FF 0.43 Wishlist

I remember some early ideas for a world spell that would have different effects if the Emperor was Good or Evil..... Would be awesome to see that revived. :)

On this note, would it make sense to tie the Kahdi final decision to alignment as well, if you are neutral you still have a choice but if you are totally good or evil, you are locked on that path. Another option would be perhaps have some sort of temporary or even perm penalty for choosing the option that seems to go in the other direction of your religion/civ decisions(aka you are mostly evil, but don't want to side with mammon, you get a promotion that weakens you somewhat, or some sort of nationwide unhappyness or something).
 
patch B of Orbi includes some great changes... the new "tent" improvements look great for the Chislev for example, and explorable animal dens are awesome as well ;)

btw, DrPepper836 has put out a very interesting tweak of the mechanics that grant manes and angels to the infernals and mercurians here http://forums.civfanatics.com/showthread.php?p=7406102#post7406102 :)
 
:D it looks like the guys wanna keep it a secret so that we all go "WOW" when it's finally out :p

ah, I forgot another great feature of the latest Orbi patch: the new fort mechanics ;)
 
modmod list updated with MaxAstro's modmodmodmod :p

lots of awesome changes in there, would be great for FF imho. ;)

some more suggestions:

1) Ballistas! my favourite siege engines are missing = sad panda :lol:

2) spells having an effect on alignment ( broader alignments ) and on the AC ;)

3) lairs NOT disappearing after successful exploration. instead, they get replaced with a different "cleared lair" improvement that does not spawn units, and it can revert back to a normal lair after a while. this would be more fun than just getting rid of them forever imho.

4) specific Hell-version graphics of peaks, ice and tundra so that we can tell if Hell terrain has spread on those.

5) being able to get rid of the goblin dump ( from the random event ) AFTER you got it with nature mana or something else that fits.

6) no more wooden golems tossing fireballs, and no more golems with more than one resource prereq ( like iron golems being iron OR mithril - should be iron only imho, otherwise they are not iron golems :D )
 
What about a ballista tower as a building? Build it in the city, it spawns a single ballista unit you can use to do ranged attacks. It has 0 def(so isn't targeted by assassins, and won't help defend). Basically only good for the ranged attacks(might want to give it range 2).

Edit: another Idea(also posted it in Orbi). What about siege units getting free promotions from techs in the engineering line? It makes sense that with engineering, you can build a better catapult, but you aren't totally reinventing it(its still a catapult). It also makes sense that as your knowledge of engineering advances, you could even make field improvements to the catapults you already have? (This could be semi-minor improvements, or it could replace the existing level system for siege, prevent them from getting xp, and instead improve them with tech(or leave them with some sort of accuracy promotions from exp (that perhaps increase its chance of hitting when used for its range attack), since that sort of improvement makes sense as you get a more experienced group of men operating the siege engine, but other than that, the engine isn't going to improve much just by using it).
 
nice ideas Kjara, the ballista tower sounds good ;)

also, shouldn't rangers and beastmaster get back their subdue animal/beast promotions? I never really understood why those were taken out in 0.34 - if anything, the recon line needs a boost, not a nerf imho. ;)
 
1) it'd be nice to improve the compassion civics with some more useful features, right now they're all sooooo boring :D
2) on a related note, someone mentioned changing the "expansive" trait to buff worker and/or settler production, which sounds great ;)
3) it'd be great imho to have the marksman promotion ( assassins etc. ) target units with the channeling and the hero promotions instead of the ones with measly combat ratings. this would make assassins a lot more useful at killing GOOD units and not get tricked and waste their time killing scouts ( which looks very weird ) . the Guardsman promotion should probably get a lesser prereq then ( say combat I instead of III ) , and assassins could use a national limit or 12 ..
4) another nice feature to add would be a way to terraform without micromanagement. when you have a huge empire casting bloom/sanctify/whatever in every single tile gets REALLY boring :\
5) not sure if this has been suggested already, but some Illian rituals would be better off repeatable imho: white hand, samhain and the deepening ;)
 
1) suggestion for making "automated workers leave old improvements" less mandatory:

automated workers should never build a new improvement over one that provides a resource, nor build a new improvement over one that develops over time ( cottage and fort types ) .

2) it would be cool to let the grigori once again build the altar of the Luonnatar with Luonnatars like it used to be some FFH2 versions ago! if it's way too easy, you could always make it so that they need to be a very high level before they can be used to build/improve the altar :D

3) this thread http://forums.civfanatics.com/showthread.php?t=297318 is very interesting... it'd be very nice imho to have some unsetteable terrain that stays even in the endgame and keeps spawning animals and barbarians : those tend to disappear from the map so fast as cultural borders expand... :(
 
1) are Duin and his werewolves still animal units in FF? I guess they'd be better off as beasts. Orbi has a tweaked subdueing animals/beasts a bit in a nice way imho, the promotions are available sooner and some animals ( spiders, griffons, sea monsters etc. ) that are actually "beasts" and not animals have got their racial promotion changed accordingly ;)

2) it'd be nice to have the agnostic trait block the building of temples so that you can't build temples by getting the religious techs with eyes and ears/tech trading.

3) someone mentioned that it'd be cool for the Illians to be able to summon blizzards instead of having to hunt them down, agreed 100% :D
 
animal dens, lairs, goblin forts etc. having barb cultural borders around would be really nice ( taken from the "slower expansion" thread ) :D
 
Gekko: In regards to your Agnostic comment, we just made it impossible for Eyes & Ears to grant you a tech which you cannot research for yourself. Much more elegant I think, and pretty sure it was already that way before patch O.
 
I'm thinking that Agnostic civs's units shouldn't get random religions, so Grigori Medics (and Priests of Winter, if made buildable) don't get random religions and thus high priest spells. I'd probably block it in the SDK if I were compiling my own, but I think adding a simple
Code:
		if pPlayer.hasTrait(gc.getInfoTypeForString('TRAIT_AGNOSTIC')):
			unit.setReligion(-1)
in def onUnitBuilt(self, argsList): in CvEventManager.py would suffice.
 
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