FF 0.43 Wishlist

I disagree. The ranged attack is a pretty powerful tool when used defensively even without the fortify bonus. And remember this is a turn-based game but we are simulating events happening in real-time. If an invasion is to happen that "turn" then the ranged bobardment and the invasion of the city would be happening near simultaneously, therefore any fortification the defenders may have had was lost when they repositioned for the ranged strike.
 
well, as I see it, ranged attack is done during one's turn, and is basically just archers/whatever shooting at enemies from afar, it doesn't involve melee battles ( actually, it is done *before* the enemy charges at you. think preemptive strike :D ). the archers would be standing still and shooting, so I really don't think the fortification bonus should be lost ;)
 
I was just looking at the old Promotions and Perks mod and I was wondering, how hard would it be to add promotion prereqs for the number and type of units in with and around the current one? Or a python script that runs after all the other conditions are met (like with spells)?

Something like:
<PrereqUnitsInStack>
<PrereqUnitCombatsInStack>
<PrereqUnitsWithPromotionInStack>
<PrereqTilesSurroundedFriendly>
<PrereqTilesSurroundedNeutral>
<PrereqTilesSurroundedEnemy>
<PrereqPythonFunction>
 
Main issue with adding things like that is how very frequently the list of promotions is checked for which ones are available and how many promotions there already are. Adding a loop of the entire tile and/or neighbor tiles can wind up being a relatively large processor cost, especially with how the AI likes to make stacks of doom.

Most things which can be done with these kind of tags will wind up being slightly better (or at least quicker on the processor) when I have had time to program the Aspects. Then you can have a unit grant an aspect to the tile they are on which is used as a prereq for promotions on other units. It accomplishes the same thing (can promote if the right unit is on the tile), but avoids the loop over all potential units on the space.

The python interlock would possibly not be too hard to code, but runs into the same issue. Promotions are queried a LOT, and sticking a call to python in there might be a bit costly. Though it would only be called for those few promotions which actually have the tag, and you can try to ensure that all such calls are restricted by existing tags to the point of rarely being made.
 
seconded :D

btw, it's very nice to know that the Nomadic Civilization project is still alive. it will be extremely hard to complete due to the Civ4 engine being city-centric (sic) , but would be awesome. second post updated :p ( Malakim+ moved to "mods yet to be completed" - used to be "mods in early development" )
 
Well, in my mind - what goes into FF are for us to wish for and Vehem to decide. I do not want FF to become -too- alien vs vanilla Fall From Heaven. And too much stuff will clutter FF and make updates a living hell.

However, some of the suggested features do have my vote. I have to disagree about holy warriors, espionage and upgradable heroes but I like for example DCM, Nomadic civilization and expanded mercenaries.

Jotnar will take a few more weeks, possibly two months to be 'presentable'. And for my wife and me to be satisfied in handing it over.
 
I'd like for Cualli and Mazatl horsemen to not need horses anymore, it doesn't make sense since they are riding raptors and not horses. OTOH, a raptor resource only available in jungles would be incredibly cool :D
 
I'd love to be able to build farms on hills once irrigation is researched. or maybe a later tech like engineering or machinery. it makes no sense that hills totally prevent irrigation.
 
I guess it could be interesting to have a "Terracing" tech that would allow farms on hills.




Would it be too much to add an expensive, late game ritual capable of killing an entire race/making one civ mysteriously disappear, like Tebyrn tried to use in the D&D campaign and like might have been responsible for the Aifon's destruction?
 
I have thought of terracing... I guess the only purpose would be a situation like I had in one game (tectonics map) I had where my starting position was all hills but 3 tiles and I couldn't move out. I wouldn't mind this idea, although I see more of a need for a tech like biology allowing farms on any flat tile without the need for spreading irrigation.
 
If you had terrancing type abilities, and it required construction as an earlier tech, there wouldnt really be a need would there? For build-farms-anywhere, as you could spread freash water irigation from ANY freash water source to damn-near-anywhere.

Hm. ^.^
 
btw, could most modmods posted in that list be made into a custom game options? that would be totally awesome as then everyone could easily choose the ones he likes or dislikes :)
 
If you could place farms on any flat tile like in the old biology tech, then for most cases you probably wouldn't need terracing and could build mines on hills, what they are better used for.
 
it would be awesome if the algorithm that chooses the defending unit in combat would be a little more smart so that it avoids using high XP units if they have very low chances of winning. let the fodder die instead!

troll lairs from Orbi modmod would be very nice as well.

ogres and stoneskin ogres should NOT be mounted line imho. it makes no sense at all to reseash stirrups, warhorses and armored cavalry to build... something that has nothing to do with horses? I'd change them to recon or melee and make the mounted line be made of goblins riding carnivore mean animals ( wargs, bears, giant spiders... )

btw, am I the only one that thinks that animal lairs are totally dull right now? first, it would be good to be able to choose if you want to get rid of them instead than them automatically disappearing if you step on them. they could also have some additional perks if you keep them in your cultural borders. for example they could yield an animal resource that you can use to build units ( elephant lairs allowing building war elephants, wolves allowing wardogs etc. ) . or pop a HN animal belonging to the player every now and then. or, having an animal lair in the BFC could allow that city to build them. HN animals should probably be built with food surplus instead of hammers, and carnivores should require a livestock resource ( you gotta feed them :lol: )
 
I'd really like more Disciple units (all of them?) to have spells that damage Demons and Undead, and the current ones 'Destroy undead' would need replacing with a more powerful one.

It is a dark fantasy and demons and the undead crowd the dying world, will not the gods at least equip their servants with some sort of defence against these forces?

Perhaps something like 'blinding light' but against undead.. 'hold undead' 'turn undead' or something. Are not that a classical clergical power?
 
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