Fall Further Plus

I think you should use something different to "divine" for the techpriest spells. It just doesn't seem right, and it clutters an already cluttered promotion with things that have nothing to do with the gods.

Make a new promo instead of divine, I'd say.
 
I think there could be plenty of nice ship promos. Just a few quick ideas

Onboard Ballistas (pre gunpowder ships only)
+1 ranged attack strength, +15% damage limit

Mastercraft Cannons (replaces the former, for gunpowder ships only)
+2 ranged attack strength, +25% damage limit

Well Made Sails (reqs Cotton)
20% chance of aqquiring Sailing Winds per turn (see below)

Masterwork Sails (reqs silk)
40% chance of aquiring "Sailing Winds" promotion per turn, which gives +2 movement, and has a 50% chance to wear off.

Crow's Nest
+1 visibility range

Extra Deck
+2 cargo space

Well Crafted Rudder
+10% withdrawal chance

Subsurface Propellors (reqs Engineering)
+1 movement

Naval Artillery
+1 aircombat range

Training Room
-1 cargo space, slowly trains melee/archery/recon units onboard.

Meditation Chamber
-1 cargo space, trains arcane/disciple units onboard

Hull Plating (reqs bronze)
+1 strength

Heavy Hull Plating (reqs iron, replaces the former)
+2 strength

Master Hull Plating (reqs Mythril, replaces previous)
+2 Strength, +10% Strength, +1 movement range (due to being light)

Repair Crew
Can heal while moving
+10% heal rate

Salvage Crew
+2 :gold: from battles
Heals 10% after combat

Boarding Crew
30% chance to capture defeated enemy ships after battle
 
I like those promotions... But it's not number of promotions I'm worried about, it's amount of use they'd get. A building improving melee is still better than one that improves siege and naval, aside from the Mechanos.

The usefulness depends on the maptype. Try playing Lanun on an archipelago map sometime. You'll see why a master shipwright would be useful. Siege weapons on such a map are pretty worthless, since you can shore bombard almost any enemy city with your ships.
 
I highly like those promotions. I didn't buy the +1 movement range for mythril hull.. Yes, it's light, but it's still addon and not replacement, and generally a difference in weight between wood-mythril shouldn't give so much movement. Some other bonus, like +15-20% spell resistance (because mythril can be enchanted) would be nice though.
 
the mazatl workerspeed really needs a buff. they cant use their jungleadvantage at all as everything needs at least 20 turns. and requiring 20 turns for a cottage in a jungle after having researched education is just awful.

later they are strong but their earlygame almost completely prohibits playing a successful game if u dont start next to a long river because u cant use marshes then

also the sea resources need another rebalancing imo. now its just luck which1 u get. if u start next to shrimps you are . .. .. .. .ed. sea starts are hard even in normal ffh because fishing is available quite late. but with clam and shrimp its not at all worth it to build fishing boats. 30 hammers for 2 gold is just not what it should be like. lanun get 1 :) for their pearls but shrimp just grants health. so either pump up +gold or food or make it a happyresource imho :))
 
I don't see anything wrong with shrimp. It provides food and health, that's just what it does. same as fish/crabs

No, it actually doesnt. Shrimp provides +3 Commerce with a Fishing Boat. I believe the added benefit of +1 Commerce is also generated by it, not +1 Health, but I may be incorrect on that. The tile yield I am sure of, however.
 
I like the ship equipment promotions, and I like combining the Master Shipwright and Master Siegesmith even better. Less clutter that way. Hell, I'll write some lore for a Master Construction Yard or whatever if you need it.
 
Is it intended that Steam tanks can be mass produced? There's no limite on them. Mine currantly hav 22:strength:, and can be built in my capital in 2 turns.
Also, could you make Accelerate Autocast like Haste? It's tedious havint to remember to do it every turn.
Edit: Goliath can cast Sieg Configuration while in siege mode.
 
*just forced to sit and lurk at this point, stupid patch 3.19 and steam*
Valk, how is the AI in your game? Have you gotten the stupid thing to be competitive at noble/chop trees for improvements? I'd almost gotten the first thing done in my inside test in Fall Flat before explosive motherboard happened and since it was all python driven if I can dig the stuff up I'd love to discuss it with you.
 
I think there is a bug in FF+ with the fixed mana not always working even when you build an improvement on the node. The screenshot shows one example - the d'Tesh start with Fire Mana. Hooking up the node shown does not result in giving the d'Tesh a second instance of Fire Mana. I've never seen this with the 'wild' mana that can be anything - only the fixed ones. I had this happen in my last game with a Death node not showing up in the total.

Also, I will repeat the problem with d'Tesh/Thanatos being unable to build Theaters or have Bard/Culture specialists or get unlimited bards from Liberty. Is this a feature of the Treacherous trait?

Again, the Temple to d'Tesh is doing nothing as well.
 

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I think there is a bug in FF+ with the fixed mana not always working even when you build an improvement on the node. The screenshot shows one example - the d'Tesh start with Fire Mana. Hooking up the node shown does not result in giving the d'Tesh a second instance of Fire Mana. I've never seen this with the 'wild' mana that can be anything - only the fixed ones. I had this happen in my last game with a Death node not showing up in the total.

Also, I will repeat the problem with d'Tesh/Thanatos being unable to build Theaters or have Bard/Culture specialists or get unlimited bards from Liberty. Is this a feature of the Treacherous trait?

Again, the Temple to d'Tesh is doing nothing as well.
The only thing I can think of with the mana node is that you just connected that turn (it takes a turn for the mana display to update). If it has already been connected for a while, I have no idea.

The culture buildings are specifically prevented for the D'Tesh, I assume for balance reasons, but Liberty shouldn't be affected - I just tested it and it was working fine.

The temple really is just a pointless building unless you really want Great Prophets.
 
The only thing I can think of with the mana node is that you just connected that turn (it takes a turn for the mana display to update). If it has already been connected for a while, I have no idea.

The culture buildings are specifically prevented for the D'Tesh, I assume for balance reasons, but Liberty shouldn't be affected - I just tested it and it was working fine.

The temple really is just a pointless building unless you really want Great Prophets.

Actually, I have had that Fire node for some time. It was a Dimensional Node and a Death Node last game that did not appear. Again, this is only with the fixed mana nodes you get, and some seem to be OK.

I'm fairly certain I was able to build a Theater and have bards/culture specialists while playing d'Tesh with Lord d'Tesh as a leader, but it is not working with Thanatos as a leader. The only difference would be the traits, I would think, but I don't get the connection in Treacherous vs. Aggressive as far as Culture goes.

I don't get your connection of the Temple to d'Tesh with Great Prophets. It has no relation as far as I can see and the Disciple modifier just makes no sense to me. I really think the Temple should be eliminated from the d'Tesh, but also having Wells and Sewers are pretty pointless also. ;)

Despite these strange things, the d'Tesh have become my favorite civ to play. They are so different from the others, and once you get the knack of their strengths and weaknesses they are one of the most powerful civs in the game and most fun to play IMO. :)
 
Throwing my vote behind a combined master siege/ship building. Or barring that have the shipbuilding one as a normal building that requires the siege one in the city.

Considering how terrible the AI is at creating a worthwhile navy.. a master building for naval units isn't really important enough to sacrifice a Great Engineer for on its own.

...admittedly I still might do it, since I love elite superunits just way too much. :(
 
I don't know if it is just is my games... but I find that the Legion's AI does not use slaves to raise the pop if they are unhappy. If this is the case, simpley give them a building (like demon pop) which elimenates unhealthy and unhappy. If not, ingore me...
 
They already have one-the Mage Guild replacment elimenates Unhappy/Unhealthy
 
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