Fall Further - The Original Thread

I haven't linked any of the Creation spells so far to the water resources. It would probably be appropriate thematically, but the potential health from a single building would be massive (it's possibly too potent already).

Quite. . . I wonder if there would be a way to have it pick just one of these resources (not all of them), the first one that becomes available to the city.
 
I second Psychic Llamas suggestion, and I will drop in a couple things that I'd really love to see in FF in future releases...

1) Wiser Orcs. better AI, enough said ;)

2) the Civ-specific pagan temples from the Orbi modmod would be awesome imho and add a bit of flavour and uniqueness to the different civs in the early game.

3) Tarquelne's Holy Warriors: http://forums.civfanatics.com/downloads.php?do=file&id=8884

and thanks for Patch J of course :D
 
YAY! PATCHES! WOOOOO *DLs and plays*

EDIT: you should change one of the kurio manas to creation, Grigori to force, illian to ice and sheim to dimensional. and other fitting civs, like doviello should also have ice, and maybe ljosalfar should have creation.

Aye - going to play with that for the next release. Had planned to look at it yesterday but it was getting late and I wanted to get Patch I released to fix the delayed spell CtD.

Will have a play with the spheres later on.
 
AFAIK I do not have sid tips or acton recommedations active but those messages keep spamming. especially "you have gained access to your first food resource...."


By haud

annoying.
 
AFAIK I do bot have sid tips or acton recommedations active but those messages keep spamming. especially "you have gained access to your first food resource...."

annoying.

The messages are related to feats being completed, but should only trigger once. Will look into it.
 
i just got/stole an idea for an item that would be very interesting to have in the game (though only one should exist, and be hard to get)

Bells of Necromancy:
allows the caster to cast seven spells: (undead refers to any who shoudl be dead: liches, skeletons, drowns, etc...)
Ring Danalin: Freezes a targeted unit for up to two turns
Ring Camulos: Strengthens all undead within a tile, though at the cost of some of the caster's strength
Ring Junil: has a chance to bind enemy undead to the caster (control transfered to player)
Ring Cerwiden: has a chance to give the undead within hearing range a spellcasting promotion
Ring Tali: has a chance to remove undead promotion from undead units around the caster. also has chance to give caster the undead promotion.
Ring Arawn: Raises dead (skeletons, wriaths, etc) in the tiles around the caster. each dead has a chance of having enraged promotion: Raises AC by however many units summoned
Ring Agares: Kills every unit within a tile range of the caster. additionally has 75 percent chance of killing the caster and destroying the bells.
 
42. Curse the Land effect is automatically removed if you are no longer at war with anyone (alternative way out - make peace).

Umm... no it isn't (save attached, patch i). God I hate this thing. I still have no idea how the AI manages to cast it in the midgame. 1000 hammers!
Are there some bonuses to Wonder/Ritual production that the AI gets on high difficulty levels (I'm playing on immortal)?
 

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Nice patches, Vehem, thanks!

Couple of comments/suggestions/questions

1 - Malakim nomad camps...what about making them - magically - upgradeable in the late game? Production/commerce or whatever other bonus justifiable in fluffy terms - control over sun/fire elementals blablabla...Haven't played with them, but it seems once you get access to Spring deserts&camps become useless, which might not be that fluffy.

2 - Mazatl terraforming will stay as it is, right?

3 - There was a thread a while ago about making the Khazad fluffier - more advantages from hills, for example. Personally, it seems to me they work great if you play them as a "normal" civ - high population cities with high production - but high pop cities are not that dwarfy, perhaps. What about it? Would it be too much work to modify them? Or are you satisfied with them as they are?
 
Umm... no it isn't (save attached, patch i). God I hate this thing. I still have no idea how the AI manages to cast it in the midgame. 1000 hammers!
Are there some bonuses to Wonder/Ritual production that the AI gets on high difficulty levels (I'm playing on immortal)?

Actually, it did clear it, that is why you don't have the icon by your score and cannot cleanse yourself. Unfortunately it means you can never get access to your resources again unless you complete a project. So whip out a quick Dowsing and you will be set.

Fixing the DLL now so that it works properly in the future. I just forgot to look in the city screen when I was testing the new setup :(
 
Not sure if this is intentional, but my adept was able to learn Ice II. Shouldn't this require channeling II like everything else?
 
My Dural ally summoned Basium, and now the Basium hero unit appears to have stolen my capital.

Is this intended? Did Basium at some stage gain an ability like Hyborem's Whisper to steal a city? Should this really apply even to a capital city? Its pretty annoying - summoning Basium is already more of a burden than benefit because of his constant wars and because he kills your research income without contributing anything much.

Saves attached before and after.


*Edit* You can just demand the city back from him in diplomacy, but he just keeps stealing it over and over as long as he is in the city. Not fun.
 

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I've switched over to play bassium a few times and for a while now he's been able to walk into any good city he feels like and convert it over him him. And he's worse than hyprobem about it because bassium can do it as many times as he feels like (I summoned him and then went and took back all my choicest cities from the AI). If he bugs you just play a custom game with compact enforced and then he won't show up.
 
Patch J isn't linked at the top of the page (it's still patch I), although it is linked on the second post.

And thirdly, seeing as how Ice is the fifth Elemental sphere, wouldn't it be keeping with theme to have it's final spell be Summon Ice Elemental? Again, not sure that has much bearing, but it would seem to fit nicely with the other elemental spheres.

Ice is the same element as water, just colder. 'Course, fire's not really an element either, so I'm nitpicking. If there were an Ice Elemental, it would be neat if it froze the ground it walked on (the ground would thaw in a few turns of course). That would give it a nice synergy with the winterborn promo.

I also think that Basium should auto-sanctify the ground he walks on, and Hyborem should auto-defile. Probably too python intensive, though.
 
EDIT: you should change one of the kurio manas to creation, Grigori to force, illian to ice and sheim to dimensional. and other fitting civs, like doviello should also have ice, and maybe ljosalfar should have creation.

I agree, except I don't really think that the Ljosalfar should have creation mana. Creation is a youthful sphere about fertility and new life springing up, and the Elves traditionally have a very low birthrate to go along with their longevity and eternal youth.




The Compact was Dagda's (well, originally Cassiel's) idea, and is frankly the epitome of his sphere of Force/Balance; thus, the Seven Pines, as the sight of its signing, really needs to have its free mana changed from Enchantment to Force. Enchantment never really made any sense here, imho, so I always assumed it was just a placeholder until Force was implemented (although Law would really have been a better stand in).

Letum Frigus needs to give Ice mana now that Ice mana has been implemented. .

I'm thinking it could be good to add the Bair of Lacuna unique feature, which should grant dimensional magic, which should have some special bonuses for the Sheaim and for the Calabim.

It could be nice to add a Creaton mana providing unique feature too, but I haven't thought of a good one yet.

I personally like making Maelstrom give Air mana. I was a little surprised at first to see that it gets properly connected once it falls within your cultural borders.
 
My Dural ally summoned Basium, and now the Basium hero unit appears to have stolen my capital.

Is this intended? Did Basium at some stage gain an ability like Hyborem's Whisper to steal a city? Should this really apply even to a capital city? Its pretty annoying - summoning Basium is already more of a burden than benefit because of his constant wars and because he kills your research income without contributing anything much.

Saves attached before and after.


*Edit* You can just demand the city back from him in diplomacy, but he just keeps stealing it over and over as long as he is in the city. Not fun.

I've switched over to play bassium a few times and for a while now he's been able to walk into any good city he feels like and convert it over him him. And he's worse than hyprobem about it because bassium can do it as many times as he feels like (I summoned him and then went and took back all my choicest cities from the AI). If he bugs you just play a custom game with compact enforced and then he won't show up.

Thanks - fixed for K.
 
Patch K - Download
1. Corrected issue with removing resource blocks by declaring peace.
2. Basium will no longer steal cities other than the one that built the Mercurian Gate.

====

There's still one possibly significant issue we're looking at regarding the Feats - will address that in a quick-fix patch like this once it's solved.
 
awesome, thanx for the fix Vehem :)

it's good that I have a nice game going on with the Austrin with patch H right now, so that I can patiently wait for patch L + scions :P
 
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