[MOD] FFH TweakMod

Yeah I understand. quick question- have you looked at any of the Red Turtle stuff? Some of that might fit in your mod down the road.

(also kinda a bump since no one posted in this in 3 weeks)
 
I have played two games with your mod and am enjoying it a lot. There are some great ideas here and I appreciate the design philosophy you are using.

I want to make a small suggestion I made in another thread regarding the Kuriotates settlements Here. In it I suggested that by default, Kuriotate settlers found settlements instead of full cities in MP games. This way you can decide for yourself when the right time to expand another city is, and not miss out on claiming land.
 
I knew you mentioned on Magister's Mod you were considering some things from there- and I'd like to see a merge of some of your ideas.

One idea in particular was how he handles lair, with the delay to explore a lair (it prevents exploit).

I don't know if this would be doable (or if you'd even want to) but I liked how Wildmana does ranged combat and spell automation.
 
I knew you mentioned on Magister's Mod you were considering some things from there- and I'd like to see a merge of some of your ideas.

One idea in particular was how he handles lair, with the delay to explore a lair (it prevents exploit).

I haven't played MagistersMod, and there's no change log up, so I'm not sure what I'd want to merge over yet. How exactly does he handle lairs?

I don't know if this would be doable (or if you'd even want to) but I liked how Wildmana does ranged combat and spell automation.

That stuff is all in the C++, so it won't be merged over.
 
He makes it where you explore the lair, then the effect comes at the beginning of the next turn.
 
I made exploration of normal lairs have a delay of 1 turn, and of Epic lairs a delay of 3 turns. I also made it so that epic lairs are not cleared, so that being at peace with the barbarians does not stop you from exploring, and (in an update I have not yet released) so that units from Big Bad results start with HN so barbarian trait civs still have reason to not always explore the lairs.

I'm also thinking of changing it so that in such Big Bad results the unit that cast Explore Lair is moved off the tile to make room for the Big Bad spawns, so that you can no longer prevent their spawning by placing units on all tiles surrounding the lair.
 
Would you consider making the first level spell Blur reduce the opponent's number of first strikes by one or two rather than making this unit immune to all first strikes *plus* immune to all defensive strikes *plus* essentially making Drill I-IV useless? I think this would be a good balance improvement, as I don't think such an easily gainable (level 1!) spell should be able to nullify so many other basic Civ 4 and FFH2 abilities and promotions. =) For example, if an opposing unit has 5 First Strikes low level Adepts right of the production line can cast Shadow 1 Blur that cancels them all out, removing *all* First Strikes, *all* Defensive Strikes and *almost all* of the effects of Drill I-IV? :crazyeye:

Best regards,
Steven.
 
Would you consider making the first level spell Blur reduce the opponent's number of first strikes by one or two rather than making this unit immune to all first strikes *plus* immune to all defensive strikes *plus* essentially making Drill I-IV useless? I think this would be a good balance improvement, as I don't think such an easily gainable (level 1!) spell should be able to nullify so many other basic Civ 4 and FFH2 abilities and promotions. =) For example, if an opposing unit has 5 First Strikes low level Adepts right of the production line can cast Shadow 1 Blur that cancels them all out, removing *all* First Strikes, *all* Defensive Strikes and *almost all* of the effects of Drill I-IV? :crazyeye:

Best regards,
Steven.

I'm actually not sure how to reduce the number of first strikes. From what I've seen in the XML, units can only be made immune to them.
 
He makes it where you explore the lair, then the effect comes at the beginning of the next turn.

The "downside" of this is that since the result pops out on the next turn when your unit has regained it's movement you can always run away if it's something you can't handle. Makes lair exploration risk-free.
 
I'll give the lair delay a shot this weekend. Also, I'm looking to the Svarts for my next big change. Anyone have any cool ideas for their possible mechanics? Has to be Hidden Nationality related; thinking of giving all recon units HN so far.
 
How about a special Manhunter promotion that takes away their city penalty, or make it a UU beastmaster?

Svalfs are a pretty good civ already though right, outside of their lack of siege.
 
Also, I'm looking to the Svarts for my next big change. Anyone have any cool ideas for their possible mechanics? Has to be Hidden Nationality related; thinking of giving all recon units HN so far.

How about the ability to purchase HN in a city with CoE?
 
How about giving all Svart recon the ability for the Mask spell? While your at it I think all Sidar recon should have the ability to use the Hide spell. (also I think hidden units should be able to "unhide" similar to how masked units are able to reveal their nationality)

I also think a hidden unit should be able to use Mask (and unmask) without becoming visible. AKA, using the Mask/Unmask will not be considered a spell but more an ability, and thus is still usable during arcane Lacuna, and will not reveal hidden. Use of the Hide and Unhide would optimally function in a similar way (hopefully).
 
How about a special Manhunter promotion that takes away their city penalty, or make it a UU beastmaster?

Svalfs are a pretty good civ already though right, outside of their lack of siege.

I don't think they have any really defining traits (except for Sinister, but that's not enough to motivate me to use recon units in bulk). I want to involve Poison Combat and Hidden Nationality more into their mechanics.

How about giving all Svart recon the ability for the Mask spell?

Every single recon unit having HN they can turn on and off is waaaaaay too strong. Even giving all recon units HN is pushing it.

How about the ability to purchase HN in a city with CoE?

The problem with that is, it's a religious mechanic. I'm trying to think of something fundamental to the team. Think along the lines of what motivates you to play the Svartalfar. What do you hope to accomplish with them that you can't accomplish with anyone else?
 
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