FF 0.43 Wishlist

I had made some suggestions in the main thread -- I'm reposting them here since the "Wishlist" thread seems to be the right place. I don't know if there was real interest from either Vehem or Xienwolf to do anything with these ideas when I originally posted them (???), but just in case, here they are. ;)

The first was about explorable city ruins and a possible haunted land:

What if a cursed land was created when the map is spawned, like in a desert for example. It doesn't have to be very large. Nothing at first betrays its haunted nature.

Each haunted square has a small chance of generating undead as long as a non-barb unit remains on anyone of them. The longer intruding unit(s) remain in the cursed land, the more powerful the various spawned undead and the greater the frequency of their appearance. Sooner or later, the intruders will get killed. Leave the land untouched for several turns, and the counter "resets" itself back to the "weaker" skeletons.

Somewhere in the cursed land lies an ancient city ruin. It is invisible until the intruding unit enters its square. If the intruder explores the ruin, the entity controlling these undead appears in an adjacent square, along with a "circle of carcer" to imprison it and the intruder (four adjacent squares?). If it is a stack of intruders, only the most powerful unit remains while the others are kicked out of the circle.

If the intruder defeats the entity, the other undead are removed (they find resting peace in the world beyond), and the winner gets some treasure or a special power. A "Good" intruder might lower the AC. An "Evil" intruder might instead gain control of the entity in some way.

To prevent all the undead from overrunning the neighboring lands, they should have a duration of a few turns after they leave the cursed lands.

The other idea is about game mechanics of city unhappiness.

since FF goes through the effort of warning the player of cities about to become unhappy one turn ahead, why not go the extra mile and automatically have the affected city's growth blocked, and then inform the player of the fact? Like this, the player has the option of releasing the city growth manually, rather than the opposite. I would think that in most cases, the players would want to block city growth. This would be more practical for this reason and also because it is easy to miss that little warning message. It would also be very useful to have a small icon appear on top of the city bar, alluding to the fact a city has its growth blocked.

Of the two ideas, the last one I think would be the most valuable (perhaps more achievable).

I've been playing with the latest version of FfH, which is very cool, but I do miss nonetheless the FF modmod and all its niceties.

:cheers:
 
@Ambreville: I suppose you are look for something like this:

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It's a feature from the FiRe mod mod, which (if active) stops city growth automatically, if the city would grow unhappy the next turn and lets the city grow again if the happy cap allows it.
 
@Ambreville: I suppose you are look for something like this:

attachment.php


It's a feature from the FiRe mod mod, which (if active) stops city growth automatically, if the city would grow unhappy the next turn and lets the city grow again if the happy cap allows it.

YEAH!!! That's exactly what I was looking for. Cool. I hope this will be included in the next FF version. Any reason why it might not be possible?
 
1) MrUnderhill has created a nice unit model for Odio... time to bring him back! :D and Psychic_Lamas has created nice models for the tower of eyes ( which would be better off as a unique feature imho ) and the blair of lacuna, check out the art blog thread ;)

2) it seems that you can see that someone is worshiping CoE by looking at the icon in the upper corner when you trade with them :\ ( CoE being "secret" is not well done anyway imho... I kinda remember xienwolf saying he wanted to tweak it, looking forward to that ;) )

3) it would be nice if HN Black Wind was visualized by enemies as a generic ship, so that they can't tell that it's the Lanun attacking them ( it's supposed to be the whole point of HN after all )

4) some great suggestions have been posted in the "what improvements do YOU want?" and the Orbi thread lately ;)

5) Flesh Golems can still get all weapon upgrades ( bronze, iron, mithril ) simultaneously, not really fair I guess :D
 
Might be nice to give the Grigori some kind of Inquisitor/Alignment change unit at Code of Laws, call it a "Justice of the Peace". Would I really want Ashen Veil spreading through my lands if I know the net result is going to be Armageddon?
 
For Christmas I want (besides "corporations") a revamping of the civs uniqueness... Fresh buffs and bright nerfs. a collection of all the good suggestions and then tadaaa....
 
@Gekko:

With respect to the Black Wind being a generic unit, we should understand two conflicting issues:
1: Being a generic unit to hide it basically only tries to hide it from another human player from realizing what it is
2: Any human player seeing a "hero" promotion on a generic privateer with dozens of promos would immediately know what it is

You might argue that we could... then somehow hide the promos on privateers, but... I definitely would not want to be fighting against a unit that shows the wrong combat odds... a very dangerous precedent if done so :lol:
 
One thing which would be nice on the wish list is to re-expose the capacity for Espionage. You needn't put in an Espionage system, just remove the code blocks that completely skip Espionage so that the capacity is available and I'll post the necessary XML files.
 
You're giving them way too long. The new version of Fall Further should be released within 1 week, so we have something to be thankful for on Thanksgiving.
 
You're giving them way too long. The new version of Fall Further should be released within 1 week, so we have something to be thankful for on Thanksgiving.

I didn't think you played it in anycase? Wasn't your version traditionally a very heavily modified base-FfH?
 
I didn't think you played it in anycase? Wasn't your version traditionally a very heavily modified base-FfH?

If by "traditionally" you mean when your code wasn't available to borrow. I prefer to use the FF DLL and Schema when I can. Several of my ideas are not possible in base FfH but are in FF. I not a fan of the new civs, but the added functionality in FF is nearly indispensable. I had a python version of the new passive xp gain in place at once point, but removed it for efficiency. I plan to use your system extensively.
 
If by "traditionally" you mean when your code wasn't available to borrow. I prefer to use the FF DLL and Schema when I can. Several of my ideas are not possible in base FfH but are in FF. I not a fan of the new civs, but the added functionality in FF is nearly indispensable. I had a python version of the new passive xp gain in place at once point, but removed it for efficiency. I plan to use your system extensively.

The code was always available since the version I started including DLL changes - though Xienwolf is far more consistent with keeping the link to the sourcecode up-to-date. Even back in the "dark ages" though, I'd have quite happily uploaded the latest on request.

EDIT: Thinking about it - I do recall that you were trying to use the DLL back then, but were having trouble with compiling it... That all sorted now I guess?
 
By "available" I meant available for the most recent version of FfH. I don't want to go back and loose content or abilities Kael added since you last releases, and I don't think I'm up for merging them either. I don't think that Xienwolf usually releases the schema files seperate from the main release either, so I'm usually afraid I'll leave out something important if I don't just wait until the whole thing is released. I don't think that the source code last released on November 4th is up to date.


I figured out the problem I was having compiling at one point, but that was so long ago I forgot what it was so I might make it again next time. I know I got your version to compile, but most of my personal changes didn't work out as well. I really haven't had enough free time to try to work on it lately.
 
FF 043 is out, but that's no reason to stop dropping suggestions here :D

1) it'd be nice if "pillage improvement" and "pillage road" were 2 different buttons, so you could choose. this would also allow you to pillage the roads on tiles with unique improvements ( currently this is impossible ) . pillaging roads should be possible even in one's own territory, to make commando promotion less useful for your neighbours.

2) IMHO the kinds of mana granted by palaces could use a overhaul. some of them feel weird. examples IIRC: Bannor having Earth ( fire would fit much better ) , elohim with spirit+nature+water ( spirit+mind+life would fit them perfectly I guess ) , list could go on forever :D

3) creatures spawned by events ( like the giant that wants pigs, or spiders in mines ) are immobile, for some unknown reason.

4) being able to gift indipendence to cities and create colonies even if they are on your same continent would be AWESOME. especially on land-heavy maps like Erebus. :)

5) do boarding parties still require a harbour instead of a training yard? if so, that would be good if changed so that Lanun can build their champion UU even in cities with no coast nearby. (btw, attacking units in coast tiles with them still shows no combat odds IIRC, but that's a base FFH issue )

6) I really liked Imuratep's idea of having the Amurites capable of building some unique artifacts (items) to equip their heroes and high XP units with. this would give them something unique and flavourful :) http://forums.civfanatics.com/showpost.php?p=7469133&postcount=80

7) MC's idea of having some ritual allowing peaks to be worked is great. although I'd love to see this taken one step further and have a civ capable of settling+moving+working peaks. frost elves maybe, or a man/bird flying race :D

8) MC suggested to have Acheron able to move without the need for mobility promotions, but set his AI so that he always defends his hoard. then if somehow his hoard gets stolen from him, he goes on a rampage until he captures the city it's in :D http://forums.civfanatics.com/showpost.php?p=7479624&postcount=22

9) I'd like flaming arrows to work as metal weapons ( bronze/iron/mithril ) do, instead of being a spell.

10) it'd be great to have a couple more game options: disable hidden map, disable fog of war and no buildings destroyed on capture ( it's already there, just make it visible :D )

11) being able to set hawks on auto-explore would be AWESOME. less micromanaement FTW! :D

12) I think that resources on tiles with jungle/forest on them should be harvestable without the need for bronze working/sanitation ( like in Orbi ). this would make forest/jungle heavy starts less damaging, something that would be great for the gameplay imho.

13) it'd be great to have the barbs declare war on barbarian trait civs based on a mechanic that actually makes sense. the current point system is lame imho. something based on alignment and culture would be a lot better :)

14) it seems like the Roar ability is still giving issues in FFH 034H ( http://forums.civfanatics.com/showthread.php?t=300496 ). is it working fine in FF?

15) Baron Duin does not create werewolves if he is HN , or if he has an attached great commander :(

16) it'd be nice to see some units unable to explore lairs. elephants foe example, and siege engines. you know, those that clearly would not be able to enter dungeons :D

17) wonders that give free buildings used to give them only to the guy who built it, and not the the guy who OWNED it. is it still working that way, or has it been fixed? that would be nice :)

18) it seems that Hyborem has AI_DEFEND_CITY, making the infernals a lot less aggressive and dangerous than they should

19) require complete kills could use some tweaks. I'd love to use it but currently it's not working very well. for example, not ALL units should be able to "keep you alive" even if you have no cities. naval units, workers and possibly invisible units ( to avoid exploits ) should not be able to do that. and if a civ has no cities, it should become a minor civ ( i.e. no diplomacy ) until it manages to capture a city again :)

20) the AI often moves its units one at a time instead of as stacks, which makes them take a lot longer than they should to complete their turns. and often they seem to move units around aimlessly :\
 
some more stuff ( modmod list on 2nd post updated btw ) :

1) Orbi 0.15 has tons of great changes. ( who said ballistas ? :D )

2) Combat Skill Points ( http://forums.civfanatics.com/showthread.php?t=299885 ) looks interesting, you guys might do something useful with it ;)

3) Shatner has posted some great suggestions in this thread : http://forums.civfanatics.com/showthread.php?t=299834

4) MrUnderhill has posted a very interesting code to provide Hyborem with more free units to make him have more of an impact on the game : http://forums.civfanatics.com/showpost.php?p=7479752&postcount=3

5) Skallben has posted some great suggestions about pirates here : http://forums.civfanatics.com/showthread.php?t=235937

6) some nice ideas for OO here: http://forums.civfanatics.com/showpost.php?p=7486684&postcount=30

7) TechConquest ( http://forums.civfanatics.com/showthread.php?t=245593&highlight=techconquest ) would make for a nice addition to FF imho. you could make it a unique ability of a civ for example :)

8) Ri-Hatz's Founding City Mod would be a great gameoption for those that want slower expansion :) http://forums.civfanatics.com/showthread.php?t=297538
 
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