast, to slow or about right?
Svalovec: ‘bout right.
Karcher: depends on what you are trying to do.

10. Is the upgrade to t4 units (berserker, flurry, archmage, etc) to fast, to slow or about right?
Svalovec: ‘bout right
Karcher: Haven’t got there yet but it isn’t a problem. Everyone is in the same boat.

11. Should the game allow for more or less "tech rushing" (reaching a late game tech early on by focusing on fulfilling just its requirements)
Svalovec: maybe a smidgeon, it is a benefit to get specific early on and ignore some lines of research in favour of others but you can still succeed as a generalist. I think you should have to specialise to survive.
Karcher: No opinion.

12. What mods would you like to see integrated with FFH?
Svalovec: what other mods??? I thought the world started and ended with this one. Sevo’s is good. You said you put blue marble in but I already had it …
Karcher: I haven’t played them.

13. What could be done to make Priests more useful?
Svalovec: Yeah, what she said.
Karcher: They could lead religious uprisings in foreign cities. But there is heaps to deal with already.
 
1. What difficulty do you play on?

prince

2. What should the reward be for killing a hero?

maybe some unhappiness in enemy cities

3. Are Axemen to powerful?

no

4. What Mechanic could be added to improve the game?

more unique content
- unique unit for civilization
- unique technology for the religion founder
- unique buildings for civilization

fantasy leaders and some new fantasy traits for them

and more civic/religion specific buildings, units, improvements which will not working when you change civic/religion

if its possible to give to civic/religion some specific options like scarifying population for science in OO

or even civic specific Great People

and mine favorite idea – the second world/plane. I don’t know did you play in Master of Magic – there was two worlds interconnected by special towers. This same mechanism has Age of Wonders.
The second world has specific landscape, unique resources and usually was much more dangerous.


5. What spell would you like to be able to cast?

more spells which improve units for one turn/ to the next fight like bless or haste - maybe more religious specific.

6. What button art do you think needs improved?

nothing special

7. What unit art do you think needs improved?

without new models - its not very important. However, if you could do something with scout/hunter/ranger - especially the scout and hunter looks too similar. This same with axmen / berserk

8. Is the upgrade to t2 units (axeman, archer, adept, etc) to fast, to slow or about right?

its ok

9. Is the upgrade to t3 units (maceman, crossbowman, mage, etc) to fast, to slow or about right?

its ok

10. Is the upgrade to t4 units (berserker, flurry, archmage, etc) to fast, to slow or about right?

its ok

11. Should the game allow for more or less "tech rushing" (reaching a late game tech early on by focusing on fulfilling just its requirements)

much more. More different research paths.
in mine last game playing chines/runes without magic (no reagents and focused on military units research strategy) – its great that is possible. If you can make more different ways of development like this, its make this mod even better.

12. What mods would you like to see integrated with FFH?

zuul has some great promotion - especially perks are nice (promotions with advantage and disadvantage) , this give opportunity to heavy specialization

and I would like if you could steal some ideas from mod which make fortifications much more usefull – in fantasy setting fortifications should be more important.

13. What could be done to make Priests more useful?

some unit specific promotion (like magic resistance) or promotions helping all stack (extra +20% to defence).
city blessing idea its also great
btw can you make AI to use priest in religion spreading?
 
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