FF 0.43 Wishlist

1) it seems that in FFH 0.34 you can get multiple items if you pop a chest with many units selected. I noticed this was true for Foxtrot in FF 042. hope you can fix this in the new version. ;)

2) it'd be great if you could ask Kael about the change that makes the AI use their summons to attack even in the field instead than only in cities ( http://forums.civfanatics.com/showpost.php?p=7410214&postcount=7 ) so that we can get it before FFH 0.40 ;) summons should not cause WW btw imho.

3) an interesting change to how siege engines work: give them a chance to get captured instead of destroyed, don't let them attack normally anymore ( just ranged attack ) , but give them a powerful ranged attack that deals collateral damage and let them take mobility promotions. that way people will use them cuz they don't slow the army down too much, and they will be a very valuable asset, but they need to be escorted. also it'd be great to have BTS style flanking attack.
 
1) I'm not a fan of 0.34 style barb AI, they often seem to travel long distances and ignore nearby foes. I'd rather have them focus on nearby civs. and they often suicide against cities instead than pillaging, I guess they should beeline cities only if they have an actual chance of taking it.

2) Marnok had some cool ideas in this thread, worth checking out imho ;) ( http://forums.civfanatics.com/showthread.php?p=7431517#post7431517 )

3) flexible difficulty often seems to end up acting like "increasing difficulty" right now. I suggested a tweak here -> http://forums.civfanatics.com/showthread.php?t=298401

4) it'd be nice to be able to build plantations in forests/jungle without bronzeworking/sanitation. this would be good for those times when you're stuck with a very forested/jungle start, and it should hopefully help the AI start out better as well.
 
1) what about changing the "gives unhappiness to civs that don't adopt this civic" effect from republic to liberty? it makes a lot more sense imho and it would have an interesting synergy with the fact that the overcouncil can force it. some civs should probably be immune to the unhappiness effect though.

2) guerrilla promotions giving both defense AND attack bonus like woodsman does, to make the two even ( currently woodsman is a lot better imho )

3) it looks weird to see Orthus, the Barbarian King travel all alone. he should be travelling along with a party of orcs imho. this would make him a lot harder to kill without making Orthus himself uber powerful ;)

4) it would be cool to have frostlings be UUs for the Illians, buildable only after you complete Samhain. ( and yes, I still think that Samhain, the White Hand and The Deepening should be repeatable :D )

5) why were the slayer abilities ( manslayer, elfslayer dwarfslayer etc. ) axed from FFH? I'd love to see them back in :)

6) some interesting ideas about the Amurites here http://forums.civfanatics.com/showthread.php?t=296943

7) I think it's lame that Malakim get NOTHING out of the poison tech. I really liked Deon's idea about Hashishins ( http://forums.civfanatics.com/showpost.php?p=7319019&postcount=25 ) :)

8) there's a cool suggestion about air combat here http://forums.civfanatics.com/showpost.php?p=7435046&postcount=85 . this would definitely add something to the game imho, with more flying units included ;) or at the very least, it would work well for Chislev's Hawk UU
 
The Lightning Bolt spell should be restored to its former easy use. Right now, the spell will provoke a war if another civ's units are in the area of effect. That's a total drag, if not totally absurd when the units in question happen to be vassals of the caster (which happens a lot)! I'd rather have a weaker version of the spell and not have to worry about nearby friendly troops getting hit -- either that or a high-enough level caster ought to be able to avoid the unwanted effect on friendly troops.
 
Marksman/Guardsman haven't worked the same in FF as they work in FfH for quite a while. I did not switch to Kael's version when he fixed it up in the latest patch either. It is just a small thing that people haven't really noticed is all :)


For us, Guardsman doesn't make a unit more likely to defend the stack (so if there are stronger units present THEY will take the brunt of the non-marksman damage). But if there is ANY Guardsman in the stack when a Marksman attacks then the Marksman acts like a normal unit attacking the stack of ONLY guardsman units (so the best guardsman will defend, but nothing without the guardsman promotion will even attempt to defend).

Add to that an Assassin cannot target a non-living unit (no ships/seige/angels/demons/undead/illusions....), nor a unit with 0 strength (unless it is a worldlimited unit... Corlindale), nor a unit with a different domain (ships, hawks. Both already covered earlier, but you can never be too careful).

I just haven't mentioned it in the other thread because they aren't talking about FF there, so it doesn't help the discussion to mention how my version works ;)
 
it has been pointed out ( http://forums.civfanatics.com/showthread.php?t=297208 ) that Doviello are the only civ that can no longer build warriors as soon as bronzeworking is researched. doesn't look quite right, uh? I say either warriors go obsolete as soon as axemen come for EVERY civ, or the doviello should be still capable of building them just like any other civ. I'd prefer option 1, but that's up to you guys to decide ;)
 
[to_xp]Gekko;7437799 said:
it has been pointed out ( http://forums.civfanatics.com/showthread.php?t=297208 ) that Doviello are the only civ that can no longer build warriors as soon as bronzeworking is researched. doesn't look quite right, uh? I say either warriors go obsolete as soon as axemen come for EVERY civ, or the doviello should be still capable of building them just like any other civ. I'd prefer option 1, but that's up to you guys to decide ;)

The real problem here is that warriors with bronze are just that much better(per hammer) than axemen with bronze. Id rather see that fixed than the stopgap of making sure that all civ's have the same access to warriors with bronze working.

The other problem with the first suggestion is then you get the possibility(in the main game at least) of cities that can't build any melee unit, and possibly any combat unit if they don't have a training ground built yet. While not a problem here, I really don't want to be forced to accumulate a huge number of warriors, then grab bronze working right before declaring war to take advantage of the hammer advantage warriors give at that point.

Any chance of making warriors unable to use bronze perhaps? Would weaken warriors without weakening them too much at the start, and make it so that bronze working isn't always the best rush move off the start.
 
From the changelog, Axemen get +25% vs warriors. That should make axemen a proper replacement for warriors. If it doesn't, I'm sure the bonus will be increased until it does.

That will of course further weaken archers...
 
From the changelog, Axemen get +25% vs warriors. That should make axemen a proper replacement for warriors. If it doesn't, I'm sure the bonus will be increased until it does.

That will of course further weaken archers...

Except that basic archers are now much cheaper to acquire tech-wise (less than Bronze Working instead of more), and they are more valuable in defense as a result of the Warrior's relative weakness. I think that Archers are a very decent defensive unit now, with their inherent bonus when defending city walls and the ability to weaken approaching stacks (at the cost of their fortification bonus - so it pays to keep a few fortified and to use others for ranged attack for best results).

The main goal was however to reduce over-reliance on warriors.
 
the effect of blight right now seems to hit huge cities A LOT worse than small ones. which is not quite "fair" imho. if you guys could tweak the code in order to make it more balanced to different city sizes, that would be great ;)


oh, and did you check the latest version of Flavourmod? man, it's awesome! :D http://forums.civfanatics.com/showpost.php?p=7438216&postcount=122
 
I'm beginning to dislike how Agrarianism is a good tradeoff on plains while being just a boost on grasslands. this makes grasslands too good especially in the crucial early game.. axing the -1 production would be better imho :)


btw, I've noticed there have been some good suggestions in the Orbi thread lately. worth checking out I'd say ;)
 
a couple issues in FFH 0.34 that are borderline bug/feature:

1) when someone converts to council of Esus, you get the message "civ X converted to CoE" . kinda ruins the whole "secret" feeling :D

2) Dies Diei ( and I'll guess any other invisibility-revealing effects ) let you see treasure chests "belonging" to other players

-------------

as someone noted, having ancient towers be explorable ( but usually not destroyed after exploration of course ) would be nice :)

and I'll second Mailbox when he asks to set fort-types to ActAsCity . except that I want them to be able to collect resources and be navigable just like in BTS :D

oh, and I'm still hoping that the "very customizable" version of Erebus ( http://forums.civfanatics.com/showthread.php?t=297852 ) posted a while ago by Hemiptera can be updated to the latest version. that's too good to let it fade away! :D
 
1) I posted some suggestions about frozen rivers in a previous post, apparently I had missed one of the things that should change if a river is frozen: it should not give +1 gold to surrounding tiles ;) after playing the new version of flavourmod with enhanced end of winter, I'll say this would definitely be nice. you could have rivers start out frozen and gradually begin flowing again as the world thaws ;) the impassable ice should be made walkable ( except by very heavy or fire-aura units I guess, and freezing/melting ice with ice/fire/sun? spells during the game would be fun :)

2) you could add an "icebreaker" ship. let it travel on impassable ice and have it turn the tile to water when it moves upon the tile, and the AI will be able to use it too I guess ;)

3) being able to build ancient towers ( watchtowers ) both inside and outside cultural borders would be great. those can be really useful if placed in the right spot ;)

4) someone suggested having hell terrain spreading even to good lands at AC 100, I like that idea :D

5) spiders being invisible is nice, but sometimes it seems overdone. I mean, them being invisible in forests is perfect, but having them invisible on plains is weird. perhaps they could be made always invisible when in forests/jungles , and have them invisible on "no-feature" terrain only when fully fortified ( burrowing, some spiders do that to surprise their prey )
 
Back
Top Bottom