Feature Requests and Discussion

Please note that I don't have access to that book and I don't know much about the lore either besides what is present in the civilopedia and the scenarios. But for me, it would feel weird that someone who officially follows other gods is able and willing to bring the god of winter back or to use its priests.
 
[to_xp]Gekko;12131194 said:
Mahala is fine imo, but making Summoner no longer work with puppets would make A LOT of sense without changing Keelyn herself ( this would be an exploit fix rather than a balance change really... )

The Illians are quite clearly designed to be an agnostic civ, so it should be a civtrait rather than auric's

what about the Khazad? Ingenuity should also be a civtrait methinks, they need it for the vaults regardless of leader choice.

Mahala's fine???
Because Raiders/ingenuity are such useful economic traits.
There's a reason why ingenuity is always included with two other traits - it sucks.

A nerf to summoner puppets is a nerf to Keelyn.
 
raiders/ingenuity is great as doviello, the civ itself is underwhelming. but yeah buffing charadon would make her weaker in comparison...

I'd be quite happy with just good ol' Fin/Arc Garrym back instead of Defensive really :lol:
 
In an unrestricted leaders game for the dovvleio, with the adaptive ones ruled out, would you take Mahala?
 
My point is she's not great for the dovelio.
She sucks for them and she'd suck for any civ.
Okay, rule out all the financial leaders, would you take her?
 
It would probably make more sense for you to try to hack into my computer to find The Ashes of Brigdarrow rather than tracking me down in person to steal the document. I don't have it as a physical book. Kael was planning to eventually publish The Ashes of Brigdarrow, together with other stories like The Tale of Saverous (which is publicly available somewhere on thus forum), under the name The Book of Tears. I am fairly certain that he has not done so yet, and don't know if he still has any plans to do so. He might be too busy as a professional game designer now.


What Kael sent me is a 56 page pdf of the story for me to review. I sent him back a doc file (since I did not have a program that could edit PDFs, only read them) with various corrections, suggestions, questions, and general feedback. Most of the changes were in spelling or grammar, but I also pointed out one major anachronism that Kael decided needed fixing.

Spoiler :
The Library of Barathrum contained many priceless manuscripts which the Once-Elves took with them when they escaped the Netherworld. These are the greatest pieces of literature ever written, masterpieces whose authors were not able to complete during their lifetimes but perfected after death. Auric was supposed to have learned the details of Mulcarn's summoning, rule, and demise by reading a posthumous account written by a High Priest of Winter who saw it all happen first hand. This could not have happened, however, because the Once-Elves left the Otherworld before Mulcarn's death and have never returned for more manuscripts. Auric Ulvin was born within one year of Mulcarn's demise, and was 16 years old when he found Barathrum. Talia Gossam says that the Once-Elves founded it after escaping from an evil archmage who had held them in the land of the dead for centuries, and that they had been living in this city for decades.

Although not mentioned in the story, Kael's reply revealed that Rathus Denmora was in Barathrum at the same time. Sandalphon had visited their library a generation earlier, where he found The Book of Laroth. (This is one of the most powerful books of magic ever written, and also most likely a very biased history meant to manipulate the emotions of the reader in order to serve Laroth's purposes. I very much doubt that Laroth revealed his true identity in it. He probably pretended to revere Arawn, rather than desire to overthrow him. The Sidar would be appalled if they knew his true plans.) The Once-Elves would never let a visitor remove any original manuscript from their library, but they let guests read and make copies of anything they like. Sandalphon made a copy of The Book of Laroth and took it home to his people, who used a ritual found within to become the first Shades. Rathus had already become a Shade before he realized that Sandalphon's copy was of poor quality, riddled with errors that made its spells far less effective than they should have been. He came to Barathrum to study the original and bring back a corrected copy for his people. He entered the city at the same time as Gosea the Dwindling and Talia. He was still there when Gosea the Dwindling stole the Heartstone and escaped. Harlond Gossam (due to the influence of his chief adviser Waldrun, a necromancer who is secretly in league with Laroth) blamed Talia for the theft. Rathus would have been a good scapegoat too, but performing the Waning ritual perfectly made them forget he had ever existed. Waldrun tried to convince Haerlond that the children were working with Talia to hide the truth of the theft of the Heartstone. They spent one night in jail before Varn convinced his brother to release them. (While there, Talia recognized Auric's aptitude for magic and gave him his first formal magic lesson. He was disappointed with his slow progress, but she was impressed. He had advanced more in his first few hours than she had in her first several months, and her teacher's had considered her a great prodigy.) While Auric was in the library, Waldrun tricked Dain into visiting the Otherworld--and thus, by Once-Elf Law, never being allowed to leave their liminal realm in the other direction and return to the land of the living. Rathus used this diversion as an excuse to visit Arawn's vault himself. There he was given The Netherblade by an angel in the service of Laroth, whom he believed to be a servant of Arawn. (When Auric learned where Dain had gone, he tried to sense his presence using magic; instead he made a brief but intense connection with someone overwhelmingly powerful and evil. It is strongly implied that this is Laroth himself, and it would not surprise me if the Master of Spirit magic used this opportunity to plant the seeds of the madness that would drive this nice young man to become a malevolent deity. He probably planed both Auric's rise and fall, as steps towards his own deification.) Dain returned first, as a departed spirit warned him that Waldrun intended to use the taghairm ritual to kill Talia and enslave her soul. Haerlond had agreed to this, as it would ensure she would confess. Dain returned to Barathrum to warn Varn, who helped them and her escape. Rathus did not return yet. His return was the mysterious distraction that came just in time to stop the Ostaurii Guards from killing Auric before he could finish channeling the Sun, blinding the enemy, and breaking down the barrier that had separated The Vale of Shadows from Erebus itself. It did not come in time to save the life of Dain, but it let Varn, Talia, Auric, and Kirien escape.



Please note that I don't have access to that book and I don't know much about the lore either besides what is present in the civilopedia and the scenarios. But for me, it would feel weird that someone who officially follows other gods is able and willing to bring the god of winter back or to use its priests.

I suppose that giving the Agnostic traits to the Illians probably would make more sense in modmods that don't add The White Hand religion and make t a prerequisite for those things.
 
My point is she's not great for the dovelio.
She sucks for them and she'd suck for any civ.
Okay, rule out all the financial leaders, would you take her?

her traits synergyze very well with the civ, she's a decent pick. the issue with Doviello is rather beastmen obsoleting at BW and champion UU being crap. I'd much rather see neverobsolete beastmen and 100h battlemasters than changing her traits, since these could very well be considered oversights rather than working as intended.
 
it would be great to include the "Multiple Production modcomp" , allowing a city to finish construction of more than one item queued if enough hammers are available.
 
suggestion ( from eitb ) : can HN strip racial promotions? that would allow it to be used more like intended in multiplayer games.
 
First off, I apparently need to repost my intentions for this thread...

Please refrain from making balance requests. This mod is focused on bug fixing and AI improvements. Any feature requests should either be something for modmod-modders to use (such as new XML tags for example) or something that would fit into one of the existing game options.

Please start a new thread if you wish to discuss balance changes.

[to_xp]Gekko;12121512 said:
idea for AI lair exploration: can the AI be thaught to be more willing to pop them the further away they are from their territory?

They already do.

[to_xp]Gekko;12125212 said:
does MNAI already include the fix for deity AI Doviello getting two Lucians? :D

First I've heard of this issue. I'll look into it.


[to_xp]Gekko;12129790 said:
suggestion, make Barbarian the Clan civtrait and remove it from Jonas and Sheelba. this would allow them to be played as intended with Unrestricted Leaders ( as Rantine's ability won't be useless )

OK. I can do that.

[to_xp]Gekko;12131194 said:
The Illians are quite clearly designed to be an agnostic civ, so it should be a civtrait rather than auric's

Since all of the Illian leaders have Agnostic as a trait, I think this makes sense from a gameplay standpoint.

what about the Khazad? Ingenuity should also be a civtrait methinks, they need it for the vaults regardless of leader choice.

I'll consider this as well.
 
First I've heard of this issue. I'll look into it.

I think the code that gives doviello Lucian is the same that gives a starting settler. Deity gets two settlers, therefore also two Lucians. perhaps an easy fix would be having the game delete one if there are two.
 
some more ideas:

1) Acheron is the only dragon without move through impassable + ignore terrain cost. seems wrong consider his wings. could also get no defensive bonus from terrain like the other dragons, that should help the AI as well.

also, when playing with barbarian world he gets built way sooner than intended. a tech prereq would fix that I think.

No Acheron should probably be on by default until the AI learns to not suicide armies against him. on a similar note, No Tech Brokering could also be on by default - excessive tech trading breaks the "choose a path" nature of the FFH tech trees.



2) workboats get built with food under conquest civic, which seems wrong since they're not military units. btw, the "allow governor to build workboats" should just be default behaviour, why would one not want it ?



3) unique units with special abilities unavailable once they upgrade should never go obsolete. good examples are divided souls, morois and beastmen. there's likely a couple more I've missed..

doviello champion UUs are 150h instead of 120h which seems wrong considering they're weaker than default. only ogres, iron golems and vampires should be more expensive.


4) Gibbon's impersonate leader could be allowed vs AI in multiplayer.
 
blinding light is broken fopr simultaneous turns multiplayer, it lasts double than intended. changing it to work similar to charm person ( expiring promotion ) would fix the issue.
 
But would that not enable the user to blind the opponent again the next turn?
 
yeah... but then he'll have to cast two times more spells...
the issue here is getting the worth of 2 spells for the price of 1, not the possibility to infinitly block the opponent.
 
[to_xp]Gekko;12119414 said:
suggestion: adopt FF guardsman mechanics ( can be bundled with advanded tactics if deemed unappropriate for vanilla )

ff: units with guardsman have normal chance to defend, and they defend against units with marskman. so you can't use only one to disable infinite units with marksman.

I agree Guardsman should be easier to get and less suicidal without eliminating the Marksman possibility. I never use it, as skeletons pretty much shut down Marksman, and it seems my promotion building never leads to Guardsman.

[to_xp]Gekko;12126412 said:
Flexible Difficulty current implementation is TOO flexible, you can quickly get to Deity and then get dogpiled by AIs which doesn't seem to be working as desired :D

Hmm....I get kind of the opposite effect. I don't use flexible difficulty anymore cause it decreases too quickly IMO.

[to_xp]Gekko;12128594 said:
Tholal, please consider allowing lumbermills to be built on ancient forests: it's not really a balance change but more of an annoyance removal, since lumbermilled AFs are already possible. it would just make playing non-elven FoL a lot less infuriating and micromanagement hell.

on a similar note, please consider giving Garrym Gyr his pre-BTS Arcane trait back instead of Defender. the latter is pretty bad on its own and of course IT DOESNT WORK ON GOLEMS! the community has always been pretty unanimous about this being an oversight and not intended.

I like the idea of lumbermills on ancient forests most definitely. It doesn't make sense to me otherwise. The problem I've found with Luichurp is putting too much emphasis on keeping their hero alive for golem empowerment bonus, and lack of movement on golems. Otherwise they seem just fine.

All the dovellio leaders need buffs.
As does sandalphon/luchuirp.
But this isn't a balance mod (IIRC).

I agree Doviello need buffs. They always seems weaker than other civs. Too much emphasis on early game.

First off, I apparently need to repost my intentions for this thread...

Please start a new thread if you wish to discuss balance changes.

I can't help responding to some of these ideas, but will keep in mind your goal with this thread.
 
Hmm....I get kind of the opposite effect. I don't use flexible difficulty anymore cause it decreases too quickly IMO.

that's a good point, flexible difficulty changes too frequently. I wonder if it takes gamespeed into consideration? maybe it should change as frequently as adaptive trait does.

another issue it seems to have is it's too sensitive, perhaps the tresholds to trigger difficulty change should be a bit more restrictive.
 
I definitely think that the Flexible Difficulty thresholds for going up or down are too sensitive.

Frankly I'd rather it be able to change the difficulty more often, but only actually do so if the power differences are much more significant.

If you suddenly far way behind and loose almost all of you units and cities the the game should go easier on you until you recover, rather than still thinking you are the most powerful player and keeping the difficulty high. If you remain just a little stronger or weaker than everyone else then your difficulty should not keep going up or down.
 
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