Psychic_Llamas
Wizard in the Making
i would immagine the mazatle flooding the foundations ofthe walls and makingthem crumble. magic would be the way to go 

i would immagine the mazatle flooding the foundations ofthe walls and makingthem crumble. magic would be the way to go![]()
This is an idea that is deeper than this mod and would require python, but can be done since Belizan had it in SotM for a while...attrition. Could enemy (only while at war) units suffer damage while in marsh? I think the same should happen in vanilla FfH2 with desert tiles and the Malakin and forest tiles with elves. Is this more work than it would be worth?
I read somewhere that this is what Entropy mana's effect was to be originally. I think the problem was that the AI would get damaged and then be stuck in place forever, trying to heal by fortifying.
Now you've got me considering Lizardman Shapers (Mazatl Workers) as part of an upgrade route
Not sure what the AI would make of upgradeable workers, but I can investigate it.
Side note - Any thought to removing cultural defenses altogether in your modmod. I understand what they are supposed to represent, but would rather see physical barriers causing +X% bonuses and not simply culture. Why would culture increase your willingness to fight for your city? Not likely.
And with solid defensive barriers you could then use magic to soften walls or make bombardment more realistic.
I don't think workers that do anything except work are a good idea. The AI tend to let them defend instead of fleeing. I assume they'd need some combat ability to go after city defenses.
Side note - Any thought to removing cultural defenses altogether in your modmod. I understand what they are supposed to represent, but would rather see physical barriers causing +X% bonuses and not simply culture. Why would culture increase your willingness to fight for your city? Not likely.
And with solid defensive barriers you could then use magic to soften walls or make bombardment more realistic.
If morale were implemented, I would make culture only increase morale, as that seems to be what it represents.
return ( (bIgnoreBuilding) ? 0 : getBuildingDefense()) + getNaturalDefense() + GET_PLAYER(getOwnerINLINE()).getCityDefenseModifier() ;
return (std::max(((bIgnoreBuilding) ? 0 : getBuildingDefense()), getNaturalDefense()) + GET_PLAYER(getOwnerINLINE()).getCityDefenseModifier());
Personally think that Homeland should give a bonus equal to that players percent of the culture on the tile instead of within their borders. That way they would be better at retaking their old lands, but not as good as good at defending there most recent settlements. I also think that you should be able to found cities in rival territory (an act of war), but that without changing Homeland it would be too exploitive.
That's cool Vehem, but do you plan on making culture % changes for the points? Will you shrink the % each level gives?
woodelf said:Quote:
Originally Posted by MagisterCultuum View Post
Personally think that Homeland should give a bonus equal to that players percent of the culture on the tile instead of within their borders. That way they would be better at retaking their old lands, but not as good as good at defending there most recent settlements. I also think that you should be able to found cities in rival territory (an act of war), but that without changing Homeland it would be too exploitive.
How much work would it entail to make this possible?