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
1. What difficulty do you play on?

I only played at noble so far.

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

Maybe a kind of special item or mas experience.

3. Are Axemen to powerful?

no

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

- More unique units,
- divide the magical techs (for example fire magic, nature magic),
- the hell map (or something like that).

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

Mind controlling, which let you control a unit until the caster or the enchanted
dies. If the caster dies the encanted return to the civ who buid this unit.

6. What button art do you think needs improved?

Slavery, No School System

7. What unit art do you think needs improved?

Flurries, Rangers, Adepts, Paldins, Monks, Elven Archers, Saboteurs

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

I think it's ok.

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

A bit too fast.

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

It's also 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)

More different parts maybe. I like this tech rushing. :)

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

I don't know. This is the only mod for Civ4 I played so far.

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

Specific spells, which increase strength or defensive bonuses or so.
 
1. What difficulty do you play on?
Noble.

2. What should the reward be for killing a hero?
Maybe a great leader like in civ 3 (to create an army).

3. Are Axemen too powerful?
Only against T1 and they should be...

4. What Mechanic could be added to improve the game?
Promotions from great people (+1% chance per rank to capture defeated *unit class*, +strength vs *unit class* and last rank could be for heroes only or something with +collateral vs *unit class*. The unit class would be by the type of great person ofcourse, like: Artist - Mounted units, Engineer - Melee units, Merchant - Recon units, Prophet - Healer units, Scientist - Archer units).

5. What spell would you like to be able to cast?
Force field, which wouldn't allow anyone to go in or out of a tile for a few turns, close all trade routes that go through the tile for that time aswell.

6. What button art do you think needs improved?
The promotions and unit class icons should look more Civ4ish (blue and gold).

7. What unit art do you think needs improved?
Spellcasters look so simple "/

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

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?
Too fast.

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)
Yea...

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

13. What could be done to make Priests more useful?
I think I've given you enough to script for now ^^
 
An update to my previous answer:

8,9,10. Upgrade rate is pretty good (proportional to the game length) on Noble/Epic/raging barbarians.
 
Just wanted to add a thought:

The heros don't feel powerful enough.

I used to attempt to keep them alive, but it just got troublesome using them in offensive campaigns so I let them die. My mage hero is still extremely useful though. Bombard+Fire Elemts is GREAT for softening up an enemy city before assaulting it.
 
1. What difficulty do you play on?

Prince, sometimes Monarch.

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

Should be able to loot their gear of course. I like the Orthus Axe type thing.

3. Are Axemen to powerful?

I think they are fine. Axemen are the only thing saving me from Barbs.

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

The Army/Leader concept from Civ 3.

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

Life leech (unit converts damage done and heals itself slightly). Charm spell (control enemy unit for 1 turn.) Magical traps that you set on a specific tiles.

6. What button art do you think needs improved?

The barracks button that seem to be used for like 6 different buildings. ;)

7. What unit art do you think needs improved?

I personally hate all the vannilla Civ unit art. Can't do much without SDK though. Seriously, Axemen are ugly and just not scary. Same thing with Macemen.

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

This is 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?

This might need a little balancing for the A.I. In every game I"ve played, by the time I get the Archmage/Druid/Beastmaster/Demon Summoner, the A.I. only has built Heavy Crossbowmen. They seem to go for that tech route first everytime.

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 liked focused techrushing.

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

Can't really integrate this one. But the CivIII Warhammer mod has some awesome ideas and units/building/wonders.

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

Maybe give them more buff type spells. What about giving the High Priest the ability to summon one of the Gods from his state religion? Could be a joint a ceremony, where you need 5-6 Priests + High Priest in order to do it or something.
 
Thanks for everyones input. I don't want anyone to think this was a waste of their time, every post was read and re-read. I definitly appreicate the time you took the answer the questions. I will be making a few changes in 0.90 as a direct result of this survey, including:

1. Maceman strength reduced
2. New berserker skin
3. Bonus xp from killing heroes
4. New icon art for the privateer

A ton of other ideas from here were added to the idea list I keep. I go through the idea list as a first step to putting together a new version so I can decide on what I want in that version. I really like the idea of the mission houses that mrkingkong and corlindale talked about, there are cool spell ideas in this thread as well as some cosmetic improvements that can be made (Im trying to get the upgrade charts in the pedia).

A lot of the spell ideas in particular are waiting for the SDK, I want to redo the way spells happen entirely and once I get it into a more flexible form I will begin adding more spells for things like healing, charm, etc.

Also the AI is a pretty big block right now. There are so many things I would love to do but Im limited by the fact that the AI wont understand how to use them. Hopefully that limitation will go away soon.

So please dont be discouraged if you don't see your ideas followed up on right away. I do have them, and I add new stuff on a daily basis. Thank you again to every for providing feedback.
 
1. What difficulty do you play on?
For FFH, Noble or Prince, as I don't know the tech chart, and it takes a long time to play (I always play on Epic speed).

2. What should the reward be for killing a hero?
Hero's Bane (Hero Slayer) promotion reward. Gives them a strength bonus in battle due to the impact their reputation has upon the enemy. (Heroes should get something similar as well).

3. Are Axemen too powerful?
Not really.

4. What Mechanic could be added to improve the game?
That's too open ended a question to answer succinctly :)

5. What spell would you like to be able to cast?
Still having issues with the current spell's glitches. Sometimes my units stay hasted (permanently). Sometimes my fire elementals stick around over multiple turns. No idea why. I have python debugging turned on, and I'm not getting any errors. Spellcasters who promote (or apprentices who promote) do not have their spell ability activated properly (at least the few times I did it in 0.70). In this last game I had a Conjurer suddenly stop being able to cast, after using his fire elemental as a detourent (I cast it and blocked a pass with it)

Spells with longer range. Spells which summoned limited duration pets, etc.


6. What button art do you think needs improved?
Artwork is quite nice so far, I shan't cast stones :).


7. What unit art do you think needs improved?
See above.


8. Is the upgrade to t2 units (axeman, archer, adept, etc) to fast, to slow or about right?
Archers are too expensive. Archery Range costs too much, by the time you get them up and running, you could just build axemen instead (and I do).


9. Is the upgrade to t3 units (maceman, crossbowman, mage, etc) to fast, to slow or about right?
Seems fine, but heroes are underpowered. I get Berbur or whatever his name is, and a short time later I have macemen. Macemen are *mighty* powerful though (perhaps too powerful). You can pretty much take over the world with them. Didn't use the Crossbowman much. Mages of all types need counters.


10. Is the upgrade to t4 units (berserker, flurry, archmage, etc) to fast, to slow or about right?
Haven't had the chance to play that far.


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)
Less tech rushing. Teching outpaces action. The tech tree could use... more. Also, none of the techs have optional paths, so there is very little gamemanship in tech acquisition.


12. What mods would you like to see integrated with FFH?
Fort mod might be interesting. The Spellcasting demo mod. Artillery mod. Caravans. Religious Settlers.


13. What could be done to make Priests more useful?
They are pretty useful now :).


Other comments:
Heroes are weak. Not only are they weak, but, oddly, they have the most limited promotion options, which seems somehow counter intuitive from what I think of when I think "Hero". The Order is a bit too good hero/bonus wise as well.

You have a nasty rush combo, which makes Dwarves very easy religion to get. Bronze Working (to chop), then run to philosophy. For your free tech, you take the Dwarven religion tech (You have Philo and Bronze after all).

War Weariness. Really doesn't fit this mod very well, IMO. And people screaming for republic? We worship the dark gods, I'm crucifying people of foreign religions (well, I could be), and they demand a republic? :).

Some techs are pretty far out to get, vis a vis "norm". Hunting for camps, for instance. Iron Working? Survival? You start in a jungle, and you basically have to restart.

Birds. Are terrible. Range 2 is nothing. Hawks are weak, with no sight ability. And there are no upgraded birds to be found.

Animal Handling. Cute, but useless. Make the captured animals have no maintenance cost, then they'll be useful (and no garrison ability either, btw).

Scenario Modding Fodder. You need some monsters and other fodder for scenarios. The Hill Giants are cute, as are the Skeletons, but a wider selection of monsters to add into mix would be nice.

The Order/Veil exclusions and the loss of heroes of appropriate religion on switch over took me by surprise :). It might be nice to put a little mini-religion icon onto the unit icons of buildings and units which are religion specific, to make scanning the techs easier.

You need spell shields. Units or spells which have big +%ages against spells. Have you considered making spells aircraft and giving counter spell/spell shields intercept ratings? I haven't played with aircraft much, but that seems like it would work.

Recon units can get Assault (anti-melee) II, but only Cover I? Mounted I? Withdrawal of only I? That seems odd. I mentioned heroes already... Also, where are the spell resistance promotions with +%s against spells?

Dragonhorde is pretty weak. Again, by the time I build it, I get it done (it's so expensive, and so early on the tree), I've got Mithril Working, so what is it really giving me? Gem happiness? Pretty pricey for Gem happiness.

Religious Blockage. It's a little too easy to block the computer from getting a religion.

More, varied and weaker science techs. You get the Library tech and then Education (which are straight shot back to back from each other), and get those two wonders built, you've got such a tech advantage it's hard to compete against.

Sanitation is too good for too little.

I keep running into bugs where some units become unavailable. I'm not sure if that's by design or what. I gain/lose the ability to build Disciples of Killamorph when I get the Priest tech. I can't build Dwarven Soldiers when I can build Paramanders. Very frustrating.

There were a few other things I wanted to comment on, but I've lost track of them now. Ah well :/

And Barbarian Horsemen are *so* irritating. But that's not really a bug :).
 
Belizan said:
Heroes are weak. Not only are they weak, but, oddly, they have the most limited promotion options, which seems somehow counter intuitive from what I think of when I think "Hero". The Order is a bit too good hero/bonus wise as well.

I will look at increasing Heros (or moving them a little earlier in the tech tree).

You have a nasty rush combo, which makes Dwarves very easy religion to get. Bronze Working (to chop), then run to philosophy. For your free tech, you take the Dwarven religion tech (You have Philo and Bronze after all).

Yeah, probably why Runes comes out as the top religion in the survey. The computer will be more likely to rush philosophy in 0.90 but I don't think that will probably be enough to to even this out. Bronze working will probably need to be more expensive as well. I will play with it.

War Weariness. Really doesn't fit this mod very well, IMO. And people screaming for republic? We worship the dark gods, I'm crucifying people of foreign religions (well, I could be), and they demand a republic? :).

I thought republicans did all these things? Oh wait, you said republic. People want freedom, they want a say in their government no matter how oppresed they are, or how corrupt they are in their normal life. So I would still say that given evidence of a neighbor that allows its people to rule as compared to tyranny (regardless of which is good and which is evil) would still irk the people in the tyranny.

But just as in the mod its only 1 of many factors.

Some techs are pretty far out to get, vis a vis "norm". Hunting for camps, for instance. Iron Working? Survival? You start in a jungle, and you basically have to restart.

The new settlers that have a move of 6 and a sight range of 4 should allow you to pick a pretty good start location in any situation.

Birds. Are terrible. Range 2 is nothing. Hawks are weak, with no sight ability. And there are no upgraded birds to be found.

The hawk is in for flavor only, i should probably just give one to a newly created hunter for free instead of making you buy them.

Animal Handling. Cute, but useless. Make the captured animals have no maintenance cost, then they'll be useful (and no garrison ability either, btw).

Animals are also unable to travel in your own lands right now. I want to get that fixed too. I really want a midgame new area that will have wild monsters in it, some of which the rangers and beastmasters will be able to tame. We have also talked about "monster lairs" that are resource nodes that will require animal handling to place an improvement on.

Scenario Modding Fodder. You need some monsters and other fodder for scenarios. The Hill Giants are cute, as are the Skeletons, but a wider selection of monsters to add into mix would be nice.

The Order/Veil exclusions and the loss of heroes of appropriate religion on switch over took me by surprise :). It might be nice to put a little mini-religion icon onto the unit icons of buildings and units which are religion specific, to make scanning the techs easier.

You need spell shields. Units or spells which have big +%ages against spells. Have you considered making spells aircraft and giving counter spell/spell shields intercept ratings? I haven't played with aircraft much, but that seems like it would work.

Origionally all spells were air units, which actually looked nicer than they do now. But the AIR has some weirdness about how it uses air units and until Im able to modify the AI scripts I had to make them into land units so the AI would use them correctly.

Recon units can get Assault (anti-melee) II, but only Cover I? Mounted I? Withdrawal of only I? That seems odd. I mentioned heroes already... Also, where are the spell resistance promotions with +%s against spells?

Yeah, recon are the same line that has assassins. They are melee killers but aren't as talented against other types.

There are new promotions coming in 0.90 that will help with this. A Magic Resistance promotion that gives +40% vs spellcasters and spells, and a Fire Resistance promotion that gives +80% vs fire magic.

Dragonhorde is pretty weak. Again, by the time I build it, I get it done (it's so expensive, and so early on the tree), I've got Mithril Working, so what is it really giving me? Gem happiness? Pretty pricey for Gem happiness.

You are right, I will look at reducing the cost.

Religious Blockage. It's a little too easy to block the computer from getting a religion.

More, varied and weaker science techs. You get the Library tech and then Education (which are straight shot back to back from each other), and get those two wonders built, you've got such a tech advantage it's hard to compete against.

Sanitation is too good for too little.

I will take a look at recosting these. Im hoping the the added incentive for hte computer to rush philosophy will help a bit with this. But thats going to depend on the difficulty you play at.

I keep running into bugs where some units become unavailable. I'm not sure if that's by design or what. I gain/lose the ability to build Disciples of Killamorph when I get the Priest tech. I can't build Dwarven Soldiers when I can build Paramanders. Very frustrating.

Yeah I wish I could flag some units to stick around even when their upgrade becomes available. Its not really a bug, and I added the religion spread to priests so you wouldnt lose the ability, but i wish you were able to keep making the disciples cause its a shame to pay extra for the priest when your sacking him for the same effect you would use a disciple for.

There were a few other things I wanted to comment on, but I've lost track of them now. Ah well :/

And Barbarian Horsemen are *so* irritating. But that's not really a bug :).

That one at least is completly intentional. Imagine how frustrating it was back in 0.60 when invisible shadows and saboteurs could pillage. All you would see was your improvements dissapearing.
 
Belizan said:
Oh, and look over which techs you have marked as goody techs. Mithril Working for a hut?

I think I have marked almost everything available from a goody hut. I figure if its that late in the game when you find it, then more power to you.
 
Trouble is the goody algorithm is blind. It takes a list of all the techs which you can research intersected with all the techs which are available from goody huts, and gives you one at random from that list. Which can result in some pretty serious spiking techs. The game I got Mithril Working from a hut I don't think I even had Education yet. I just rolled well up the hut spike after getting Killamorph. (having thought about this, you could replace the goody algorithm entirely to alleviate this issue).

As for the animal problem, why not make a different (set of) unit(s) for the captured animals, since you are respawning them anyway, which don't have the animal traits.

I think heroes would be fine as is with a few modifications--Greatly expanded promotion list, hero only promotion options (potentially by hero using promotion pre-reqs), and a gandalf option. When hero X gets killed, Y turns later he shows back up in your holy city or captial, whatever with a glorious message, possibly missing (or gaining?) a few promotions in the process.

Personally, btw, I think birds could be cool, if they had a sight range or 1 or 2 and 3-5 movement points. Upgraded birds could be a nice tech path. Buildings like The Roost and The Falconer, to give them promotions at creation (+1 move, +1 sight, etc). Generally speaking, I think more options are always better 8).

Might want to consider splitting recon/skirmishers/assassins up, or making a generic recon line more in line with recon/skirmisher promotions, then spawning assassins with the Assassinate (anti-melee) promotion, and giving recon the ability to buy Assassinate II and Assassinate III (which each require the one before them), hense limiting those promotions to only the assassin. Buy I did some silly things with my 5 star, assault II scout. Very silly indeed :).

I looked at trying to do monster lairs myself. Spent a lot of time on it, but I can't get it to work the way I wanted, or even any sort of close proximation. I can't even pre-spawn the monsters and get them to sit in on their lairs. They wander off, unless they happen to be a Warrior or stacked with a warrior in some arcane fashion I haven't reliably reproduced. I bet scouts work too, but... :/

I haven't figured out how to intercept a move /before/ the move happens, just like I can't intercept a combat before it happens. I can't script spawns units actions, so the best I could do would be a goody hut style "ambush" with barbarians units which may or may not attack you, or wander off to eat the nearest worker. :/.

As for spells, I'm not saying the AI doesn't use magic. But I am saying he's never used it on me. I have seen his units hasted before though.

As for the upgrades, I think there's a trick you can use, but I'm going to have to check up on it first.
 
Oh, and the Dwarven unit tree is superior to the Elven. Building and chopping forests is not nearly as powerful as hurry production units. Building mines really fast on hill while having hill defense > then planting forests in non-forest terrain where I have no defense (not to mention 2 powers vs. 1). Paramanders are similarly great (thought not as great ;). I don't recall what the upper tier elven unit is, but I'm taking that as a sign ;).
 
Hmm, the one Hero I've managed to spawn so far - Rosier the Fallen - had an interesting promotion list. She (?) is mounted, so could get flanking 3 (75% withdraw rate), +2 mobility, sentry, 2 first strike chances, and the standard combat bonuses; I took just about everything else before combat 1, so I don't know what the higher level bonuses are.

Belizan, what hero did you run into that has promotion limits?
 
Man, octopus overloads all the way. I have not played the mod more then twice, and I havnt got far enough to make any conclusions about gameplay balance
 
Belizan said:
Trouble is the goody algorithm is blind. It takes a list of all the techs which you can research intersected with all the techs which are available from goody huts, and gives you one at random from that list. Which can result in some pretty serious spiking techs. The game I got Mithril Working from a hut I don't think I even had Education yet. I just rolled well up the hut spike after getting Killamorph. (having thought about this, you could replace the goody algorithm entirely to alleviate this issue).

As for the animal problem, why not make a different (set of) unit(s) for the captured animals, since you are respawning them anyway, which don't have the animal traits.

Yeap, thats exactly how it needs to be fixed, I just need to make dupes of the units and a little matchign script. Not to difficult, but low on the list right now.

I think heroes would be fine as is with a few modifications--Greatly expanded promotion list, hero only promotion options (potentially by hero using promotion pre-reqs), and a gandalf option. When hero X gets killed, Y turns later he shows back up in your holy city or captial, whatever with a glorious message, possibly missing (or gaining?) a few promotions in the process.

I add a few more promotions on every update, although they won't be hero only, they benifit the heroes since they get more promotions than other units.

Personally, btw, I think birds could be cool, if they had a sight range or 1 or 2 and 3-5 movement points. Upgraded birds could be a nice tech path. Buildings like The Roost and The Falconer, to give them promotions at creation (+1 move, +1 sight, etc). Generally speaking, I think more options are always better 8).

Me too, that was going to be the point of the air elemental, a greatly improved recon unit. But Im having trouble with the art right now. The hawks art... well... Its probably the main reason I havent dont more birds. When I get more models I can work with I will try it out.

Might want to consider splitting recon/skirmishers/assassins up, or making a generic recon line more in line with recon/skirmisher promotions, then spawning assassins with the Assassinate (anti-melee) promotion, and giving recon the ability to buy Assassinate II and Assassinate III (which each require the one before them), hense limiting those promotions to only the assassin. Buy I did some silly things with my 5 star, assault II scout. Very silly indeed :).

Thats prety easy to do without splitting anything up. I just need to give the assassin a free promotion then make all the "assassin" line promotions require it.

I looked at trying to do monster lairs myself. Spent a lot of time on it, but I can't get it to work the way I wanted, or even any sort of close proximation. I can't even pre-spawn the monsters and get them to sit in on their lairs. They wander off, unless they happen to be a Warrior or stacked with a warrior in some arcane fashion I haven't reliably reproduced. I bet scouts work too, but... :/

I haven't figured out how to intercept a move /before/ the move happens, just like I can't intercept a combat before it happens. I can't script spawns units actions, so the best I could do would be a goody hut style "ambush" with barbarians units which may or may not attack you, or wander off to eat the nearest worker. :/.

Create a promotion that give a huge negative movement (the one i used is called Rooted) and stick it on the monsters you want to stay put.

As for spells, I'm not saying the AI doesn't use magic. But I am saying he's never used it on me. I have seen his units hasted before though.

As for the upgrades, I think there's a trick you can use, but I'm going to have to check up on it first.

The AI definitly uses spells, he has no problem fireballing people.

Let me know if you find anything on the upgrades, I have jumped through a lot of hoops trying to get it working but I have never been able to find a way to do it in a way that allows upgrades, but blocks them from being built and works for both players and the AI.
 
1. What difficulty do you play on?
Prince/Monarch

2. What should the reward be for killing a hero?
Hero (or Villan??) Status if it is possible, if not a Tramsfer of XP form hero killed to Killing Unit??

3. Are Axemen to powerful?
Wouldnt have said so

4. What Mechanic could be added to improve the game?
More Additions to the Religion bonuses(Like an additional worker improvement for Dwarves, Dwarven mine, Gives an additional +1 Hammer, Elves should be ables to build Cottages in forests)

5. What spell would you like to be able to cast?
Horrid Wilting :)

6. What button art do you think needs improved?

7. What unit art do you think needs improved?
Warrior, either that or change its name, I always think of sword and shield when i think of warriors(played to many RPGS and read to many fantasy books)

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?
Macemen come to quickly and a bit Overpowered compared to the rest

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)
No, dont like tech rushing :)

12. What mods would you like to see integrated with FFH?
*Shrug* Downloaded a bunch only ever played this one :)

13. What could be done to make Priests more useful?
What everyone else said :)
 
Kael said:
I add a few more promotions on every update, although they won't be hero only, they benifit the heroes since they get more promotions than other units.

In my last game I used Bambur until I switched to the Order to build the Oracle and some Basilica. That was a rude surprise. I was going to build the Order heroes, but after that surprise, and the realization that The Veil and The Order can not co-exist in a city (and most of my cities were Veil already), I decided just to go back to the religion of wealth.

The trouble I had with Bambur was that he had fewer promotion options then either my recon or my melee units.


Kael said:
Thats prety easy to do without splitting anything up. I just need to give the assassin a free promotion then make all the "assassin" line promotions require it.

Yeah, I meant you could do it either way.



Kael said:
Create a promotion that give a huge negative movement (the one i used is called Rooted) and stick it on the monsters you want to stay put.

*slaps his forehead* Gah, that's so obvious too :(. I guess I was just too fixated on the idea of getting the computer AIs to do what I wanted.



Kael said:
The AI definitly uses spells, he has no problem fireballing people.

All I'm saying is that they haven't used them on me yet, at least in 0.80.

Kael said:
Let me know if you find anything on the upgrades, I have jumped through a lot of hoops trying to get it working but I have never been able to find a way to do it in a way that allows upgrades, but blocks them from being built and works for both players and the AI.

Actually I was talking about keeping around lower tech options when the upgraded version becomes available. What was wrong with my unit action suggestion coupled with a begin player turn sweep for AI units for upgrading?


BTW, the destroy building mod might be nice to add as well, vis a vis the upgraded units problem.
 
Belizan said:
Actually I was talking about keeping around lower tech options when the upgraded version becomes available. What was wrong with my unit action suggestion coupled with a begin player turn sweep for AI units for upgrading?

BTW, the destroy building mod might be nice to add as well, vis a vis the upgraded units problem.

0.90 should have some units that stay available even though their upgrades are available too. Im just testing it now but it looks to be working. Im going to keep Dwarven Soldiers, Elven Archers and all of the Disciples in the build lists even when their upgrades are there too.

Upgrades are pretty extensive logic, checking for appropriate techs, money, bonus's, buildings, religions, etc. I could probably create a unit aciton that did the same thing (ie: write my own upgrade process) but I am hesitant to because of the work involved. You are right, it could be done, but Im hoping there is a more elegant solution, at least with the SDK.
 
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