FfH2 BtS Conversion Beta

Considering that other AI players should be able to build it before barbarians one should think "Why none of them did?" Maybe the gate is not worthy enough for the AI players.

In case the barbarians are the only AI able to build the gate then they might be a little over-powered.

That said, I still think it is cool. Only if it is subject to game progress. i.e. it is not the result of something going wrong. The possibility itself shouldn't be ruled-out.
 
I think its really cool, except that with a high AC (one the barbarian demons start overrunning the earth) it seems very out of character for Basium.
 
I just noticed that (under patch v, not w, or course, with a few minor xml changes actually) when mana reverts back to raw mana the node remains. This means that that type of node is not available to be built, so you need to pillage it if you want to keep the same type of mana.


If memory serves, the barbarians' alignment was the xml file is set to good instead of evil. I wonder if this has anything to do with making them more likely to bring in Basium.
 
Personally, I don't think the Sprawling trait effects should wait until Shadow. Everything else could, but Sprawling?

EDIT: One other thing. I, personally, HATE the name change of Orc Spearman (and I'm sure some others too) back to the generic name 'Warrior', not to mention the fact that they now have a regular voice rather than their old, custom one. But again, my main annoyance is the name change, not the voice.

Unique names add an incredible amount to the unique feel.
 
Personally, I don't think the Sprawling trait effects should wait until Shadow. Everything else could, but Sprawling?

EDIT: One other thing. I, personally, HATE the name change of Orc Spearman (and I'm sure some others too) back to the generic name 'Warrior', not to mention the fact that they now have a regular voice rather than their old, custom one. But again, my main annoyance is the name change, not the voice.

Unique names add an incredible amount to the unique feel.

Sprawling is waiting because its a lot of code for what it does. It requires more modifies to existing functions than any other FfH feature (including the spell system). And the code that its needed for effects all the critical areas of the game, ai, map generation.

So it wasn't just a choice to not do it, in fact I think it will be readded. But I want a little time before we put it in so that we can get it tested without something this impacting, and to give the team and I some time to consider if their is a better way to implement it.

Unique names are good and bad. For the serious players they are good because they add more flavor and variety. But for the casual players they just additional stuff to keep track of in a mod that already has a ton of stuff. As designers its hard to have them because it means more stuff to keep track of and modify. In short everything we add to the game has a cost, we need to make sure it is worth that cost. To do so just for a name change isn't worth it, in my opinion.

Thats interesting that the orc sounds aren't coming through. I'll check on that. There is a problem where the default art definition (which is where those sounds are defined) is used instead of the custom one. You can see that in patch "v" with the buttons (the default warrior button is used instead of the orc warrior button). It sounds like we may have the same thing with sounds, I'll check it out.

edit: okay I found the orc noise problem, it will be fixed in patch "w"
 
I was hoping that the delay in implementing the Sprawling trait meant that you were considering radical changes to the way it works. I like the concept of the civ relying on a few supercities with some small outlying settlements, but I really don't like the definite limit on the number of cities you can build (especially if you can't choose which cities will become hubs and which become settlements)

I would really like it if the trait instead made settlers cheaper, but made all cities start as settlements. All cities would have to build their own hub (the cheaper settlers are meant to compensate for the lag in expansion that needing to build the hubs adds), with the probable exception of the first one (perhaps the capital could just give a free hub in its city, or duplicate the effect). I was thinking that the limit on the maximum number of hubs should be replaced by a cost that increases exponentially based on the current number of hubs, in addition to being scaled by map size. In a practical sense this still places a limit on how many hubs you can have, but the limit is much more flexible and it presents the player with the difficult decision of whether building more hubs early on is worth it.
 
I think Sprawling might be interesting if you had the same amount or less super cities, and then each settlement was just a 3x3 square of workable terrain, that would work normally, or have like a -25% mod on everything else
 
In my latest game the Barbarians completed the Mercurian Gate, so Basium came in at war with everyone (except the Barbs). For the life of me I can't figure out if its a bug or really cool.

I'd really love that one! :D
Of course I'd be pissed if I'd tried to build it myself, but if even the Barbs are faster they seriously earned it.
 
I just had a CTD when the armageddon clock got to the point where all the farms, pastures winerys etc are desroyed. i was playing as belseraphs and was at war with bassium and Cardith Lorda. the turn before i took over the kuriotate capitol. i was Ashen Vale.

just a question: will the hell terrain have different benefits and penalties to the normal terrain, or is it a purely graphic difference?
 
Hannah/Lanun, patch v.

I noticed Exploration is not required to build roads or to establish open border agreements.

Twice now, I have received messages "Deal Canceled: Peace Treaty..." for Faeryl Viconia and Varn Gosam but I have been at war with neither. EDIT: I found out that was normal in BtS when you help another civ, etc. Personally, I don't like it. Is there a way to disable this feature?

Finally, when my state religion, OO, spreads to rival civs' cities by itself or zealot, I am unable to see what units are in the cities and the surrounding tiles.
 
Hannah/Lanun, patch v.

I noticed Exploration is not required to build roads or to establish open border agreements.

Twice now, I have received messages "Deal Canceled: Peace Treaty..." for Faeryl Viconia and Varn Gosam but I have been at war with neither. EDIT: I found out that was normal in BtS when you help another civ, etc. Personally, I don't like it. Is there a way to disable this feature?

Finally, when my state religion, OO, spreads to rival civs' cities by itself or zealot, I am unable to see what units are in the cities and the surrounding tiles.

I am unable to build roads without exploration.

I think the 10 years of forced peace is a good. It stops the exploit where a player trades a resource to another player for gold or a tech. Then the player immediatly declares war on the other play so they don't get the resource.

The line of sight from religions was removed in BtS (actually turned into an espionage function). We will probably tinker with this in "Shadow".
 
I think the 10 years of forced peace is a good. It stops the exploit where a player trades a resource to another player for gold or a tech. Then the player immediatly declares war on the other play so they don't get the resource.
You can't do that. In Civ 4, per turn deals and one-time deals can't be made at the same time.
This stops you from demanding tribute and then attacking anyway, though.
 
True, but I really wish you could. How hard would it be to made a mod that allows you to mix one-time and per turn deals, and allows trades to be made while negotiating peace treaties (you should at least be allowed to liberate each others cities back to the pre-war condition)?
 
Tried a few more games, and found some stuff that seems odd. NOTE: Most of these have probably been said or is part of BtS or is otherwise known. Please don't hate me for it.

1 City pop auto converts. Thi is probably BtS, but you guys can probably "fix" it. It just seems weird to have a race of humans al of the sudden become elves.

2 When I first started as Hyborem, it auto ended my turns. I had to go into the options, turn off wait at end of turn, and then turn it back on.

3 I killed converted evil-doers (i.e. formerly good) as Hyborem and didn't get manes. Later I killed ash units and got manes, which made no sense to me. Evil is evil regardless of the evil, right? I didn't raze ash cities, but I also got none for razeing normal evil cities.

4 The fear promotion didn't seem to work on Hyborem. With its new description, noone I attacked in a stack ran away, except maybe rosier. And HE was who I had attacked.

5 I think that this has been mentioned, but the great commander's recruits weren't demons except for the unique units.

6 The dragon hoard didn't create the dragon hoard unit upon being razed.

Thank you for your time.
 
I was hoping that the delay in implementing the Sprawling trait meant that you were considering radical changes to the way it works. I like the concept of the civ relying on a few supercities with some small outlying settlements, but I really don't like the definite limit on the number of cities you can build (especially if you can't choose which cities will become hubs and which become settlements)

I would really like it if the trait instead made settlers cheaper, but made all cities start as settlements. All cities would have to build their own hub (the cheaper settlers are meant to compensate for the lag in expansion that needing to build the hubs adds), with the probable exception of the first one (perhaps the capital could just give a free hub in its city, or duplicate the effect). I was thinking that the limit on the maximum number of hubs should be replaced by a cost that increases exponentially based on the current number of hubs, in addition to being scaled by map size. In a practical sense this still places a limit on how many hubs you can have, but the limit is much more flexible and it presents the player with the difficult decision of whether building more hubs early on is worth it.

I Thinkl this is a great Idea, but not as a replacement fot the Sprawling trait, but maybe for a nomadic Civ (Hippus...) Being able to erect quick (Tent-) Settlements, but being encumbered at the beginning when doing so.

I loved the third plotring in combination with the settlements. I'd not like it to be taken away.
 
Sorry wrong
 
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