FF 0.43 Wishlist

it would be awesome to keep units that have an ability that they would lose if upgraded from getting obsoleted!

i.e. divided souls have unique abilities that ghosts don't have.
austrin explorers ( hunter UU ) have ignore movement terrain cost, while rangers don't.

and a lot of other examples. I think it's just fair to let the player build this units all troughout the game, otherwise it's really annoying when you lose some useful abilities due to having advanced in tech.
 
I totally agree.. I have noticed the loss of abilities as well, and thought it was annoying.
 
It would be possible, with SDK work. Not sure how desired it would be though. Could lock you out of having any cities which are actually your own if the only one you have is your capital and it gets razed by a horseman.
 
I still wish that Tolerant/Conqueror was bases on the cultural percentage. Settlers should be born with an ethnicity bases on the percentage in the city, which should carry over to the city it builds. Cities should also start with the religion of a settler when a settler is randomly assigned a religion.
 
[to_xp]Gekko;7367568 said:
it would be awesome to keep units that have an ability that they would lose if upgraded from getting obsoleted!

i.e. divided souls have unique abilities that ghosts don't have.
austrin explorers ( hunter UU ) have ignore movement terrain cost, while rangers don't.

and a lot of other examples. I think it's just fair to let the player build this units all troughout the game, otherwise it's really annoying when you lose some useful abilities due to having advanced in tech.

Might be a useful game option choice, if one could opt to keep building obsolete units in a city.

Example, when you get Malevolent Designs, and you might desperately need to create Stygian Guards for some amphibious assault, TOUGH, you must create (or upgrade) all four Eidolons before you can build a Stygian Guard again. Maybe you'd LIKE to be able to keep building Stygians. Or if really strapped for time & hammers, maybe you'd like to keep building Drowns (rather than Stygians). Upgrade them or not at your discretion.

Guess it also makes better sense in the case of "lost abilities" as well. Rather keep a low tier UU than be forced to get a "plainer" albeit higher tier upgraded unit (ie rather have the Austrin type hunter than the Austrin type ranger).

Don't know how hard that'd be to make an option... I assume digging into some file or another by your lonesome and changing some flags about obsolescence would be possible as well (in which case, maybe someone'll speak up). Again, can also imagine being really desperate to keep upgrading Freaks to "cheap" swordsmen or archers (5 gold) vs. expensive Mimics or Longbowmen (much more than 5 gold). Sometimes you don't need the highest tier units to pursue certain meat grinding exercises.
 
I still wish that Tolerant/Conqueror was bases on the cultural percentage. Settlers should be born with an ethnicity bases on the percentage in the city, which should carry over to the city it builds. Cities should also start with the religion of a settler when a settler is randomly assigned a religion.

You want the ethnicity of the city based on the culture present in it, but you want a settler to be able to start a city (no culture at all) which has an ethnicity other than your own? How on earth would that work?

Might be a useful game option choice, if one could opt to keep building obsolete units in a city.

Example, when you get Malevolent Designs, and you might desperately need to create Stygian Guards for some amphibious assault, TOUGH, you must create (or upgrade) all four Eidolons before you can build a Stygian Guard again. Maybe you'd LIKE to be able to keep building Stygians. Or if really strapped for time & hammers, maybe you'd like to keep building Drowns (rather than Stygians). Upgrade them or not at your discretion.

Guess it also makes better sense in the case of "lost abilities" as well. Rather keep a low tier UU than be forced to get a "plainer" albeit higher tier upgraded unit (ie rather have the Austrin type hunter than the Austrin type ranger).

Don't know how hard that'd be to make an option... I assume digging into some file or another by your lonesome and changing some flags about obsolescence would be possible as well (in which case, maybe someone'll speak up). Again, can also imagine being really desperate to keep upgrading Freaks to "cheap" swordsmen or archers (5 gold) vs. expensive Mimics or Longbowmen (much more than 5 gold). Sometimes you don't need the highest tier units to pursue certain meat grinding exercises.

The flag you are wanting is <bNeverObsolete> in CIV4UnitInfos.xml, if that is 1 then you can always build the unit, even if capable of building all upgrades of the unit.
 
On my wishlist.... perhaps not for .43, but later!? I would like to see an effort to make the Ljos more flexible. Wardancer axemen and a second religion that made economic sense.... or 2 "song of x" holy city wonders that had the potential to take the religion one way or the other.
+ More offensive potential to early archers..... not necessarily more off strength .
 
@Gilg buff the archers? they have a ranged attack and can get collateral damage promotions, how godlike do you want them to be? That is totally key in early combat.
 
I'd love the spell "waterwalking" to affect the whole stack but prevent it from healing. that way you can't exploit it by attacking, then retreating in the ocean to heal, rinse and repeat.

oh, and the mechanic that xienwolf applied to the Nox Noctis is so awesome, it could apply very well to quite a lot of things in the game. the first thing that comes to mind is the "haste" spell. being able to toggle it on and off instead of being forced to cast it EACH TURN would be sweet. :)
 
Sputnik323..... Perhaps I have been playing to much regular FFH these last weeks!?
 
@Gilg - I understand totally... I have been tempted to download .33, FF, and Orbi and just play the old versions, dont know if I can wait anymore!
 
Orbi 0.14 introduced some awesome additions like using animals to boost units and shapeshifting for the Doviello, and a new race, the Mechanos, that would be really good in FF as well :) .
 
moving forestcutting and junglecutting to earlier techs might be good... 2 reasons:

1) the AI has a big problem with heavily forested starts, sometimes it screws them up really, REALLY bad

2) it would make the outcome of the game less dependent on start location and more on actual skills.
 
I'd love to see FF get rid of mega-super-uber stacks ( you know, those "just stick all of your units in one stack and go on a killing spree" kind of things where you have 200 units on a single tile ) the way the Total Realism mod handled it: having more than a given number of units in a single tile reduces their effectiveness. this would greatly enhance the strategy in the game imho, and raise the need for combined arms ( thus making combat less streamlined and more interesting - more planning needed )
 
these are 2 copy+paste, bear with me but I really like these ideas:

1) "BTS-style quests sucked imho, they were just random stuff popping up without any reason.

that said, I think there is room for quests in FFH2. instead of having them happen randomly like BTS, you could go the ol' good Warlords way and let Heroes and possibly high XP units "get" quests. you could go the Warlords II way and have some "Oracle" improvements spawn at map startup where you can get quests. or you could go the Warlords III way and have quests available in cities. you could then have 3 increasingly difficult levels of quests, with increasingly good rewards of course. level 1 could need a pagan temple in the city, level 2 a religious temple and level 3 a holy shrine.

setting aside ( i.e. resigning ) quests should be possible, but have some penalty associated with it."

2) "if a superpower emerges from the alliance of 2 powerful civs, the others should stop their wars and unite against the newborn huge threat. that shouldn't be extremely hard to code and it would be quite a lot more fun imho. in snarko's options mod you can have an alliance with more than 2 members btw, which would allow the AIs in imminent danger of being obliterated off the face of Erebus altogether to do just that. I still think that a mechanic that allows allies to break the alliance if they both desire to should be put in place btw. single-handedly breaking the alliance should be possible too, but it should cause huge problems ( being considered a villain by anyone, revolts and possibly revolutions, massive unhappiness, etc. ) . alliances are poorly implemented in BTS, and I'm pretty positive that modders could flesh out the concept into something a lot better. "
 
a couple things I miss from BTS: flanking attacks for mounted units vs siege engines, and forts acting like cities ( canal building, resource providing, etc. )

oh, and another couple awesome features from Orbi 0.14 : commune with nature allowing farms without irrigation ( like Biology in vanilla civ ) , and of course the expanded mercenaries :)
 
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