"Fire" Developer Diary

Right now thats the best way, better to left them burn out than have an AI constantly running back to put out a forest on the infernal borders (and will just catch fire again anyways).

I think I'd just keep a couple water adepts constantly near the borders.

But after we release, you guys do all your playtesting, we tweak and get everything working as we want we will look at teaching the AI to do the same kind of tricks you guys do.

:goodjob:
 
I would talk about how awesome this is starting to sound like, but it's starting to sound too awesome for words so I can't do it. Just be careful that forest fires won't become just an annoying "oh, yet another fire, I guess I'll have to move a water adept there again"-micromanagement issue.
 
My only problem with the hell map is how much processing power will it require? My comp. has a hard time late game on anything higher than standard. I know in most games fire tends to be a really CPU-sucker. Is the fire stationary? And if not, is it possible to add in the ability to turn on stationary fires?
 
My biggest concerns with a hell map is also about computational power.

As of the latest patch "j" - there is still a large memory leak that grows to inassailable hights at about turn 700 to 800. Shutting down the game and starting over helps, but only for about 100 turns or so, then the memory gets lost in the aethers of my page files again.

This was also a problem with vanilla civ. It may be too difficult to fix, and I may simply have to accept that either I play quicker games, or let the end game go - but Ideally, the memory impact could be lessoned if the angels and deamons ally for the good cause of FFH gameplay.

This is my sincerest and humblest request.
-Qes
 
Just be careful that forest fires won't become just an annoying "oh, yet another fire, I guess I'll have to move a water adept there again"-micromanagement issue.

Hmm, good point. Also another worry, since the elves have fire mana, if the AI learns to use mages well, won't they burn down their own forests?
 
Hmm, good point. Also another worry, since the elves have fire mana, if the AI learns to use mages well, won't they burn down their own forests?

I wouldn't think so Maniac because elves almost always beeline straight to founding fellowship and then switching to fellowship, making their forests immune to fire when they become ancient forests. Of course I could be overestimating the change rate compared to how quickly they can get sorcery. Still they would have to also go to war while they have fire mages so chances seem really slim (to me) that they would accidently torch down all their forests with their fire mages.
 
:bowdown: :bowdown: :bowdown: :bowdown:

you guys just blow expectations again!!!
everyone heard it: hell will come to your doors :evil:

(we tend to dislike patterns and think each civ deserves unique mechanics to help it stand out).
:rockon:
 
I for one, am grateful and exhuberant over the change or "alteration" of the combat system. The innovation of different types of damage is pure genius in my opinion. Considering your (Kael) explaination of how the AI and computational systems works, it seems a very easy and natural transistion - and a phenominal way of differentiating units. Suddenly the holy warriors mean more against the unholy assialants of my cities, as opposed to merely my crack teams of shock troops that were able to fell any foe.

I have a question about the return of attack/defence strengths - I for one, welcome their sudden return. But I question the nature of defensive units, that is, units with a higher defensive capability than attack capability, outside of cities. Will there be any use for such tactics? Has your current testing found that defensive units can be found in the fields and not merely protecting populations?

I ask, because I am of the benign wish that the concept of the ZOC could return for a select amount of units - or perhaps with the reinvigoration of the "fortress" concept. ZOC's forced units to make lenghty trips, or to attack a fixed position, in which defensive units could manipulate and control. Without such ZOC's, defensive units have no means of compelling enemy forces (or at least a moderately intelligent AI) to attack. The odds are against the AI, they go around - reasonable, as any player would also conclude. Therefore, primarily defensive units would only serve as city defenders - or as stack escorts. And even as escorts they're functions would be mitigated by the use of assassins and shadows and other marksman.

I love the creep created by hell, it gives me a vision of a battle line (even if only in the imaginings of my head), and I yearn for the day when true battle "fronts" could be seen between two well engaged and well matched FFH2 oppoenants. With all the flanking, and use of multiple arms at hand.

Perhaps I doth protest and ask too much of this Mod - but oh, how it has continuously impressed, and gone beyond my expectations in the past, I find it accpetable to yearn and thirst for more.

-Qes
 
I fully agree on QES concerns regarding "hell" slowing down the game even more. It is almost impossible to play it when you get to the later stages. But just an idea, have the team considered changing platform? AFAIK FFH would work great as a MOD for EU3 as well.... Perhaps even better.
 
Hmm, good point. Also another worry, since the elves have fire mana, if the AI learns to use mages well, won't they burn down their own forests?

Elves dont start with Fire mana anymore.
 

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Elves dont start with Fire mana anymore.

I for one, LOVE the idea of lightning magic and all its accutraments.

Dare I ask, - Kael, is it possible to have my civ focus heavily on the concept of making my empire in to an empire of storms? I want huricanes, lightning, wind, torrential rains, and my mages to change the very shape of the earth - though perhaps not on purpose.

Can I be a storm avatar Kael? In your phase of fire? Please? I promise not to spread the tempest anywhere near Ohio.
-Qes
 
I have a question about the new damage types. Will the non physical types mostly be seen with mages/conjerers and a few special units (heroes and UUs) or will they be a bit more prevelant such that every civ will have access to a different general units with different damage types?

Basically I am wondering if a kind of triangle will reamerge in combat where poison units have an advantage agasint holy units who are useful against unholy units who are immune to poison.
 
I have a question about the new damage types. Will the non physical types mostly be seen with mages/conjerers and a few special units (heroes and UUs) or will they be a bit more prevelant such that every civ will have access to a different general units with different damage types?

Basically I am wondering if a kind of triangle will reamerge in combat where poison units have an advantage agasint holy units who are useful against unholy units who are immune to poison.

We dont design patterns. Units that make sense to have damage types will have them.

I typically don't like rock/paper/scissors design, I think is uncreative and feels forced. But some units will be better against others so it will show up naturally, not in patterns, but as fits the world.
 
Elves dont start with Fire mana anymore.

Yay! That always irked me a bit :)

The new Infernal mechanics sound swell. But I would like to put in an early request for a game option to turn it off, if possible. I do like to use the Ashen Veil (although it isnt so great, compared to say, Runes,) just for flavor reasons, really. I'm not sure how I feel about having to either switch off to the Infernals, or deal with Hyborem raping at least one of my cities, if not more.

Also hope the Sheiam don't fall behind in all this! :)
 
Yay! That always irked me a bit :)

The new Infernal mechanics sound swell. But I would like to put in an early request for a game option to turn it off, if possible. I do like to use the Ashen Veil (although it isnt so great, compared to say, Runes,) just for flavor reasons, really. I'm not sure how I feel about having to either switch off to the Infernals, or deal with Hyborem raping at least one of my cities, if not more.

Also hope the Sheiam don't fall behind in all this! :)

I will cover the Sheaim in one of the entries. They havent been forgotten.
 
Can I be a storm avatar Kael? In your phase of fire? Please? I promise not to spread the tempest anywhere near Ohio.
-Qes

I had been wondering for a while why the forums here seemed a little slow lately but now I know why: the lack of QES. :agree:with this quote seeing as he's an idea hurricane.
 
I second the motion for the option of turning the 'hell spawn' off. I'm really excited about it, and it looks awesome. But i forsee some games where I might not want to deal with it and have a more traditional civ style play. i get the impression that hyborem will polarize the world into good and evil pretty quickly.

However i suspect that might be difficult to code. but if it's not it's something I'd like to see, perhaps an ini setting? or even better a checkbox in game.
 
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