FF 0.43 Wishlist

Agreed. I've wanted an evil Altar victory for quite a while.

Benefits for RPing evil are a priority (rather than Armageddon hurting those that seek to cause it as much as everyone else), but I have to agree with Kael's principle of avoiding repeated mechanics. I'd rather have a unique condition for evil players to achieve rather than an altar with "EVIL" printed on the side...

In 044 however, conquest victories should be a little easier for certain civs when the AC is high, and there's even more incentive for the good guys to prevent the spread of hell terrain...
 
Flavor names-- I'd like to see individual units automatically given unique names based on civ and unit type. For instance, Twenty-Third Battalion, Dusk Brigade, for military units; Havrix the Impetuous, Varofex the Unstable for adepts, and so forth.

Rare or powerful units could be given more impressive-sounding names, and the style of the names could differentiate one civ from another almost as well as unique graphics.
 
Thats just a bunch of random things, while most likely easy to impliment, they would probably end up burdening the system. Besides, you could do that yourself =D
 
Benefits for RPing evil are a priority (rather than Armageddon hurting those that seek to cause it as much as everyone else), but I have to agree with Kael's principle of avoiding repeated mechanics. I'd rather have a unique condition for evil players to achieve rather than an altar with "EVIL" printed on the side...

What if the "evil altar" caused some percentage of damage to enemy units under a certain level each turn they remain within the "Obscurum Fidelis" (the owner's borders)? As more of the altar is built, it progressively affects units of higher experience levels.

With an early altar, enemy units that die within the Obscurum Fidelis provide some extra experience to disciple units in the same space as the altar. With a mid-level altar, defeated units return under the control of the altar's owner, as skeletons (or other low-level unit more appropriate to the owning civ (??). With a higher level altar, the enemy unit is reborn under the control of the altar's owner and gains the demon promotion.
 
[to_xp]Gekko;7639921 said:
http://forums.civfanatics.com/showthread.php?t=305767

it would be nice to have the minor leaders available as leaders in the epic game once the modmod is a little more fleshed out. allows people the further customize their playstyle and adds a little variety ;)

We'd had similar theories, along with tying them in to FiRE somehow as derivative civs (same theory as Colonies in BtS - the new civ is based on the old civ). It does look like notque is doing a good job, as well as the one by Verily :goodjob:
 
Benefits for RPing evil are a priority (rather than Armageddon hurting those that seek to cause it as much as everyone else), but I have to agree with Kael's principle of avoiding repeated mechanics. I'd rather have a unique condition for evil players to achieve rather than an altar with "EVIL" printed on the side...

In 044 however, conquest victories should be a little easier for certain civs when the AC is high, and there's even more incentive for the good guys to prevent the spread of hell terrain...

I'd love to see some victory mechanic tied to hell terrain. Not sure exactly how it would work, but perhaps one needs to spread hell terrain to all of the world sites or a certain percentage of the world, raise the ac to some minimum, then do something to achieve victory(perhaps sacrifice some collection of high end units as part of a ritual, perhaps some subset of the following: an immortal, an archmage, a great sage and a high priest of the veil/overlords/winter). This would likely need to go hand in hand with such changes as allowing hell terrain to enter good lands at some high ac as well as possibly new ways to spread hell.

It might also be interesting to have the snake totems get bonus's based on the value of the ac?

An archmage/high priest(or perhaps priest level even) level anti hell spell would be interesting as well. Some sort of santify that spreads much as hell terrain does, but in the opposite direction, decreasing the counter(at a faster rate then hell would spread in of course) in a spread pattern around a city that has the archmage/high priest maintaining the spell to perhaps some area limit(5th or 6th ring of the city perhaps, or a smaller range if its a priest spell). This would give us a way to resist hell terrain without having the micro hell that is sanctifying currently. This could give us a late game world that is a few towns that have priests garrisoned resisting the wave of hell terrain, but most of the world being overrun. Honestly, I'd be fine with this replacing the current way of removing hell terrain, so that is really quite hard to remove it if its not near a city of yours, which would work well with the above victory mechanic. As evil civs would be trying to displace good civs from near the world sites, and the good civs would be trying to defend them(to maintain that priest presence) to prevent evil civs from winning.
 
If there was an alternative evil victory, I'd like it to be something that would push the civ to be in opposition to raising the AC.

It seems to me that civs like the Svart, Calabim and Dov (at least not AV practicing ones) would see the raising AC as impacting on their power. The Balseraphs I guess may go in for the ride...but even they may find themselves wondering at some point whether the big ugly Demons should be the ones having fun at their expense...
 
If there was an alternative evil victory, I'd like it to be something that would push the civ to be in opposition to raising the AC.

It seems to me that civs like the Svart, Calabim and Dov (at least not AV practicing ones) would see the raising AC as impacting on their power. The Balseraphs I guess may go in for the ride...but even they may find themselves wondering at some point whether the big ugly Demons should be the ones having fun at their expense...

Again - there are some fairly significant changes in this department. There's still room for a non-demon/AC oriented victory condition though, so ideas in that direction may well be of interest...
 
Just an unrelated thought -- I'd like to see the dwarven races having access to a unique terrain improvement: the tunnel.

Basically a dwarven civ should be able to build no more than one or two of these (one with iron & construction, another with gunpowder). The "tunnel" in question essentially comes in the form of a citadel built on top of a mountain. The fortification in effect allows passage through that mountain square, and a massive defensive bonus for holding it.

I think the simplest way to make this work would be to give a random dwarven worker a promotion to enter mountain spaces, and make forts buildable on mountains (???). The worker loses that promotion when the mountain fort is built.

This could be relevant especially with the Erebus map.
 
Just an unrelated thought -- I'd like to see the dwarven races having access to a unique terrain improvement: the tunnel.

Basically a dwarven civ should be able to build no more than one or two of these (one with iron & construction, another with gunpowder). The "tunnel" in question essentially comes in the form of a citadel built on top of a mountain. The fortification in effect allows passage through that mountain square, and a massive defensive bonus for holding it.

I think the simplest way to make this work would be to give a random dwarven worker a promotion to enter mountain spaces, and make forts buildable on mountains (???). The worker loses that promotion when the mountain fort is built.

This could be relevant especially with the Erebus map.

What Id like to see is something along the lines of a "dwarven mine" city building if the city is built next to a mountain. This could give a small cash/commerce bonus that increases as you get the metal techs(mining, etc). It also could act as a weaker version of the nexus, where one could argue that they all connect underground, and you can send units between them, at some cost, perhaps % chance to lose the unit or with some delay. Ideally you would only be able to send it to other cities with dwarven mines though, not as airports work currently.
 
Personally I think that all Dwarven workers should be able to walk across mountains whenever they want. I mean, the majority of their people live inside of these things, surely they have found ways to easily traverse them.

Then maybe giving them a unique improvement, kind of like the Lanun Pirate Cove, which is a tunnel that can only be built on mountains, and not within say 5 spaces of another would work perfectly. It would allow all other dwarven units to pass through the tunnel.

This large advantage could possibly even offset the terribl starting positions the dwarfs are getting on the Erebus maps these days, because they would have quick access to areas that other civs would have to use boats to reach.

On the topic of which.. because I haven't played FF for a while due to my countless failed attempts to win the FFH scenarios on Diety (it's not possible), I was wondering if the AI still struggles so terribly with colonizing and/or attacking over water? I know from playing regular BTS on PerfectWorld that I'm almost alwys beaten to settling the uninhabited islands by AI civs, and it's always saddened me that the AI in FFH seems to have forgotten it has this ability.
 
Personally I think that all Dwarven workers should be able to walk across mountains whenever they want. I mean, the majority of their people live inside of these things, surely they have found ways to easily traverse them. .

Not sure that I agree with the logic that living underground makes someone able to walk over hills/mountains easily, but would like to see tunnels added.

Perhaps one way to do this would be to have a Khazad Engineer unit (perhaps a National unit...or perhaps an option open to all Great Engineers, and thus all civs?) to be able to cast a Build Tunnel "spell" that in a similar way to bombard would affect a selectable neighbouring tile.

Would need a spell delay - and I'm thinking on the lines of 8-12 turns (ie; will usually average around 10 turns, but can take a little longer/shorter to represent different rock types/issues*). When the "spell" is finished the Mountain tile would be replaced with a new Mountain Tunnel tile which allows movement onto that tile.

* hmmm...or perhaps, have a turn delay of 5 turns - but for each turn their would be a 20% risk that the tunneling has to be restarted ("We've hit a seam of Obsidian/Granite - we'll have to start again!")

It would mean that the tile wouldn't be limited to one direction of travel (ie; a unit entering the tile could then enter any passable terrain neighbouring it)

Perhaps, "Mountain Tunnel" tiles could then be defined as being able to build improvements on by standard workers- mushroom farms, mines (with a higher chance of revealing bronze/iron/mithril/gems than hills) or fortifications - though possibly with a risk of tunnel collapse for the latter two (kills units (except flying) on tile, and reverts back to mountain)...
 
[to_xp]Gekko;7654344 said:
would it be possible to show what kind a unit is ( mounted, melee, arcane etc. ) when highlighting it with the cursor?

Very good idea. Had some problems finding out sometimes too. Should be easy to implement. Let's take a look ...
 
great :goodjob: another thing: sentry for land units is supposed to wake the unit if enemy units appear in its visibility range, right? it seems that they only wake if the enemy unit is max 1 tile away right now.
 
Thought I had made that display when I added the ability for a promotion to change your unitcombat. Guess I didn't. Or I linked it to only showing if non-standard.

For sentry they must be visible to THAT unit, and most units only have a 1 tile visibility range, so that might be what you are noticing.
 
ah, that makes perfect sense. could sentry be set to wake a unit if there's an enemy unit within "attack range" ( i.e. they can be attacked in the very same turn the unit wakes ) ? that would make it much more useful I think. you know, I tend to forget to do something about those pesky barbarians trying to enter my borders, so the sentry mission is a godsend :D
 
I think it would be a good idea if units on foot could enter volcano spaces (still -- siege weapons and cavalry shouldn't). It would be interesting since volcanoes appear at random and could end up opening a gap through a chain of mountains. Units could take some damage while in a volcano space.
 
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