FF 0.43 Wishlist

i'd be down with promotions like Magekiller or Expert Fighter for assassins that would help them bypass my mages' legions of loyal skeletons but WAIT there is a pesky guardsman hanging around, gotta kill him first.
 
Short of being able to somehow select a target, I wish that, rather than looking at lowest defense, the game looked at highest ratio between Value (Power? Asset?) and Defense rank.
 
I'm wishing for a new tag in civ4eventinfos.xml that can change the terraintype of the tile that was picked.. alternatively, does anyone know how you get python calls from within an Event to select the specific plot that was picked during the Event Trigger? For python calls made directly from the Trigger, you can use

kTriggeredData = argsList[0]
pPlot = gc.getMap().plot(kTriggeredData.iPlotX, kTriggeredData.iPlotY)

but if you make a python call from the Event (so the player can make a choice), it seems like it can't access the triggered plot data, and I have to use findClearPlot to get a random plot nearby.
 
You'd want to use the same approach as Hyborem's Whisper for that one. Trigger selects a few appropriate plots, and makes those be the options available for selection on the event. I would say that specification by Compass Direction should work nicely for selection buttons (N/NE/E/SE/S/SW/W/NW/Center/Nothing). Then you reference the Trigger plot and adjust yourself 1 tile by directiontypes (command exists for it, but I cannot recall it as I haven't used it before)
 
I would love to see a wonder, that would nullify any magic within x amount of plots away from the city, that would not allow spells to affect the area, as in they cannot be used at all... not even spring. The thought behind the Wonder, is the people of the city were weary of spell casters, and wished to live without the worry of them within their city limits.
 
I started to add such a wonder (The Nullstone Citadel) in my version a while back, but then realized I couldn't figure out a way that wouldn't slow the game way down with excessive python prereqs.
 
Well if it can't be done, without slowing the game down, then I guess it isn't really needed.
 
I didn't say it was impossible, but if it is added the code should be mostly in the DLL. It is beyond my C++ skills, but Xienwolf probably wouldn't have too much trouble with it.
 
1) I wish that FF 044 implements Marnok's mechanic of having forts built via a spell, which would keep automated workers from spamming them :)

2) I've noticed that in the Fall of Cuantine scenario, there's fur resources in forests (i.e. not only in ice/tundra ) . I thought this looked and felt good. maybe it could be the same in FF. same with the camps and pastures placed where there's no resource - at first I thought it was odd but I must say I kinda like it. making more improvements available, not just on resources ( Mailbox's modmod style ) could be nice :D

3) Avahz Darkwood has a nice modmod in the Hippus Flavour mod ;)

4) Mercenaries should not eliminate the "we fear for our safety!" unhappiness imho, they are not to be trusted, they're just there for the money and population shouldn't be happy with that ;)

5) I definitely agree with the change in Orbi modmod that makes city raider unavailable to animals ( replaced with flanking promos ) . city raider animals don't make sense, but flanking ones do imho ;)

6) hill giants are beast units, but recon units still get their bonus vs animals against them. kinda unfair :(

7) having hell terrain spread even in good civ's territory at AC 100 would be cool imho.
 
1) as Grey Fox pointed out somewhere, size 2 cities are immune to River of Blood, which is unfair: they should revert to size 1 imho.

2) it seems that barbs spawned in the fog of war don't get free promotions on higher difficulty levels like units built in cities do.

3) with the new implementation of enraged loyalty has become utterly useless, but I'm pretty sure you guys are gonna change it slightly to make it useful again ;)

4) sometimes units will attack across rivers even if they could avoid it, due to the pathfinder favoring tiles with roads even if it means suffering a combat penalty due to river crossing :7

5) it would be awesome if they AI could be thaught to properly use terrain bonuses/maluses to its advantage. often times you see them attacking across a river when they could have moved to that tasty hill+forest tile right next to your city and attack from there...

6) now that compassion civics are gone, the Overcouncil has lost the resolution to force adoption of Public Healers. what about adding a resolution to force Republic? that would be both flavourful and work nicely gameplay-wise imho ( due to the happiness penalty that Republic gives )

7) is there a way to let the Kuriotates able to build wonders like the great library even on small maps where they can't build 3 cities? that would be sweet :)

8) the "dedicate monument" event should be rebalanced: +2 food is awesome, while +1 health is rather useless.

9) shouldn't the Expansive leader trait boost production of granaries AND smokehouses?
 
1) I'd love to see catapults and other units capable of bombarding city defenses, to be able to do so against fort-type improvements too. and a way of quickly taking your city defense bonus back to normal after it has been bombarded would be nice as well. :)

2) shouldn't there be a council resolution about accepting or not a new member in the council? it's kinda weird that they are just letting anyone in imho.

3) it'd be cool to have the new barb clans introduced in the latest Marnok mod for some added variety and flavour :)

4) hopefully sooner or later you guys will be able to make HN units truly look like barbarians instead of it being immediately clear ( to a human ) who is actually attacking them. :D

5) I'd love to see the changes from Malakimplus get merged into main FF :D

6) slavery giving +1 hammer to quarries is fairly trivial given how uncommon quarries are in FFH. maybe a little gold bonus from plantations as well for flavour?

imho adding salt and stone resurce to FFH would be both good gameplay wise and give quarries some more usage instead of marble only.

alternatively, quarries could be made buildable on every hill like in Orbi. and maybe Slavery could get increased yields from workshops, plantations, quarries, mines... maybe even farms. slaves are useful everywhere after all. to balance this, obviously the civic would have to get some drawbacks, like slave revolt random events, unhappiness etc.

7) MC suggested that you should be able to terraform via magic even other people's territories. perm allies come to mind, but I guess letting the player decide whose lands he wants to improve ( even neutral and vassal lands ) would be good.

8) it might be nice to change the Stoneskin spell so that it affects the whole stack ( the effect would have to be a lot less powerful of course )

9) shouldn't Charadon get Charismatic like in MaxAstro's mod? he is so much worse than Mahala right now.

10) I think there's some great suggestion about the way the AI gets extra XP at high difficulty levels in this thread http://forums.civfanatics.com/showthread.php?t=304875
 
[to_xp]Gekko;7607592 said:
1) as Grey Fox pointed out somewhere, size 2 cities are immune to River of Blood, which is unfair: they should revert to size 1 imho.

Should not only take it to 1 pop but take it to 0 food stored probably.

On this note are the scions immune to this world spell? If they aren't they prob should be(mostly or totally immune) as they are mostly undead?

[to_xp]Gekko;7607592 said:
4) sometimes units will attack across rivers even if they could avoid it, due to the pathfinder favoring tiles with roads even if it means suffering a combat penalty due to river crossing :7

5) it would be awesome if they AI could be thaught to properly use terrain bonuses/maluses to its advantage. often times you see them attacking across a river when they could have moved to that tasty hill+forest tile right next to your city and attack from there...

The other problem is that if you are 2 or more squares away, it doesn't show the river penalty in calculations if you do the attack from there even though the path it is showing that it will be attacking across a river(which I have done once or twice by accident). If you fixed this, it might fix the fact that pathfinding seems to want to attack across a river when it doesn't have to/ai not considering it).
 
would it be possible to tell the city governor to NOT use certain kinds of specialists ( and possibly to use certain kind of specialists as soon as a slot for them becomes available: "I only want priests in this city" , etc. )? that would be nice, especially for the grigori that will want to have as many adventurers as possible, or for the sidar who may want to avoid priests since they are the only ones they don't get buffs for, etc..
 
I just found out that fire elementals cannot enter snow tiles. WTH? they should turn snow tiles to tundra when they walk upon them imho. I miss those "path of life/death/whatever" abilities from AoW, having a unit leave a path of its own terrain behind is just awesome :D
 
That reminded me, I think that promotions should be able to chance the plot counter o the tiles the unit moves though. I started doing this though a pyPerTurn function, but started to think that it would be too processor intensive, and generally just not as good. I'd really like to see the spread of hell to be much less passive, instead being caused mostly by evil units passing though a land. I'm thinking Demon, Stigmata, and Unholy Taint would slowly increase their plots counters. The current method of setting all Infernal territory to a plot counter of 100 and having it spread to AV evil, other Evil, and then Neutral lands would pretty much be obsoleted by having the more evils units spread hell instead.
 
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