Fall Further Plus

First off FFH,FF,FF+ are the greatest games I've played. I'm loving everything thats coming outta these teams. Ty,ty,ty so much.

Question: Whats up w/ unit stats? I want to say I remember them working in FF(FFH.34?) but nothing comes up now. Does this have to do w/ the combat log option?

Question: Its obvious to my dino that I seriously need to upgrade. FFH plays fine well past 550 turns (normal speed, small map) FF on the other hand is taking 5 mins (&CTDs) before my next turn. Im trying tiny now, but its still a lot of room for cities (tectonics 30%). I'm using every tweak I know (besides overclocking my dino gear) w/ XP Pro. Usually running between 15-17 processes, depending on what I have going,OS,IM,etc. Are there any tweaks in the game?..Hell terrain off. I would certainly like to play w/ more than 3 civs total. ALSO Im using Dov+..

Dov+ - Effin cool man! I never even loaded the Dov before this. i have fun just running around the tundra w/ packs of animals...Very very cool indeed.
ty

Edit: Orbis too!...Just haven't grabbed it since .40
 
The unitstats thing used to work, but it broke in one of the last main versions of FF, sadly.

Hmm..... I'd probably close out of the other processes, and make sure to have graphics low. Anytime I play larger than standard I've gotta turn down the graphics myself. :lol:

And I'm glad you like it. :goodjob:
 
Working on a Master Siegesmith, and I need some more ideas for promotions..... Anyone willing to suggest some? :p

Edit: Might use one of these rather than the trebuchet...... http://forums.civfanatics.com/showthread.php?t=182956

Heck, grab a couple of those guns. Those are sweeeeet.


Siegesmith promos:

1. Bonus to collateral damage limit, no bombard (grapeshot)
2. Blitz (rapid fire/organ gun/trained crew)
3. Increased number of collateral targets
4. Increased range
5. Damage bonus vs. naval
 
I just discovered that battlemasters don't get the +25% against melee units that other champions get. Caused me much consternation against hordes of infernal champions, and also pyre zombies.

The tundra bonus really isn't enough to counteract that penalty. Tundra isn't too common, and is a bad terrain to have around.
 
The Mechanos have an English flavour to them, in my mind. Especially the Clock Tower UB. :lol:

Their recon line needs safari hats. Badly.


9962
 
This is what I've got so far for the Siegesmith..... Granted, I just started on it. Didn't take as long as I thought it would. :lol: I might end up making some of these block other ones, but I'm not decided on that yet. I'd rather just have prohibitive costs, but blocking Sighted Shot from the first two might be necessary. I still need buttons, and a few more ideas.... Some of which need to be Mechanos/Khazad exclusive.

Current Siegesmith Promotions:


  1. Grapeshot
    • 2 extra Collateral Targets.
    • +15% vs Mounted and Melee
    • -50% Bombard rate.
    • Requires Gunpowder
    • 60 :gold:
  2. Canister Shot
    • +40% Collateral Damage.
    • +1 :strength:
    • Requires Gunpowder
    • 60 :gold:
  3. Well-Trained
    • Blitz
    • 100 :gold:
  4. Sighted Shot
    • +1 Range
    • Requires Gunpowder
    • 100 :gold:
  5. Heated Shot
    • +50% vs Naval
    • 25 :gold:
 
That, well awesome... >.>; Would make siege units more useful at least... you should also make the upgrades able to work on boats though, and maybe even have a master docks or something er other.
 
I think the boats are well covered by the crew promotions, actually. Might add an Enchanter, but aside from that I can't think of anything really.

I do need to add: The Master Siegesmith is available at machinery, and is NOT required to construct the Master's Hall, because it's available so late.
 
Expect a reworked Theocracy civic in the next release..... should be sometime over the next few days. After seeing Shatner's idea, I had to make it. :lol:


I would offer a moderate religion-happy bonus (+3), reduce the unhappiness duration of whipping by 50%, a -25% penalty to science and it would grant all disciple units (even those already built) the "Zealotry" promotion (which would vanish if you changed civics). This promotion would allow them to inquisition non-state religions, upgrade for half price, give them healing while moving, a slight bonus attacking cities (+20%) and a variant of the rally ability, called Incite Fervor. This spell, which has a casting time of 2 or 3 turns and requires the state religion in the city, would reduce the city population by 3, temporarily reduce happiness (like whipping, so reduced in duration by 50%) by 3 (negating your happy-bonus) and spawn 3 acolyte units. These could then be upgraded (at half price) to priests or be upgraded (again at half price) into the combat variant of that religion (paramanders, crusaders, stygian guard, etc.). This would allow theocracy civs to rapidly mobilize an army of disciple units at the cost of their population/happiness AND allow those disciple units to become an effective mob. At the very least, it would be different, interesting and solidly change the role of Theocracy.


I can't influence hurry anger, but the way I have it is +3 :) with the state religion, +1 :mad: per non-state. +10% :commerce:, -25% :science:, and the Zealotry setup. Right now I know the promotion is applying, and the (1 turn!) Inquisition is working. The Incite spell wasn't when I tested it, but I used a == instead of a =, so that should be fixed.... I'll test again when I wake up. :lol:
 
Machinery? I think that's a really bad idea.

Please make it available at construction. Half the fun of master buildings is being able to build them early, and unlocking new goodies as you go down the tech tree. You can have tech prereqs on individual promotions, you know.
 
Main thing is none of the other master buildings are available with the first tech you need to start producing the units.

?

Master fletcher is available at Archery. Hunting for Outfitter, I think. ok, granted, the first recon unit is a scout, but they're not useful for much.


I've played quite a few games where I rushed Archery, then Construction, popped a Great Engineer as my first GP, and built a master fletcher right away.


Besides, there's a lot of difference between the First appropriate tech, and the one right at the distant destination of an endgame tech path. It would be like the Master Smith requiring Mythril working, or Armoured Cavalry for the Rancher. Or Animal Mastery for the Outfitter. Or Precision for the fletcher.

You get the idea.

The rancher is about the latest one as is, requiring feudalism. I've never understood that choice personally, and I was actually thinking of changing it to horseback riding. But regardless, Machinery is far too late. Construction is far enough in the tech tree to be a good choice, I think. The next reasonable option is Mathematics, which also could work. I feel Engineering is too late though, as that's a tech I'd rather see some nice siege upgrades unlocked, for the siegesmith you should have already built.


tl;dr, Construction or Mathematics as prereq, please.
 
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