FfH version 1.10d

loki1232 said:
I say no unlimited specialists. I forgot to mention that this also gave me huge production, since with ragnarok each preist gives two.
The civics that give unlimted specialists should be changed to double the amount of specialists given by each building like that. So preisthood would have cathedral give 2, but not make cities with 15 priests.

Yeah, your probably right. What do the rest of you think?
 
Sounds good to me. I've never seen it, but trust loki's judgement on this one... ;)
 
What are Armament Molds and Velox Workshops?

And should I be able to build a Golem Workshop and then Copper Golems without a Tower? My best unit right now is a Drown and when this golem gets done I'll have a pow 9 running lose! I know he's expensive, but all my city has is a Golem Workshop, nothing else. I have OO religion is that matters.
 
woodelf said:
What are Armament Molds and Velox Workshops?

And should I be able to build a Golem Workshop and then Copper Golems without a Tower? My best unit right now is a Drown and when this golem gets done I'll have a pow 9 running lose! I know he's expensive, but all my city has is a Golem Workshop, nothing else. I have OO religion is that matters.

Hmm... no. I need to add another tech requirement to the copper golem besides golem mastery (which the luchuirp start with) for the short term until we come up with our final tech tree.

Armament Molds allow all golem build in the city to start with the "Heavy" promotion. Velox Workshops allow them to start with the "Light" promotion.
 
Part of this may be because I'm starting in the 2nd era, but it seemed odd to get these without a Tower and anything else. I do have Copper though!

How soon before these new building TXT_KEYs go in? Or else I'll keep asking... ;)
 
Clearing an Ancient Forest on a hill to build a mine garnered me 40 :hammer:s, but only took 4 turns all totaled!

edit - what is the smilie for production hammers? ;)
 
woodelf said:
Clearing an Ancient Forest on a hill to build a mine garnered me 40 :hammer:s, but only took 4 turns all totaled!

edit - what is the smilie for production hammers? ;)

Were you using a Mud Golem?
 
Kael said:
Were you using a Mud Golem?

simple worker. I've never made a Mud Golem.

Also, Chalid stated that workers can improve nodes. When? After the Adepts do or with a later tech?
 
woodelf said:
simple worker. I've never made a Mud Golem.

Also, Chalid stated that workers can improve nodes. When? After the Adepts do or with a later tech?

They need "Knowledge of the Ether"
 
Kael said:
They need "Knowledge of the Ether"

You need Knowledge of the Ether just to see the Mana. In the XML Civ4UnitInfos under the worker there is nothing about building mana nodes.
 
Also, can we have the Commander do the same thing as the Great Engineer when he's rush building? I like seeing the Arc de Triumphe floating overhead. That is what it's supposed to be, correct?
 
woodelf said:
You need Knowledge of the Ether just to see the Mana. In the XML Civ4UnitInfos under the worker there is nothing about building mana nodes.

Your right. Ill add it to the Workers too.
 
Kael said:
Your right. Ill add it to the Workers too.

I honestly like it the way it is. Let the Adepts be useful. They need workers to connect the network as it is.

If you do add them please make them painstakingly long!
 
woodelf said:
I honestly like it the way it is. Let the Adepts be useful. They need workers to connect the network as it is.

If you do add them please make them painstakingly long!

My problem is just around the AI. Right now I have workers at workrate 100, adepts at 200 and the iTime on the improvements set to 600 (so 6 turns for a workers, 3 turns for an adept).

A worker has to stay at 100, but I could move the iTime up to 1200 and the adept work rate to 300. Would that be better?
 
Since I don't understand the mechansism for workrate I agree with that, so long as it doesn't mess up every other improvement you build.
 
woodelf said:
Since I don't understand the mechansism for workrate I agree with that, so long as it doesn't mess up every other improvement you build.

Basically a worker contributes his workrate per turn towards making an improvement. So I cant change the worker from 100 because that will effect its speed making all of the improvements. It the mana improvements cost 1200 then it would take a worker 12 turns to make one, if the adept has a workrate of 300 then it would take him 4 turns to make one.
 
Kael said:
Basically a worker contributes his workrate per turn towards making an improvement. So I cant change the worker from 100 because that will effect its speed making all of the improvements. It the mana improvements cost 1200 then it would take a worker 12 turns to make one, if the adept has a workrate of 300 then it would take him 4 turns to make one.

Sounds good, except Adepts seem to only take 1 turn to build them now.
 
woodelf said:
Sounds good, except Adepts seem to only take 1 turn to build them now.

Yeah, they cost 100 now. I'll increase them.
 
Kael said:
Yeah, they cost 100 now. I'll increase them.

I did have one take two turns once. Maybe that Adept had already built one? But that is the only time it has taken more than one turn.

Also, any plans on a different improvement graphic for the mana?
 
Back
Top Bottom