Ideas, Requests, and Feedback

yep.
aqueduct for passing size 7 and sewer for going farther than 14 :D

Civ2 was so long ago. Weren't these requirements removed in favor of the health system? They are somewhat arbitrary, I don't think this mechanic should be returned to the game.
 
I totaly agree with you.
it was not a real fun mechanic.
I wanted to add some comments, but you said it all ;)
 
Most of this has been decided on already, honestly.

Free Health Bonuses:

* Changed difficulty health bonus:
* Settler: 8 (was 4)
* Chieftain: 6 (was 3)
* Warlord: 6 (was 2)
* Noble and upper: 4

*Fresh Water: 2 (was 4)

*Palaces: 2 (was 0, Capitals get a free pop)

*Various changes to civics that will help

As Gerk I'm not really happy with some of those changes.
  1. why not, especially at high difficulty (but maybe only in capital city !!).
  2. okay (so that healers is worth the pop point and a bit more)
  3. IMO, if those changes are available to all cities, it won't change the end-game from before : all cities will be huge.

On the buildings... They aren't in yet, but they will only be buildable if near a specific resource. Say it requires corn in the city's vicinity? Must have that resource in workable range of the city in order to construct the building.

You know, Calavente, your statement about civs and city sizes makes me think of a different way to limit pop caps.

What about having 'buildings' that indicate the expansion of a city? At a certain point, new use of architecture and space are required simply to house all the people living in the area.

The building could be 'town planning' for anything greater than 5, 'city planning' for greater than 10, etc. There could be several requirements that vary between civs. Perhaps the Lunan never need the 'town planning' improvement, whereas the Kuriorates can only build 1 'town planning' for every 5 cities they have but each one includes the 'city planning' improvement.

Edit : The idea being that, before the planning structure is built, the pop is either hard-capped to 5 or that every pop point over 5 gives 2/3/4 unhappy faces.

Easily possible to do via modules, honestly, as the mechanic is already in place. Check the D'tesh, they are the only civ to currently use it.
 
On the off chance no one has thought of this, it would be really nice if in "custom game" you could pick a civ and then have the leader choice narrowed to the ones available for that civ. I love all the new leaders, but it makes the custom game interface difficult to use if you don't know exactly who you want to play. I understand this probably isn't possible.

Keep up the good work!
 
I was wondering, (I know nobody would not do it) if it is possible to mod the game, so civ can use more than just 1 CPU core. Because CIV4 do not use more than 1 core, and using more than 1, in some task, could speed everything considerably.

It is possible?
 
I've been playing this mod since 1.3 was released, and it's fun so far. I'm currently playing as the Sheaim, and something I really miss from Wildmana with its BUG interface is the ability to have unique names automatically assigned to units when they're created. There are times when I want to delete a skeleton so a duskbringer can create him in a different spot, and so I've been naming my duskbringers to make it possible to trace the skeleton back to a specific summoner (so the skeleton says "summoned by Dustbringer 7" instead of "summoned by Dustbringer"). I miss a lot of other BUG features, but this specfic one would be really valuable now that summons are linked to a summoner.
 
Heres an Question:

Could the tile counter for Hell/Normal terrain be affected by combat in a similar way to the Influence driven war stuff?

So killing Stuff from an Evil Civ (Inc barbs & Demons) could lower the surrounding tiles counters, potentially literally driving back hell?
Evil Vs Evil small change to hell as well as Good Vs Good.
 
One thing that could be done at the leader/civ selection in a custom game is this.

Put a 3 or 4 letter prefix at the beginning of each leader's name that signifies their civ.

Surely this can be done, since the names are already different than normal civ.

Or are the names that appear there hard linked to the names in game, such as the civ score panel, etc?

Food for thought.
 
Heres an Question:

Could the tile counter for Hell/Normal terrain be affected by combat in a similar way to the Influence driven war stuff?

So killing Stuff from an Evil Civ (Inc barbs & Demons) could lower the surrounding tiles counters, potentially literally driving back hell?
Evil Vs Evil small change to hell as well as Good Vs Good.

seconded
 
Heres an Question:

Could the tile counter for Hell/Normal terrain be affected by combat in a similar way to the Influence driven war stuff?

So killing Stuff from an Evil Civ (Inc barbs & Demons) could lower the surrounding tiles counters, potentially literally driving back hell?
Evil Vs Evil small change to hell as well as Good Vs Good.

seconded

third-ed :p
 
One thing that could be done at the leader/civ selection in a custom game is this.

Put a 3 or 4 letter prefix at the beginning of each leader's name that signifies their civ.

Surely this can be done, since the names are already different than normal civ.

Or are the names that appear there hard linked to the names in game, such as the civ score panel, etc?

Food for thought.

at least that would be way way way better than now.
i also hate it that i cant chose a civilization and then see all the leaders for that civ but with this 'system' i could at least find the leaders i want QUICKLY without playing the game 20000+ hours to know the names of the leaders and there civs...
 
I've been playing this mod since 1.3 was released, and it's fun so far. I'm currently playing as the Sheaim, and something I really miss from Wildmana with its BUG interface is the ability to have unique names automatically assigned to units when they're created. There are times when I want to delete a skeleton so a duskbringer can create him in a different spot, and so I've been naming my duskbringers to make it possible to trace the skeleton back to a specific summoner (so the skeleton says "summoned by Dustbringer 7" instead of "summoned by Dustbringer"). I miss a lot of other BUG features, but this specfic one would be really valuable now that summons are linked to a summoner.

Well, there is actually an icon allowing you to jump between Master and Summon. Or Commander and Minion. :p

On the unit portrait of the Skeleton, there will be a Duskbringer icon; Click it, and you'll jump to the Master. Same with the Duskbringer; There will be a skeleton icon, click it and jump to the summon.

I'm not particularly enthused by the BUG interface, honestly.

Heres an Question:

Could the tile counter for Hell/Normal terrain be affected by combat in a similar way to the Influence driven war stuff?

So killing Stuff from an Evil Civ (Inc barbs & Demons) could lower the surrounding tiles counters, potentially literally driving back hell?
Evil Vs Evil small change to hell as well as Good Vs Good.

Possible.

One thing that could be done at the leader/civ selection in a custom game is this.

Put a 3 or 4 letter prefix at the beginning of each leader's name that signifies their civ.

Surely this can be done, since the names are already different than normal civ.

Or are the names that appear there hard linked to the names in game, such as the civ score panel, etc?

Food for thought.

The names are hardlinked to all the other leader names, meaning everywhere you go you'd see [Bannor]Tethira. That's pretty much why it hasn't been done, been looked at before.
 
Why treasure chest (Those originated from the pirate map event) cannot reveal it own tile?
Actually I found impossible to find them as I do not know where they are.
Just making them to reveal it own tile could help.
 
Why treasure chest (Those originated from the pirate map event) cannot reveal it own tile?
Actually I found impossible to find them as I do not know where they are.
Just making them to reveal it own tile could help.

Seconded, that event's worthless at the moment.
 
Most of this has been decided on already, honestly.
...
*Palaces: 2 (was 0, Capitals get a free pop)
...

All of this looks acceptable to me. It seems to me that difficulty changes are the best way to handle the health "problem." Just give a higher starting health to civs. While I agree that capitals should have the highest population, I have a hard time coming up with any justification for increased health in the capital. Hopefully someone more creative than myself can.

My thought was a starting health boost that degraded over time. Or a health boost for new-game civics, although I can't think of a reason for those.

Heres an Question:

Could the tile counter for Hell/Normal terrain be affected by combat in a similar way to the Influence driven war stuff?

Brilliant.

This is a great way to spread hell or ice. It is certainly a much better idea than the "I won combat, BAM your tiles are all ice now lolz" effect that ice golems tend to have.

I like the passive spreading of these two terrain types, but this mechanic could certainly suppliment that spread. And I'm sure there are a few civs that could make use of this mechanic as well.
 
when will civ balance be looked at btw?

atm i feel bad to play the following civs:

illians, clan, archos, doviello, khazad, jotnar, scions, mazatl, mechanos, d'tesh

because they all are somehow broken and way too strong

cualli, mazatl, both elves,

because their mechanics are broken

malakim

because they CANT BUILD ROADS !!!

so i end up with like 10 remaining civs. will there be a balance-release before releasing 1.4? this would be more than welcome.
 
when will civ balance be looked at btw?

atm i feel bad to play the following civs:

illians, clan, archos, doviello, khazad, jotnar, scions, mazatl, mechanos, d'tesh

because they all are somehow broken and way too strong

cualli, mazatl, both elves,

because their mechanics are broken

malakim

because they CANT BUILD ROADS !!!

so i end up with like 10 remaining civs. will there be a balance-release before releasing 1.4? this would be more than welcome.

Malakim don't need roads, the lizard/elf bug has been fixed IIRC, the others will probably be balanced in 1.5 when the team go through all the buildings/units :)
 
i know they dont need roads but they are still slower than civs with roads.

and 1.5 will be released around christmas i guess
 
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