"Fire" Developer Diary

Ok I can understand that. But I am still wondering about hell tiles as an evil non AV civ. I mean I dont want to lose my forests and such just because Im evil. I think there should be a way to control the spreding speed of hell tiles as an evil non AV civ because it feels like they would be a penalty simply for choosing to play as an evil civ. Of course all this is conjecture as we have not played with this stuff yet. Ok now I feel like Im nagging, but I just didnt feel that this part of my question was answered. The rest of it was. Thanks for all your hard work on this excellent mod!

Then you may need to make sure the Armageddon counter stays below 50. Make no mistake, everyone is penalized for the Armageddon counter going up. It becomes a dangerous world. Some will weather it better than others (Hyborem, the Sheaim and the Clan) but if you are a fellowship worshiping Calabim leader you may want to consider some clever mitigation plans for what you have to deal with.

Like you may want to have some of your summoners trained in entropy magic. If demons get a bonus on hell terrain, you might as well get some of that too (course if your summoner dies then he will be reborn as a Mane in Hyborems rule, but you were done with him anyway right? ;) )
 
Ok so if it stays below 50 then hell doesn't spread or speads slowly, oh well that's a useful bit of Info I didn't know. Prolly posted earlier and I missed it. Thanks for the answer.
 
Its from the first post:

It affects other things too. Hell terrain will only spread to Ashen Veil players lands until the counter hits 25, then it will start to spread to unowned tiles. At 50 it will start to spread to other evil players lands and at 75 it will start to spread to neutral lands.
 
Hm... will anything *special* happen should the counter reach 100? :D

Thats when Apocalypse hits, half the worlds living units die, populations are halved. Generally bad stuff, unless you're the head of a golem or demon army.

But I do agree a personal appearance by Bhall or Agares would be cool too.
 
Hm... will anything *special* happen should the counter reach 100? :D
I prefer what happens at level 90, at least last game:

Civ4ScreenShot0027.JPG
(You'll notice worldbuilder is open, but only because I wanted to see what was happening, as I was a continent away.)
 
Haven't heard anything - it is possible that I missed something.
But is there anything for the Balseraphs in Fire? Being Evil - Hell will strike them, but from what I can tell of their motives - They really aren't part of the evil vs good thing, they are just out to spread laughter and ... well, not joy... around.
 
Haven't heard anything - it is possible that I missed something.
But is there anything for the Balseraphs in Fire? Being Evil - Hell will strike them, but from what I can tell of their motives - They really aren't part of the evil vs good thing, they are just out to spread laughter and ... well, not joy... around.

They aren't one of the civs we are concentrating on in "Fire". But that doesn't mean we won't add things to them as we go.
 
I prefer what happens at level 90, at least last game:

View attachment 147113
(You'll notice worldbuilder is open, but only because I wanted to see what was happening, as I was a continent away.)

Is that Wrath Unleashed in all it's glory? I see they're not just orcs anymore.
 
Just wondering...
will the dragons still be a major part of the game? The cult of dragon path was always my favorite
if by major, you mean, available to everyone? then no, theres only three dragons and the barbs build one of em-
 
I really dig the armageddon counter. Reminds me of the escalating mind worm attacks in SMAC, but with more interaction with player action. Neat stuff.

Will razing the barbarian cities (esp. the dinky pop 1 cities that auto-raze) increase the armageddon counter?

As I understand it, once upon a time, Hell was to to be an area to explore in the mid-game. I'm curious if there's an element in the current concept for promoting exploration mid-game.

To be honest the fire effect doesn't look spectacular in the screenshots. Maybe it's better animated?

Thanks for the great mod; really looking forward to the release. I've already wasted away countless hours playing FfH: Light -- much more than vanilla Civ4.
 
I really dig the armageddon counter. Reminds me of the escalating mind worm attacks in SMAC, but with more interaction with player action. Neat stuff.

Will razing the barbarian cities (esp. the dinky pop 1 cities that auto-raze) increase the armageddon counter?

As I understand it, once upon a time, Hell was to to be an area to explore in the mid-game. I'm curious if there's an element in the current concept for promoting exploration mid-game.

To be honest the fire effect doesn't look spectacular in the screenshots. Maybe it's better animated?

Thanks for the great mod; really looking forward to the release. I've already wasted away countless hours playing FfH: Light -- much more than vanilla Civ4.

It definitly looks better in the game, but I will warn that this first release isn't about the art. I wouldn't want the artists to spend hours working on a feature that gets removed later on. So we build it, I slap some KaelArt on it and we all play it. Once its in and we know its not going anywhere the art team starts working on art for it.

Yes razing a 1 size barb city will raze the armageddon counter 1.

No, you dont go for hell, hell comes for you. Seriously, I would love to open up a midgame area for exploration. We couldn't do the dual map but there are other options we went over. They all had disadvantages that I think made them less ideal.

But, its easy enough to use the worldbuilder to paint your own hell and there are more than enough demons, devils and monster generating lairs to fill it. After we release "Fire" Im interested to see what kind of scenarios you folks make with it. Should be fun stuff with lots to explore.
 
That would be amazing, instead of hyborem spawning into the world, a portal opens up to and from hell that he already has a nice civilization built up in, probably won't make it into fire but would make for an awesome scenario as you said that might come out in phase 4.
 
It definitly looks better in the game, but I will warn that this first release isn't about the art. I wouldn't want the artists to spend hours working on a feature that gets removed later on. So we build it, I slap some KaelArt on it and we all play it. Once its in and we know its not going anywhere the art team starts working on art for it.

Great, so that means more disproportionatly large warriors and recolored workers among other things? Oh well, at least the turtle and the dwarven chariots look pretty cool!
 
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