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FfH2 0.40 Changelog

Discussion in 'Civ4 - Fall from Heaven' started by Kael, Dec 8, 2008.

  1. MasterofDisasta

    MasterofDisasta Chieftain

    Joined:
    Apr 26, 2008
    Messages:
    338
    Sounds very accurate and flavorful, but certainly very complex. Personally, I would love this option but I think the sheer complexity of it would make it very hard to implement. It would probably require some sort of mercenary menu like the one used in Rhye's and Fall for the mercenaries to be usefull, there's too much risk if you can't see what you're getting. Plus, the AI would need to learn this system as well and be able to accurately judge whether a merc will be helpful, or immediately be slaughtered. If this amount of complexity was supported, I would definitely enjoy it, but I think a solution with simpler mechanics would be better.
     
  2. it-ogo

    it-ogo Hedgehog

    Joined:
    May 23, 2007
    Messages:
    589
    Great, but there is still an equivalent result: Crazed from mutation or demon posession.
     
  3. Chandrasekhar

    Chandrasekhar Determined

    Joined:
    Mar 30, 2006
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    Seattle, WA
    How about mercenaries take gold from your treasury whenever they win a battle? The basic code should already be there from units like privateers.
     
  4. Thunder_Gr

    Thunder_Gr Chieftain

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    Allowing everyone to hire Mercenaries after reaching a certain tech as bdmarti suggested and having GotN allow a very big discount, let's say 1/3 of the price, is really a great idea! But the rest of the mechanic does not sound very nice to me, since it introduces too much complexity...
    Another really great idea is for the mercs to get extra payment each time they win a battle as Chandrasekhar suggests, and if you do not have the money, they will abandon you.

    Both suggestions really balance the GotN, in my opinion, and shouldn't be difficult to implement. I hope the development team agrees and will include something like that to balance it.

    Most of the other suggestions seem to be very complex or serious demotion of the mercenary unit, which make the hiring of the mercenaries more of a danger rather than a support... And having the mercs be a National Unit really goes against the whole mercenary consept IMO.
     
  5. Kjara

    Kjara Chieftain

    Joined:
    Aug 24, 2008
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    160
    Another option to prevent people from relying on mercs as fodder too much would be any time you lose a merc in combat, you have to pay a certain amount, perhaps based on the number of other mercs you have, to keep the other mercs(or the rest of them have a chance of either deleting or going barb). The mercs are happy to be involved in a war where they are winning and none or few of them are dying, but its going to be really expensive to keep them around once they start dying left and right. Could also perhaps keep track of the number of mercs lost in the past(sort of merc weariness), and have that effect merc hiring cost/payment on the loss of a merc. Finally, if you do default on the cost, and have all the mercs leave you, that pushes up the "merc weariness" by quite a bit as well. Since the cost would be partially based on how many mercs you have, this would limit the ability to keep a huge army of mercs around for general use unless you were really rolling in the money.

    I would suggest adding this to something like Thunder_gr's and bdmarti's, where everyone has access to them but also allow the guild to reduce the cost, and the rate at which the weariness goes up.
     
  6. Jabie

    Jabie Wanted in Monte Carlo...

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    Location:
    Southampton, UK
    Not too sure about everyone having Mercenaries right off the bat. A tech requirement such as Currency is a better bet.

    Increasing the cost of Mercenaries based on the number of Mercs in your army, say +10 Gold per existing Merc is easy to understand and calculate. Go9 could give a 20% discount.

    There could also be some events that are dependent on the existence of Mercs.
     
  7. kumquatelvis

    kumquatelvis Chieftain

    Joined:
    Feb 27, 2007
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    310
    I'd be happy is the AI started using mercs. I've never seen them purchase one ever.
     
  8. Monkeyfinger

    Monkeyfinger Chieftain

    Joined:
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    You've probably never seen them with the ability to buy mercs. I know I haven't.
     
  9. MagisterCultuum

    MagisterCultuum Great Sage

    Joined:
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    Kael's head
    Well, I know that back when you could build Mercenaries they would span them like crazy. Basium seemed to rarely build anything but mercenaries and culture.
     
  10. Grey Fox

    Grey Fox Master of Points

    Joined:
    Dec 19, 2001
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    Sweden
    Man can't wait! At least I have internet access for the holidays so I will be able to grab it right away this time.
     
  11. Waylander232

    Waylander232 Chieftain

    Joined:
    Nov 23, 2008
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    7
    Location:
    Birmingham
    I really cannot wait for this. I thank the FFH team for all their great work and for giving me something to do before Christmas:D
     
  12. Avahz Darkwood

    Avahz Darkwood Chieftain

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    Behind You!!!!
  13. kumquatelvis

    kumquatelvis Chieftain

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    Feb 27, 2007
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    Just this last game I took the Guild of the Nine from the Lanun after a long war in which I saw not a single mercenary.
     
  14. Zechnophobe

    Zechnophobe Strategy Lich

    Joined:
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    Hmm, there is some merit to the concept of mercs that take a bit of gold when they kill.

    Perhaps the Guild of the nine wonder lets you build strength 5 mercenaries (As normal) in all your cities, for the hammer cost of (Whatever 120 gold gives you hammers) but then steals money from your treasure whenever they win a combat.
     
  15. Monkeyfinger

    Monkeyfinger Chieftain

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    In lore terms, "120 gold" translates into "a crapload of money." It's about what a large metropolis that contains money making buildings and the holy shrine of the biggest religion in a well populated world makes in whatever's considered a turn. I've always imagined the process of hiring one mercenary unit as saying to a band of mercs, "here's enough gold, up front, to live comfortably on for the rest of your life, go kill my enemies." What merc would refuse that?
     
  16. Domingo

    Domingo El Desaparecido

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    Location:
    Corea -_-
    Maybe -1 gold each time Mercenaries win a battle, and if you have 0 gold they disband. I think adding complex, extra mechanics for 1 unit isn't really a step in the right direction.
     
  17. Keeper_GFA

    Keeper_GFA Chieftain

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    Location:
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    Bounty Hunter promotion gives +1 gold for killing a unit. So just make a Mercenary promotion that gives -1 gold for killing a unit. Seems easy and reasonable. And if possible, have mercenary units act as animals regarding city unhappiness for the lack of a defender.
     
  18. Ksi

    Ksi Chieftain

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    The -1 gold thing won't work. Too easy to use Mercs as fodder than have your regular units mop up.
     
  19. Blakmane

    Blakmane Chieftain

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    Which is what traditionally mercs have been used for =)
     
  20. Fafnir13

    Fafnir13 Chieftain

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    And from touching some murky water and picking up a wicked sword and hearing some scary voices. Seriously, there are way too many ways to become crazed if you ask me. What's really annoying is that some of these will destroy the lair. That's not much fun.


    Oh, well that's interesting. Is anything being put in their place? I'm a little bothered that many things which have been in need of improvement (guilds, late game buildings, and now compassion civic) are just getting the ax. Certainly makes it easier to reach a state of "done" if you just knock out features, but that kind of makes the world less interesting.
     

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