FF 0.43 Wishlist

about Simultaneous Turns in single player: right now they seem to make no difference in between turns waits. however, I noticed that StormBringer mentioned starting a multiplayer LAN game and then playing it single player, and that way it works as it should. I'm wondering if there's a way to tell the game to adopt that same behaviour when choosing simultaneous turns in true single player games? that would be awesome!
 
Can you get Worldbuilder to work in Multiplayer (especially hotseat) games? I believe Kael tried to as a hidden game option a while back but when I tried it in a hotseat game (I've never played a real multiplayer civ game) clicking on the button to enter worldbuilder didn't do anything.
 
The Simultaneous turns was removed. With a more complicated code setup I could get it to work right maybe, but there will likely be many bugs that come along for the ride. So it'll need to wait till I have more time.

No opinion on worldbuilder MP right now. I have other goals with worldbuilder which are far more worthwhile though, so at best: no time soon.
 
Hey guys,

Long time lurker, don't even remember if I've posted on the subforum before. Just wanted to ask: How's the integration of FiRe! going? I want to suggest also taking a look at Notque's minor leaders as major leaders modmod - developing a unique leader is even more fun than developing a unique hero, and it might even be worth including in FF, especially as more stuff from the Revolution mod makes it into the game.

Thanks
 
Well, I may have helped to encourage him to develop the leaders to grow like that because it was already our plan for when we have FiRe up and running and I wanted someone to play guinea pig for us ;) I am adoring his newest setup with a percent chance to gain the promotions though, don't think I had even considered such an approach.
 
Well, I may have helped to encourage him to develop the leaders to grow like that because it was already our plan for when we have FiRe up and running and I wanted someone to play guinea pig for us ;) I am adoring his newest setup with a percent chance to gain the promotions though, don't think I had even considered such an approach.

The % chances came up whilst we were chatting in #erebus the other night - I suggested that he might want to have a chat with Jean Elcard about FiRE as he was considering reimplementing it for FfH2 Ice himself...

Definitely sounds like the two projects belong together though...
 
Seems I should keep a closer eye on Notque's thread. FFiRe is surely one of the next projects I'll put more time on, but keep in mind that I have to finish my studies this summer/autumn. That cuts away a lot of time I would rather like to spend on modding ...
 
some suggestions :

1) flavourstart could place some pirate coves on the map after map generation, like it does with goblin forts, towers etc. these pirate coves would basically be explorable lairs that spawn barbarian ships every now and then. after successfully explored, they would turn into the regular, useful pirate cove improvement. barb ships spawned by it could belong to a new barbarian faction, "Pirates" , that wonder through the seas and occasionally land some raiders on shores. they could get Pirate UU instead of Privateers, so that Lanun can actually use their HN pirates and the victim will not know it was them ;) Lanun might even start at peace with pirates, would be a nice added touch.

2) shipwrecks could occasionally spawn drowns ;)

3) hidden lairs! i.e. lairs that are there, spawn monsters, but can't NORMALLY be seen and destroyed. some ways to see them could be through units that can see invisible ( and maybe a couple others, like lightbringers for example ) , through a unit just wondering by and getting lucky and stumbling upon it ( i.e. when a unit stands on the tile or on the surrounding tiles it has a chance to see the lair ) , or through maps ( the random event that currently creates a dungeon for example, could be changed so that it REVEALS an invisible dungeon instead )

4) have flavourstarts place a couple treasure chests on the map after map generation. I guess it would be better to have them start invisible as having a treasure chest just lie there would be weird ( and revealed via the same mechanics as hidden lairs would ). an exception could be a treasure chest that is visible, with a tough monster sitting on the tile guarding it ( with the held promotion so that he doesn't wander around ) . some treasure chests could even be on water tiles of course ( sunken chests, invisible to all except OO units maybe? )

5) if you choose to use this "treasure chests expanded" ( tm :p ) concept you might want to take a look at the code that's normally used when a chest is created in the game. it really seems like it's specifically looking for areas that are not reachable by foot, which is often annoying.

6) End of Winter could cause treasure chests, lairs and other stuff to appear as the ice melts. "the thawing ice revealed a treasure chest near citynameX" would be nice to see in the game imho :D
 
1) Actually instead of adding a "Pirates" faction I would be more inclined to add a "Independants" faction which would be what all Hidden Nationality units appear as, and would randomly spawn units which are available to all currently living civilizations (so as to make it impossible to say "That Independant is a Darkelf, so I know it was Grey Fox who attacked me. Because now it might actually just be a computer controlled random spawn, or it might be one of his units post-worldspell)

3) That is one of the things which will happen with Aspects, far in the future.

4) That would actually be a nice approach to keeping the treasure chest random spawns from always being in the same random locations.
 
I was about to post these in the balance thread, then figured it would be more fitting here :D

1) Valkrionn's military readiness mod does a great job at fixing the issue about Bannor being unable to crusade if they are in the overcouncil and worldwide Liberty passes. while I'm not a fan of having a whole new civic category just for this, losing the unique cool feature of the Bannor REALLY sucks. I see two alternatives to address this issue:

a. move crusade to another category ( the one with military state or the one with conquest? can't remember their names right now :D ) this would also stop Glory from being out of the column ;)

b. change the council resolution to enforce Republic instead of Liberty. this would be great imho, as then republic could be used kinda like an offensive diplomatic weapon.

my personal preference would be a combination of a. and adding a new council resolution to enforce Republic to make up for the loss of public healers. so then you could enforce 2 civics with the overcouncil... right now the overcouncil really lacks some cool features compared to its evil cousin imho ;)

2) shouldn't giant steadings spawn giants, and dungeon spawn random monsters? they feel kinda sad sitting there doing nothing... :D this would also give an incentive to explore them and get rid of them.

3) another great idea by Valkrionn is a flying workboat UU for the kuriotates, so that they can improve seafood tiles without having to waste a megacity on the coast. pretty please? :p

4) I'd take away the -1 hammer from farms for agrarianism, as I feel it makes grasslands too good, especially in the early game when it is most important. it could lose the health bonus if you feel it would be too good then.
 
I actually like that I can leave dungeons around and explore them later, as I already feel the need to chuck Lairs off the map ASAP.
 
an idea I had to try and hopefully improve the AI:

the AI understands well things that were in vanilla civ4, but has trouble grasping new concepts. AI flavors ( growth, economy, culture, religion, military, science... ) could be tweaked to be more effective imho. in FFH knowing that something is related to "military" doesn't really mean enough. I think the "military" flavour should be replaced by different flavours depending on the kind of unit/building. so new flavours could be added: Melee, Mounted, Recon, Arcane, Divine, Siege, Archery... then you can easily tell the Hippus "you like Mounted" , the Ljolsalfar "you like Archery" , the Svartalfar "you like Recon" etc. in a way they should easily be able to understand very well. the same concept should apply nicely even to techs, so Hippus should like Mounted techs ( the mounted line ) etc. , and we could have civs with different characters without having to resort to the dreaded beelines that I think we all learned often result in a horrid behaviour ( "umh, bronze working would take 130 turns to research cuz I got no economy whatsoever... but I want it NOW, dammit! research BW already!" :lol: ) :D

another concept could apply nicely to the issue with the AI not grasping very well the concept of needing buildings to produce units: the concept of City Specialization from vanilla civ4. I'm pretty sure the AI knows about it since it's critical to success in the vanilla game. so the AI could think, "ok, I'm going to specialize this city for science, this one for commerce... this one for Recon. hunting lodge is Recon, let's build it. now let's spam hunters"

one last thing, even if the AI understands flavours that were in vanilla quite nicely ( so it knows what culture is, it knows what science is and uses them accordingly ) , some buildings could still use some tweaking, I guess in XML to make the AI realize they are critical while others are less useful. first thing that comes to mind is Inns for example: the AI loves them, and often ignores that Markets and Elder Councils are a lot more effective considering their cheap cost. it is also very very fond of granaries and smokehouses even in cities that have plenty of food and don't need them, for some weird reason only it knows :D

totally unrelated minor thing: the Amurite leaders right now are set to never ever, ever ever, ever ever trade techs even with their best buddies. not a very smart behaviour, this should be toned down imho.
 
I'm pretty sure I've read a post by Vehem lately saying that the first mindstorming for the Austrin was that of a civilization that was able to build cities very far from each other, but that was too difficult to play and balance.

this intrigued me and I'd love to hear more about it. inspired by Greyfox's thread about an anarchistic civ, I came up with a couple ideas:

the Austrin could get a unique civic that greatly lowers or totally deletes City Maintenance, and get early access to Obsidian-Gate-like buildings that allow them to quickly garrison distant cities. the civic could be called Autocracy or Anarchism and be in the first column of civic, which is Government IIRC. they should be immune to the unhappiness cause by republic, and could be immune from anarchy and possibly able to switch civics without waiting 10 turns.

as far as I know the only benefit of being in anarchy is that you can't lose gold, so maybe they could get that benefit all the time ( although I'm not sure how this would work out, just a concept ) . alternatively, they could be immune to units disbanding due to lack of cash.

so, there you go. what would be hardest about balancing and playing something like this?

edit: uh, another idea. please, please let us build an Avatar of Cthulhu in the OO holy city when the AC reaches 70 :D
 
Forget Avatar of Cthulhu.

Unspeakable Horror. A writhing, squriming mass of shadowy tentacles. Starts with Fear and Mind III.
 
a couple things I was wondering about:

1) could the AI be told to move units in stacks instead of one at a time? it makes "watch friendly/enemy moves" very annoying when you have to watch them move a giant stack... one unit at a time. :D

2) bringing hawks around with a stack right now is a pain because if you try to select the whole stack the hawk will always be selected. perhaps this could be solved by axing the current "hunters/rangers etc. have cargo space and can carry birds" , and use hawks with the great commander mechanic. i.e. an hawk can join a hunter/ranger and grant him the ability to use the "recon" mission the hawk currently has. a lot less micromanagement imho. via the great commander mechanic it would also be possible to split the hawk from the hunter later. this could also be done with items maybe, so that they can be dropped ( i.e. split ) whenever the player feels like it?
 
would it be possible to be able to "force" certain tiles to always be worked without de-activating automation, like you can do with specialists? this would come in handy where you want your city to keep working that desert incense instead of a useless coast tile for example, or when you really want your cottages to grow but don't really want to emphasize gold. even better would be having a way to "force" a tile to NOT be worked while not losing automation. like, telling your city to stop using almost useless water tiles etc.
 
It appears to be a good place to post "wishes" for the current implementation, since FF went from 0.42 to 0.50.
 
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