"Fire" Developer Diary

Kael back to your comment that Hyborem/Infernals might be a bit underpowered; since getting to play the Infernals is a bit like trying to get a hero or a wonder in the game (in that you have no guarantee of getting it before someone else), wouldn't it be more exciting for players to err on the side of making the Infernals a bit overpowered? (I think I speak for all of us that we want to play the Infernals and destroy the world! :devil:)
 
2. When the counter reaches 100% the AV civs would have to try very hard in order to NOT win.
Oh, then i guess having a high counter helps AV more then i thought by reading the dev diary, there must be some additional cool effects so :crazyeye: . That being said, if there is a "good" victory, i think it would be nice to have an evil victory too. Anyway , this mod is becoming even more amazing then it ever was. I really wish i'm 11 days older (and i nearly never wish being older :lol: )

Bad Player said:
wouldn't it be more exciting for players to err on the side of making the Infernals a bit overpowered?
Well, he should be strong, but not too overpowered. The fine balance will come with reports from players.
 
If its ok i can help playtesting...

you and everyone else is very welcome to help playtesting... that's the thing you can do with the version released on Feb 16th... and help Fire getting to light in its full brightness (or darkness... )
 
This must have been asked already, but do you have any rough schedules of when Fire is going to be unleashed?
 
i think its answered there

you and everyone else is very welcome to help playtesting... that's the thing you can do with the version released on Feb 16th... and help Fire getting to light in its full brightness (or darkness... )
 
It is probably a *tad* bit late for idea submissions for Fire.. But what the heck, I'll bust that concept up and post an idea..

What if one of the AV units had an ability which they could use, while in a city that you control, to destoy the city and replace it with a Death Mana Node. This ability can only be used if the population of the city is greater than the number of death mana which you have access to. At the same time, have the Arm counter increase each time a Death Mana node is created (through normal means, or by using this ability). :)

Ok, I'm sure it is way too late for this, and 50 or so people will probably jump on me and tell me how broken the idea is.. but whatever, that's my contribution in the ideas department.
 
:mad: :mad: :mad: I must be the only one that doesn't like any of the new features for Fire :mad: :mad: :mad:











WHO BELIEVE THAT CRAP???????????? :lol: :lol: :lol:

Now it's amazing the job you are doing so far... you are changing completely the civ 4 mechanics into something far far better...

I remember my old post for religious wars and feel like a kid with his new toy... it was something that always bother me, reaching the point were you're soooo powerfull nobody wants to fight you, you can't loose and they hate you -20 in the political relations...

GREAT JOB

Hey, today is friday, tell us about the mercurians!!!
 
:lol:

The bad thing about the release of the 16th is I won't be able to download it (the problem of living in Europe, I guess)... the good thing is the 19th there will already be a patch or two to address the bugs...
 
That is not the bad. What is bad, is that on 19th a new term begins with a lot of experiment protocols to write, theories to understand, etc. So I will have very little time to relax by FFH until may or june. :(

PS I've got another idea, could the barbarian xp limit be changed to 100+ArmgCount? Otherwise the experience from barbarian heroes would get wasted too often .
 
I'll be home on the 16th, where I have dial-up and it would take ages to download FFH :(. Then again, I'll be back on the 19th, but I don't have Civ IV here :( It's kind of funny actually. :)
 
WHAT?

So i cant download the first version? :sad:

What do you mean? The first public version will be available on the 16th.

In other news, I integrated Sureshots excellent tech tree layout this morning. Whiole I was looking through her changes I also cut the Liberilism and Constitution techs as she had done.

I will probably also be cutting the Armageddon tech (and changing units/rituals that needed it to a armagedddon count requirement instead). So instead of requiring the Armageddon and Golem Mastery techs to build the mithril golem he will probably only require the Golem Mastery tech and a minimum Armageddon Count.
 
Here is a screenshot of one of the minor improvements. If you go to change a civic or state religion that will cause units to abandon you, you are given a warning.
 

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We haven't made a hell victory for two reasons:
1. No way to track which AV civ did the most to help armegeddon.
2. When the counter reaches 100% the AV civs would have to try very hard in order to NOT win.

It would seem that you have a very easy way of determining who contributed most to Armegeddon by means of the counter. Track who contributed the most points and voila, winner.
 
Here is a screenshot of one of the minor improvements. If you go to change a civic or state religion that will cause units to abandon you, you are given a warning.

Nice! So what units abandon you when you switch religions? Still just heroes or all religious units?
 
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