FF 0.43 Wishlist

I don't have a clear idea about that, but it would fit barbarian trait civs nicely imho ;)

oh, another minor issue: it'd be nice to have some of the cultural borders' colors changed a bit. the grey one of the Sidar is very difficult to see, and the Infernal one is impossible to tell apart from the barbs. Ljolsafar's green one is also kinda hard to see on grasslands, but that's very very minor :D
 
Not a problem really, just a lot of the ideas we have done are good ideas, so if I don't remember that we did them when I read an idea to use it... well, 3 hours later I realize that the code seems to already do what I am wanting it to do.
 
some more ideas and suggestions... sorry if some of these are already in :D

1) a ritual to gain peace with the barbarians would be nice. even better if they were divided in different factions a la snarko's, that way multiple rituals for each kind of barbarian would be nice :) http://forums.civfanatics.com/showthread.php?t=300719

2) you've probably thought of this already, but here it goes: to make barbarian activity balanced on every game speed/map size/number of civs you'd probably have to use an algorithm that checks the aforementioned. another thing it should probably check is sea level, as less sea will mean more land on which the barbs can spawn.

3) celestial compass does not affect Illian rituals IIRC, but I guess that's intentional to avoid balance issues.

4) Samhain is usually useless, and overpriced. if the frostlings were friendly to the illians, it would be a lot more interesting ;) http://forums.civfanatics.com/showthread.php?t=300781

5) HN units can't board non-HN boats ( base FFH issue )

6) a tech prereq for the Stasis worldspell would be very welcome imho. getting it by that early on is crippling, and BORING.

7) about Lanun pirate coves: not being able to spam them is great, but building them on water with workboats just feels weird. I'd rather have them built by workers on tiles adjacent to sea, and have them act as vanilla civ forts so that ships can enter the tile. the tile should remain a land tile though, no terraforming involved. being able to change crews in them would be great. flavour starts could also put some on the map in suitable places like it does with towers and forts, that would be very nice. and being able to build them even outside cultural borders would be great as the Lanun, make those 1-tile islands in the middle of the ocean actually useful :D every civ should be able to use them I guess, just only the Lanun should be able to BUILD them.

8) now that we have marshes in the game, wetlands just feels redundant. I think it'd be better to remove them and have marshes substitute them in the wetland/lizard civs mechanic. btw, being able to turn marshes to grassland after a tech would be AWESOME. I hate having those crappy tiles sit around with no terraforming available to improve them :\

9) as MC said, being able to choose which city you want to gift to the mercurians instead of having them take a city that's vital and often away from the frontlines would be GREAT. http://forums.civfanatics.com/showthread.php?t=300776

10) again as MC said, Kuriotate AI should love gifting settlements to permanent allies :D

11) having the strength of the demonic horsemen scale with map size would be nice, as on bigger maps they'll have to face a lot more foes. giving them march might make them a lot more fearful. a gameoption to make em tougher would be nice too. and as someone said, units captured by buboes via command should probably start at full health, otherwise they're often just XP for the player. http://forums.civfanatics.com/showthread.php?t=300937

12) after a spellcaster has learned the lvl 1 spell of a sphere, he can then get the lvl2&3 spells even if you no longer have that kind of mana ( this could be already fixed in FF though... I don't use mana much so I'm not sure ) . anyway, it'd be great in the future to have a more complex magic system where the amount of mana you have determines how many/how powerful spells you can cast each turn :D

13) I don't really like how the resurrection spell works right now. I'd much rather resurrect heroes via a ritual. imho resurrect should bring back to life all the units belonging to the player ( possibly works for the whole team ) who casts the spell that got killed during the current turn ( which means even units that got killed on defense during the wait time between turns ) . obviously it should have a cap on the number of units it can resurrect to avoid balance issues. anyway, I find this idea a lot more intriguing than the current implementation :)

edit: 14) a "broken compact" gameoption that makes the mercurians and infernals start on the map on turn 1 along with the other civs would be nice :)
 
1.) Would be cool to have Feral Vampires running around.

2.) Barbarian player's peace reliant on a civic choice and sticking with that choice rather than getting a high score.

3.) A ritual for Barbarian players to summon barbarians (repeatable)

4.) A larger variety of barbarian "animal" spawns such as elementals, treants, etc...basically have the barbarian spawns run the gamut of the summonables

5.) Cyther's upgradeable heroes mod is pretty cool....(I remember someone around here mentioned Lucian was going to be upgradeable or something?)
 
[to_xp]Gekko;7503972 said:
8) now that we have marshes in the game, wetlands just feels redundant. I think it'd be better to remove them and have marshes substitute them in the wetland/lizard civs mechanic. btw, being able to turn marshes to grassland after a tech would be AWESOME. I hate having those crappy tiles sit around with no terraforming available to improve them :\

Strongly in support of some sort of merge here between the two terrains when you have the time.

Its really somewhat confusing/annoying to have marshes fall in the middle of your lizardman empire, since they are really bad squares, that cannot be improved with the swamp improvement(since they can't go wetland). I went as far as removing them from the mapscript(in a hacky way, just mapped all of them to grasslands), since they are unremovable(vitalize should be able to remove them at the very least) and just seem to not fit together(as well as being slightly buggy as noted that you have to chop them before you can build farms/cottages on them if they haven a jungle as they give 0 food that way).

This has also gotten me thinking, any plans for making workers able to improve land(ala vitalize), in the very late game at a much slower rate, with perhaps some gold cost? The builder in me cringes sometimes when I play dwarves who I believe have no access to the vitalize spell? (well, arguably I never get a chance to play with it with any civ at the levels I have been playing unless I'm elves with some druids, since nature mana is never a priority mana wise, but at least the option is there? :) ) I doubt it would be that unbalancing if 2-3 of the late game techs gave the ability to get rid of a few of the more annoying types of land, such as marshes.
 
some stuff I had forgot about :D :

1) having a dropdown option for Erebus mapscript that changes the average size of the valleys would be great. I'm having a blast with "50% peaks" ( thanx Jean Elcard ;) ) , but I'd love to try a game with normal peak amount and large valleys. I just hate those 5*5 totally enclosed valleys, they turn the map into a maze :D

2) I don't really like the current mechanic for the dispel spell. I'd rather have nodes converted back to raw mana via a ritual ( that possibly needs metamagic mana ) , and dispel be dispel: deactivate all enemy magic buffs in the surrounding 8 tiles. for game balance this should probably have a chance to get resisted and possibly affect even friendly units. ( personally I dislike switching mana nodes to build the ToM, but I do see that this is needed in order to make this victory condition accessile to non-warmongers. hopefully the AI will understand this sooner or later :D )

3) I think this modcomp has a nice idea. checking it out is worth it imho :D ( http://forums.civfanatics.com/showthread.php?t=279371 )

a couple base FFH issue that you are likely to know already:

1) HN units cannot capture enemy units ( command ) , nor can they create new ones from combat ( slaves )

2) flexible difficulty works very poorly with mercurians and infernals since you start with a very low score.

3) the amurite worldspell makes it impossible to use some abilities that aren't actually spells.
 
some more stuff :

1) an "undo movement" button for those times when you misclick would be nice, I miss that :D

2) I'd love to be able to build war elephants with ivory. pretty please? :lol:

3) dragon bones could be changed to give a unique "dragon bones" resource instead of ivory, so as to easily get rid of that elephant trapped in the rib cage. this unique resource could also give a bonus to Luchuirp bone golems I guess ;)

4) cyther's new winged civ looks awesome. it would be great as a civ that can settle on peaks and work them ;)

5) aside from that, more flying units would be great. no fantasy TBS game is complete without a good number of flying units I'll say :D going the "MC way" and giving all units in the game that have wings the flying promotion would be nice. archery units should get a bonus against them to act as a counter since flying is indeed VERY powerful.

6) after thinking about it for a while, I have to say that MC's suggestion of making chariot-type units stronger, but limiting the tiles they can enter ( i.e. no marshes, forests unless they have roads, etc. ) would be nice.

7) last but definitely not least, having snarko's improved AI would be great. I mean of course AIs that actually make demands and such stuff even with each other, instead than only with the player ( which feels kinda lame imho ) :)
 
Heh heh the dude certainly has a lot of ideas
 
1) the avatar race means that the unit has a very high chance of defending. this makes Auric Ascended too vulnerable imho... his very high strength means that he will defend very often even without "improved chance to defend the stack"

2) I think it might be good to create a new promotion that has only one effect: making the unit "less likely to defend the stack" , and taking away that ability from channeling and hero promotions. this would allow to further customize units ( arcane units should all get decreased chance to defend stack, but NOT all units with the channeling promo should imho. vampires for example, and any unit that's good at fighting but can also use a couple spells. )

3) it'd be nice to have flexible difficulty raising/lowering difficulty less/more depending on the speed you're playing at.

4) you're already doing a great job at balancing the games at different speeds :) I hope in the future you'll also have more stuff scaling with map size, that would be great. for example, movement points scaling with map size.. :D

5) as MC said, having "impersonate leader" make you control both your civ and an AI one hotseat-style would be awesome. I think we can all agree that having the ai control your civ is not good :D

6) considering the amount of time and effort that goes into building Auric, the Meshabber and the mithril golem, I think it'd be very nice if they caused some havok around them if/when/where they die. the mithril golem could cause a huge earthquake that causes damage to non-flyers and alters the landscape ( randomly raising/lowering peaks and hills) , Auric could cause cold damage and turn the surrounding area to ice, and Meshabber could cause fire damage and start flames around. all of them should probably destroy improvements, and the concept could be expanded on other units, like Basium and Hyborem for example.

7) pyre zombies right now are very difficult to deal with, especially if your opponent does not rely entirely on them and keeps them protected. I think their explosion should not have a damage cap so that it can't kill units, and if they get attacked and successfully killed they should explode on the tile they're on and damage their own stack, making them as dangerous as they should :D

8) Succubi have mind 2 ( charm person ) , but they sonly have channeling 1 : shouldn't they have channeling 2 ?

9) axemen get a bonus against warriors, which is awesome. does that bonus also include warrior UUs like beastmen? it should, imho.

10) there seems to be an issue in base FFH that makes high priests of winter unable to cast call blizzard. not sure if this is true for FF though, I haven't played them in a while..

11) it would be nice if the info that is shown when you're choosing a tech would only list things that you can actually get. like, hiding heroes belonging to other races, promotions that you'll never be able to get, etc. :)

12) I know you've heard it many times already: when adaptive trait prompts you to choose a trait, it would be great to have mouseover tell you what that trait actually does :D

13) when trading maps, it'd be great if the game would tell you how many tiles that map would reveal, so that you could evaluate if buying that map/selling your map is a good idea or a ripoff before it's too late :D

14) I think MC's version of feast ( you can feast a city to death ) would be nice. of course, caution would be needed so that the dumb AI doesn't destroy its own cities :lol:

15) this mod ( http://forums.civfanatics.com/showthread.php?t=163657 ) has some VERY intersting stuff imho. like stacking food/hammers in a treasury that cities will be able to use later, for example. some mechanics that could work great with implementing food trade ;)

16) AbandonRazeDemolish would be great to have ( http://forums.civfanatics.com/showthread.php?t=252243&highlight=abandon ) , being able to raze/abandon cities and demolish buildings can sometimes be very useful. in FF though, not all civs should be able to do all of this imho ( possibly based not only on civ, but on alignment as well ;) )
 
[to_xp]Gekko;7507134 said:
some more stuff :
6) after thinking about it for a while, I have to say that MC's suggestion of making chariot-type units stronger, but limiting the tiles they can enter ( i.e. no marshes, forests unless they have roads, etc. ) would be nice.

I have to disagree, most maps they would be come useless. Not being able to move them around would just not be fun.

However an intersting side effect of that could be that they get negitive mods in certain terrain. Or maybe Stay same strength as current but add +X% bonus on Plains and +X*2 on Grasslands Say +10% Plains and +20% Grasslands, -10% Hills, -20% Forrest, -30% Anchient Forrest, -40% Jungle, -50% Deep Jungle for instance.... is is possible to say +20% Roads but no bonus for trails? So a Anchient Forrest with roads would net -10%?

End result would let them move but limit where you want to fight with them.
 
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