The Flame8
Prince
I like the Jotnar ideas Black!
i'm thinking about the positive ones, not the negative ones though, i don't think removing food sources will be good.I like your approach, Black!
Food related ideas: what if the Jotnar might have positive food modifier for the hills and mountains and negative food modifier in the plains and swamps (eating rocks, not effective in agriculture),
positive food modifier for the horses and sheep and all the riding techs blocked (these animals are for food, not for riding),
not really, they aren't really human-eating giants ^^capture all kind of units via subdue animal (people, lizardmen and what not) with a butcher animal option in the cities to encourage hunting for the food for any kind of protein? =)
i think that's already in ^^Movement: might pass mountains, slowing down to 1?
agreedHonestly? I think everything you just put out is pretty much brilliant. The food issue is obvious - it *should* take more food to feed Giants than the 'puny folk' of the other races. Also, going off of another post, giants shouldn't have cavalry, so Horses should be a food source instead of a military one.
need to see for exact turn values, doubled might be a bit muchAnd the anarchy period should be doubled, and the 'cost' increased.
not really that kind of giants ^^They should also have a 'Feed' option for Slaves similar to the Calabim.
Yeah, they'll get a few buildings giving direct Yield ( prod and food mostly), along with specialists better at prod and yields from stationing giantsI feel that its nice.
However I have a few issues:
civ, and especially FFH needs H and S... which needs population.
so if, by design, you impose to them small cities, with small radius, (so with rarely more than 2 ressources), I'm pretty sure you'll need to give them compensations in other places, and not only in unit str.
9-12 is the size i aim for for most cities, yeah ( though with better prod than a normal 9-12)the three ways of playing Jotnar that I played were always with small cities but either:
- small radius: quickly reach size 9-12, but cannot really grow above),
- or extra large radius, with 3 per pop : IMO that was the most interesting of the two : Jotnar would have sparse cities, (3rings) and could mostly have as much pop as they had ressources +1 or 2: the city size was limited that way (and I liked it better), or
- or last; you needed to build cottages (or staeding) to get the right to increase city size... which inherently limits the city size, as you'll need almost half the space as cottage/staeding... with low food input, especially if staeding are 0/0/0 tiles).
those staedings would show "small families" spread around a center "city".
as i said, it's early thoughts, i think it can work, but i'll go back on it if it doesn't ^^but IMO your proposition of cumulating a "harder to get food" with a smaller city area.. is doubling the difficulty.
don't think i'll have them more expensive than normal, though of course i'll see the balance of itFurther if you have stronger units but they are more expensive, less replacable, and you take much more time to build them.... (as you'll have much smaller cities) you get an under-interesting unit.
i was thinking giving them a bit of experience, some promos and an old age ( giving them the giant seasoned promos), not sure about mutatedI like that units cost you pop.
I like that you could get new units "by chance" ; maybe those "new units" could come with a "mutated" promotion, with a more positive than negative effect
haven't looked into the details of the units yet- I disliked the use of Thralls ... no need for that IMO.
agreed- I think the proposal of have +F for cattle, even elephants, would be nice.
definitely for specialist, we'll see for terrain- I think the corrolary of Jotnar, if they need more food, they produce more H per citizen (stronger workforce) :for example, every specialist get +1H, every terrain get +1H (or maybe: citizen and GS, and artisan and priest get +1H, and every tile with 2H get a 3rd H) (or every specialist get +1 (H or culture or gold or science), and every tile with 3H get a 4th, with 3c get a fourth.
we'll see ^^- I like that units in city could give increase production: maybe stationned worker gives +1commerce , while stationned units give +1H(with 0 maintenance?), or the reverse.
no decision on that front yet- I really liked the Trolls mechanics.. however they were too powerful with comparison with their Giant counterpart, even with taking into account the risk to become barb: buildable, no cost, 2mvt, regenerate...etc. (IMO that was because the Giants counterpart were not powerful enough)
you mean it being available to them, right, not them getting it from the start ? if so, yeah possibly, we'll see ( i don't really want to have them being too fast though)- Maybe Giant Units could all get mobility II, with maybe "half terrain cost in hills". so melee units get 2 move ; can be 3 with mobility 1 ; trolls get 2 move, "half terrain cost in jungle-forest" + can get mobility I and II to 4moves.
i might have mentioned it a bit quickly in the initial post, but the original system had a decrease in pop gain based on AC, i can imagine doing something similar ( a base higher food growth, that also increases the higher the AC)- For the growth mecanics, it might be interesting to have the food needed to get a bigger city be increased not only by pop, but by turn number.(dunno if modable)
that way, getting your city from size 9 to size 10, early game (at turn 100) costs you 130% the cost of other civs : +30%.
However, if you do the same thing at turn 400, you'll need 160% : so building a unit, which removes you 1 pop, is more costly in term of food for the late game than early game.
maybe something like "jotnar get a base +20% food growth" + 0.1% per turn (if 400 turns game) so at 100 turns, you get +10% food needed to grow, and at turn 400, your new city would need +40% (total +60%) food than a normal civ in order to grow.
no 3tile distance planned ^^However, I'd like to repeat that if you use limited ciy radius... do not push too much difficulty on growing : maybe the +30% food needed is enough (slowing the pop growth).
however, in that case I'd expect that Jotnar will REX, which is un-loreish.
and imposing a +3tile distance would not be nice as that would force them to miss on ressources yields.
You're welcomeanyway, good luck and thanks for tackling this question
Latest rev ?Reporting here: today I have experienced the No Dipl Text bug again. This time I worked it around this way: options-turn off fullscreen-restart-turn on fullscreen-restart. The bug was gone. I am not sure if it really helped (config management) or it was just luck.
i'll checkThe Rock Raven unit is able to attack and recon the same turn. If you recon, you cannot attack though. Might be a bug?
the Traveller event reveals a Unique Feature on the map based on the choice you make.The Traveller Telling Story event might be bugged - I have had it twice, paid 14 and no story =)
we do need to find a better one ^^Obsidian has an Oil icon...
-Graphic paging, i think i remember reading that it wasn't that efficient, i'll look into itEdit: Are there plans to include the overall Civ Modding advances to Ashes? Graphic paging, Surround and Destroy, Realistic Culture Spread, Revolutions, more Civics, no resources visible until proper tech (no wheat without farming, no horses without husbandy, no stone without stone building... nothing), full scale hunting with bringing and butchering units, minor civs?
Thanks ^^I like the Jotnar ideas Black!
it does seem a bit complex ^^yup yup...
I had a further idea for jotnar... but a complex one. I just putting it here in case it may help generate better ideas:
jotnar has a counter... the counter shows the max unit + pop allowed to jotnar...
the counter can be 2 things:
- happy in empire.
- a special counter : +3 per pig, +2 per other cattle, +2 per city, +1per village/town, +1per grain ressource, +2 per fish, +3 per whale, +1 per other sea ressource, +1 per calendar resource, +2per stone, +2per body mana, +1 per temple, +2per wonder, +1per national wonder, +3for palace/Summer palace/winterpalace, +1 per courthouse, +1 per UB...Etc
maybe, instead of happy, it could be "happy, minus happy due to ressources, plus number of happiness ressources" so that 2gold gives 2 to counter and not 1 per city.
/regards
Latest rev ?
we do need to find a better one ^^
-Graphic paging, i think i remember reading that it wasn't that efficient, i'll look into it
I am also experiencing the diplomacy text missing problem. If it matters I'm on the svn update with steam.
Edit: Running as admin fixed this.
I'm having trouble with icons though. The icon for example does not show up so text will just show +1 with no symbol after it...
Edit: this only seems to be a problem with the faces: angry, sick, happy, and health icon as well. Production, culture, food, etc. all show up fine.
I tried to use old civopedia files provided. It made my civopedia inaccessible and nothing showed up on my screen (flag, minimap, next turn button, top row, etc.)
Any ideas on how to fix this?
the base download is quite stable but way less advanced than the svn, but the svn does tend to have a few quirks ( working on squashing them though)Haven't been in a while. What's the newest stable update and where can I find it?
i'll think about itblack.... I agree that it was complex (I know I'm prone to that kind of issue)
however the idea was to tie even more pop and units....
i'll take a lookYes, the 226.
Both ROM AND 2 and Caveman to Cosmos have got a tasty obsidian icon.
i'll look into thatThe recent one they use in ROM AND 2 is so smooth... not the viewports, but paging
EDIT: Today on load in my rev 226 I suffered from No_Diplomacy_Text bug again. This time restarting with fullscreen did not help. For this instance helped having launched another mod (ROM AND2) with its corresponding save and having checked the Diplo there (luck? Or a workaround?). As well first time after launching Ashes following ROM, I have seen screen with completely no GUI layers and no texts, just map with units... But next instance was correct and with Diplo. Always having properties As Admin for both BtS exe and Ashes launcher... For me As Admin, unfortunately, does not serve as a workaround against No Diplo bug.
should be invisible, yeahAs for minor bugs: Lair exploration - "A gargantuan spider crawls from its lair" - broken? Or is the spider actually there but invisible?
known, need to fix it ^^Great Prophet Tuatha dé Danann has no picture (pink square)
i think only one of the traders need to have cartography ^^I managed to trade map with a neighbour without having researched Cartography yet =)
not sure what you mean about the resource piling ( haven't really played Master of Mana), for the equipment, we do need to add more varietyP.S. I really miss the feeling of resources piling and proper equipment options from the Master of Mana... Buuu ) As well as the clock might be useful... Hahaha I am asking for too much perhaps
not sure what you mean about the resource piling ( haven't really played Master of Mana)
It was a cool system. For every woods you have worked in your cities each turn you get wood resource counter grow, as well as for herbs, metal, mana, stones, religious points. Later you bring any unit of level 4 and beyond back home to the cultural zone and give them equipment of all kind that cost resources (600 metal, 1000 metal and 200 herbs, etc.). Equipment type as well depends on unit specialization via promotions (Bard/Champion/Berserk whatever). Then you go and lose your unit and hehe, you have lost both the unit and resources you had spent on it...
For Religious points you are able to buy miracles, from units to something else, do not remember...
I don't really intend to go that way, there was discussion of having something similar for mana and faith in the last days of rife (by similar, i mean a storage of mana and faith "points", don't know what MoM did with it). Not sure whether it'll happen, and if it does, it'll only be for mana and faith.Oh, God, please do NOT incorporate Master of Mana economics or its other fundamental gameplay changes. There's a reason that when MoM was first released, so many players requested that Sephi make the last version of MoM's predecessor, WildMana 8.34, available, which really upset Sephi, but the fact is that MoM is really quite different in many ways that a lot of players found offputting. It certainly had and has its fans, but a lot of us ended up abandoning it and sticking with RifE instead.
i'm removing the hardcap, but you won't usually get the crowded cities, because i'll be slowing growth and make Giants cost pop, which should keep everything downThe Jotnar
As for the Jotnar, they're basically the only reason that I still occasionally play Fall Further, since I thought the Jotnar in their original implementation played quite differently from all the other civs. The hard population cap of 8 meant that you had to manage your cities to produce exactly 16 food, where possible, and devote the remaining tiles to commerce and production. And the one-ring limitation meant spacing cities in a CxxC pattern, terrain permitting, of course.
I didn't find commerce or science to be much of an issue, since even though each city was small, you ended up with a lot of cities, so you were still working all those tiles. Production was a problem, so it was tough to build any wonders, but that made for interesting gameplay.
If you're going to get rid of the hard population cap, then you probably need to get rid of the one-ring limitation as well, since I don't think we really picture giants living in densely overcrowded cities. An increase food requirement would make sense, maybe 3 per population point, possibly even 4.
I would disagree with getting rid of the Thrall Militia, I found them to be an essential early-game unit. Jotnar Citizens are born in an unplanned way, and it may take time to have enough gold to upgrade them to military units. Thrall Militia may be weak, but they're cheap and easy to crank out, and when stacked and fortified can provide a decent defense against the invading early-game Barbarians. At the very least, the weakened attackers are vulnerable to counterattack by Egrass, who's a pretty strong unit for how early in the game he can be built.
You might consider allowing Thrall Militia to upgrade to the next level unit (Axeman, Archer, Scout), but no more, with perhaps some promotion making them slightly weaker than the equivalent unit, to reflect that they're human thralls to their Giant overlords, not a truly professional military. Right now the only upgrade path available to them is to become Drowns if the Jotnar adopt OO.
Just a few quick random thoughts. More later if I think of any, but meanwhile glad to see that you plan to bring the civ back.
that sounds like some kind of python error, have you tried a "Play now" game first ? ( it's important when switching from one mod to another to start by a Play now game, as it resets all the hidden options that can cause issues like this)