Feature Requests and Discussion

can't test atm, but can fireballs still summon mercenaries/slaves in MNAI? if so, an overhaul of which units can and cannot use those abilities would be nice :D
 
Is there some way that we can check which version we are using? Does Thotal update the 'about this mod' notes?
 
re: Wildlands letting wild animals spawn all game long.

Excellent idea! however, it would be best to separate the two mechanics imo. for example, I'd use the "animals keep spawning" thingie in each and every game, since I hate how an interesting mechanic becomes moot very fast. however, wildlands makes early exploration almost impossible, therefore making scouts useless ( also, unless you changed his AI Lucian loves to suicide on the first bear he comes across )

you could probably just make "animals spawn all game" the default behaviour and nobody would complain... it always seemed a bit weird how FFH adds a whole animal capturint element of gameplay which only applies to the very early game ( no hunters, no spare hammers/beakers )
 
Can you make the Guild of Nine a national wonder? I feel really bad for the Hippus when they don't get access to their unique unit.
 
that's working as intended, as Hippus you're supposed to prioritize currency+got9 ( competing with kuriotates ) and warhorses+rot9k ( competing with kuriotates and sidar ) . if they beat you to it, drown them in flanking horse archers and get those back :D
 
I would love to have a civic that enables mercs...
so when you lose got9... you can still get mercs.. however you have to dedicate a full civic to it..
I'm sure we could be able to find a place for such a civic so that the choice is a real choice.
 
well, got9 is not so hot anyway. useful, but really as hippus you can just spam horsearchers instead. it's much more useful for the kurios imo as it allows them to break free from the max 3 units per turn limit.
 
I've found that Guild of the Nine is really overpowered, at least in the hands of a human player in SP (I don't think the AI uses it that well). If I can build it, then I know I'm not likely to lose militarily: if attacked and outnumbered, just set the science slider to zero and start cranking out Mercenaries, who are almost as strong as Champions. Of course, one can lose some other way (cultural, Altar, Tower of Mastery), but the Got9 provides a significant military boost.

I remember someone suggesting a long time ago that the Guild of the Nine should allow all civs to hire mercenaries, but the owner of the wonder would be able to hire them at a significantly lower cost. Might be something to consider.
 
I mentioned this in another thread, but it would be nice if the capitulation option were available in wartime diplomacy... ever. As it stands, it may as well not exist. I have reduced opposing civs to literally zero units, with my armies right next to their one remaining, empty city, and they still refuse capitulation.

This wasn't true in earlier versions, so something in the AI that was tweaked has basically taken this option off the table.

I recently had a war where I reduced the Balseraph AI to one empty city with 1 population, with only the very last attack of the war made using a HN unit, and they still wouldn't accept capitulation. They still had Loki and a couple Triremes, but still. In fact, they wouldn't even give away their best tech in peace negotiations.

Seriously, something is very off about the AI's ability to appreciate the position it's in in a war.
 
Look at the power graph. I found that they AI will not give up if they are ahead. Even if all their power is fleet and you are on the same continent.
 
Look at the power graph. I found that they AI will not give up if they are ahead. Even if all their power is fleet and you are on the same continent.

In this case, I was crushing them in power.

This was during the Illian Stasis, so we were "tied" in gold production at zero. But by every relevant measure I was far ahead.
 
I read the changelog of the most recent version, and I noticed you made it so Hell Terrain would convert Forests into Burnt Forests. I was thinking, considering you're making this improvement, were you thinking of restoring the Flood Plains -> Obsidian Plains conversion? Likewise, maybe adding a passable Fallout on Shallows, like in Lords of the Balors? Forgive me if you already do this; I just saw the change and the thought popped in my head.
 
Now that forests turn into burnt forests, can ancient forests thin into something cool like haunted forests?
 
You don't agree with my idea, or you don't like burning down all the forests? I agree I don't like burning down all of the forests either, as many of them get burned anyways in Hell terrain.
 
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