FF 0.43 Wishlist

thanx for the reply xienwolf - I didn't remember that was in a previous patch. good to know :goodjob:

some more ideas:

1) there seems to be a common consensus that warriors remain too effective too long if you have copper - maybe they should be unable to equip metal weapons ? ( after all if they get metal weapons they're no longer club-wielding warriors, they're axemen/swordman :D )
2) if you choose to include the spearman line as Orbi did ( I hope so ;) ) those could probably have no resource prereq ( wooden spears ) and be able to get metal weapons ( metal-tip spears) . they should, however, need more hammers than warriors to be produced I guess.
3) it seems like the AI is too prone to build scouts even when under attack. I was besieging the doviello capital ( early game so it was their only city ) and they were building scouts instead of warriors :\ needless to say, they got crushed under my mighty Amurite heel :lol:
4) it'd be nice to be able to manually choose which tiles the city should work without it deselecting automation - so that the governor tries to keep things as close to the player's selection as possible, but if some better tiles become available it uses them ( for example if I'm working 5 grassland hills and mushroom appears on one of the unused tiles, the governor start using that mushroom tile - this would take away some micromanagement imho )
 
Spearmen get metal tips, but warriors don't get metal spikes? Bat with Nail is the ULTIMATE in personal defense!

Controlling governor selection of tiles is best accomplished by setting the "Emphasize ___" buttons. Anything more than that would be a nightmare to code I think, though I haven't checked it out.
 
damn, now I WANT a Bat with Nail :lol:

1) as Jean Elcard said, adapting Better BTS AI to FFH/FF would go a long way into improving the AI imho.

2) DrPepper has put out a nice Amurites Unique Spells modmod, worth checking out I guess. nice spells in there ;) http://forums.civfanatics.com/showthread.php?t=297876

3) End of Winter option and ice spells ( blizzards, ice elementals/golems etc. ) temporarily turning water/rivers to ice that suitable units can walk upon :D

4) a gameoption that doubles the number of lairs on the map ( "monster world" ? :D ) would be nice
 
Since, you know I come from high up north, I absolutly want to see more use of Ice to create 'passage' over water. Its one of the times we really whacked the danish on their asses, a cold early-winter and a daring march with a whole army over frozen sea. The king barely managed to flee the capital.
 
[to_xp]Gekko;7414362 said:
1) as Jean Elcard said, adapting Better BTS AI to FFH/FF would go a long way into improving the AI imho.

Unfortunately it's only a small part of Better BTS AI that could be of use. I many cases it's simply too specific.
 
a couple ideas for anyone that wants to code frozen rivers ( via end of winter, ice spells etc. ) : they don't act as trade routes anymore, they no longer give a penalty for crossing while attacking, they no longer give a movement penalty when crossing, and they get all the benefits of having bridges ( construction tech IIRC ) even if you don't have them. ;)

a sidenote on barb AI: you often see a goblin fort guarder by a goblin archer, and then as soon as they spawn a couple goblins, the regular goblins remain to defend while the archer goes out harassing. it should be the other way around I guess since goblin archers are wicked good defenders (and they'd make a good unit for the clan of embers imho ( of course without the poison damage ) )
 
1) as somebody mentioned, a no-micromanagement-needed way to use govannon's trainings would be nice

2) white hand as a full-blown religion! :D

3) what about letting catapults get mobility promotions? a lot of people seem to hate them cuz they are slow ( and I guess they are right )
 
I was making similar suggestions in the main thread (sorry for cross-posting) -- but I'm told it's not necessarily the right place. Sooo... ;)

Although not everyone will agree with this, but it would be nice to have a unit that could be attached to cannons, and that would increase their move +1 space on open plains or on roads -- such as a team of horses to pull cannons and their caissons. The assumption is that cannons are presently oxen-drawn. While they are being pulled by horse, the cannons can only defend and with a -50% penalty. Despite the latter, I think this would be useful since cannons cannot be Hasted magically. I hate having a fast moving army, and leaving the cannons behind.

Another idea would be to add an enchantment spell that would affect cannons specifically, just like archery units -- either a fear effect (the roar of the cannon), a bonus to collateral damage, destroying individual buildings (like in Dale's Combat Mod), or a barrage bombardment which would make the target space impassable temporarily.

What about baggage trains? The idea here would be to give a small attack bonus to units in enemy territory if they are in the same space as their baggage train, or adjacent. It would also negate the maintenance cost of these units being in enemy territory. If captured, the baggage train would be worth a certain amount of gold to the enemy. It should cost gold to construct a baggage train (perhaps the sacrifice of worker units too), and it is lost when returning to friendly territory. There ought to be a limit on how many baggage trains can be built, perhaps one per Civ at any time, or one per unit with the commander promotion.

Catapults and trebuchets ought not to be any faster than they current are since they need to be installed (if not actually built) directly on site -- and therefore aren't really mobile units at all. They're also too big and cumbersome, nothing like cannons at any rate.
 
new version of Mailbox' mod is out, some good stuff is in like hell terrain giving less food ( sheaim are unaffected ) , explorable city ruins and shamans creating barrows ;)
 
1) fuzzybunnies suggested in the "regicide ffh style" a mechanic that allows units to affect maintenance. if that's possible I think it could provide a very nice mechanic to give something unique to a couple civs. for example, you could have a hero act as a forbidden palace ( reducing city maintenance ) . or you could have a hero offset the additional unit maintenance for being outside cultural borders for all friendly units in his tile ( Lucian? ;) ) providing the Doviello with a very mobile army that can constantly harass enemies without weighing on their economies... many possibilities here ;)

2) it would be nice to have the city of a thousand slums wonder have a different effect if built in a kuriotate city ( since those can already work the third ring of tiles ) . +1gold in all BFC tiles for example?

3) a spell that can create and delete peaks would be great fun :D

4) unicorns! I miss those. I'd love to see them in the game in some form ( spawned by a lair? wondering around in woods? created by an event? whatever ) . I guess they'd be nice as a unique resource given only by the Elohim palace for example, which allows them to field a UU ( it seems to fit them pretty well imho ) .

5) providing palaces with some unique effects instead than mana, mana and more mana would be nice. some could give unique resource, some could give items, some could spawn units, etc.

6) it's great to see that XP gain is gonna get balanced at different gamespeeds in the future. keep it up, that's awesome. I hope one day the game gets balanced at any gamespeed :goodjob:

7) this thread http://forums.civfanatics.com/showthread.php?t=297273 has a lot of nice ideas for making Armageddon ( AC 100 ) more interesting. it IS dull right now imho.

8) discussion on the "AI considerations" ( http://forums.civfanatics.com/showthread.php?t=297223 ) thread seems to show that lowering AI flavour weightings for techs would lead to the AI choosing techs more wisely.

9) elves can still chop forests without bronzeworking. I'd say either NOT let them chop, or let them chop at bronzeworking like everyone else, this feels weird.
 
[to_xp]Gekko;7426055 said:
1) fuzzybunnies suggested in the "regicide ffh style" a mechanic that allows units to affect maintenance. if that's possible I think it could provide a very nice mechanic to give something unique to a couple civs. for example, you could have a hero act as a forbidden palace ( reducing city maintenance ) . or you could have a hero offset the additional unit maintenance for being outside cultural borders for all friendly units in his tile ( Lucian? ;) ) providing the Doviello with a very mobile army that can constantly harass enemies without weighing on their economies... many possibilities here ;)

Sounds similar to what I was suggesting as an effect for an army's baggage train (see my post on Nov 5). :goodjob:
 
While not directly affecting Maintenance costs, you can already have units grant (or cost) gold within proximity of a city. And making a unit not cost upkeep is also long since possible in the code. Could be worthwhile to create a promotion which can be bought by Leaders with Barbarian Trait that has no prereqs and removes unit upkeep for the unit (call it Hunter/Gatherer, Self-Sufficient or something like that).

Different effect for the Kuriotates from CoaTS would be as easy as making a Unique Building for them to replace it.
 
not sure if this has been mentioned already so here it goes: currently if a kuriotate settlement is the holy city of a religion, it is impossible to sacrifice a GP to build the religious shrine in it, which is kinda sad..

I tend to dislike the current way settlements work anyway tbh. for example I'd like to see them being able to build workboats and palisades.

totally unrelated: I'd love to have cities be able to joint-build stuff. so for example you could have 3 nearby cities working together to build a wonder, or have a city help out a nearby newborn city get that monument get done ASAP, or have a group of cities work together on a ritual/building/whatever, etc.

of course for a city to be able to help another one out they should be connected by a trade route, and the effectiveness of doing so should be linked to proximity, techs, etc.

when joint-building units, for a city to be able to join production it should of course have the building that allows production of the unit ( so only a city that has a training yard can help another one out for production of an axeman, etc. )
 
[to_xp]Gekko;7426792 said:
totally unrelated: I'd love to have cities be able to joint-build stuff. so for example you could have 3 nearby cities working together to build a wonder, or have a city help out a nearby newborn city get that monument get done ASAP, or have a group of cities work together on a ritual/building/whatever, etc.

of course for a city to be able to help another one out they should be connected by a trade route, and the effectiveness of doing so should be linked to proximity, techs, etc.

A simple way to accomplish this would be to add a production slider. When you want cities to help out, they can make production like you can make gold, culture, and tech.

If you are going to add a production slider, may as well add a food slider too :D
 
[to_xp]Gekko;7426792 said:
not sure if this has been mentioned already so here it goes: currently if a kuriotate settlement is the holy city of a religion, it is impossible to sacrifice a GP to build the religious shrine in it, which is kinda sad..

Easiest fix would to be to change the code for city selection to exclude settlements for consideration for holy city placement.

I used to have a link to the formula for how cities were selected for religions, not sure where it is now, but I believe it is weighted on city size and number of religions already in the city (and it is heavily weighted against being founded in the capital).

Of course this could be exploity. If settlements were excluded, as Kuriotates, I would simply only build settlements (for the resources) until I founded a religion, since it would then be in my capital.
 
Easiest fix would to be to change the code for city selection to exclude settlements for consideration for holy city placement.

I used to have a link to the formula for how cities were selected for religions, not sure where it is now, but I believe it is weighted on city size and number of religions already in the city (and it is heavily weighted against being founded in the capital).

Of course this could be exploity. If settlements were excluded, as Kuriotates, I would simply only build settlements (for the resources) until I founded a religion, since it would then be in my capital.

this wouldn't fix the issue with the Kuriotates conquering a holy city though ( since it will become a settlement )

@sputnik: nice idea about a production slider!
 
[to_xp]Gekko;7427341 said:
this wouldn't fix the issue with the Kuriotates conquering a holy city though ( since it will become a settlement )

Can't have everything. But... how about changing the Slum wonder for the Kuriotates, so that it allows you to build/upgrade one more city. Then if you capture a holy city, you have a chance to make it a real one. I think that should be possible. Have the number of cities be able to increase if you have that wonder.
 
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