Ideas, Requests, and Feedback

Quick question about the Bannor Chain of Command, after getting captain will a unit still be able to upgrade along it's normal upgrade line? Or does the unit combat becoming commander mean that it will function like a great commander?
 
Unit Combat completely transitions to Commander, and you will be unable to gain any promotions for your old unitcombat.

That may or may not change; I've added a SecondaryUnitCombat capability which allows a unit to qualify for the promotions of any listed unitcombat (and you can have multiple listed!) for a non-Bannor related project I'm working on. However, it was added specifically for a mechanic focusing on commanders, to make the method I was using different from other commander mechanics... So it's not terribly likely that I'd change Bannor CoC to use the new system.
 
What about upgrading? If I have a level 10 axman would he be able to upgrade to Champion? Or is he stuck?

Also since the unit is now a Commander it wouldn't be able to attack correct?
 
What about upgrading? If I have a level 10 axman would he be able to upgrade to Champion? Or is he stuck?

Also since the unit is now a Commander it wouldn't be able to attack correct?

Upgrades are not affected, nor are any other stats really.

The difference is in what promotions are available (you lose access to melee/recon/etc promos, only able to take Commander promotions), and promotions such as Shock lose their effect on you.
 
Upgrades are not affected, nor are any other stats really.

The difference is in what promotions are available (you lose access to melee/recon/etc promos, only able to take Commander promotions), and promotions such as Shock lose their effect on you.

What about Combat and Drill?

Last question I promise.
 
Check what unitcombats a promotion is available for (on the left side of the promotion page in the pedia) to check.

Neither Combat nor Drill are available to Commanders. For the most part, they have entirely unique promotions, and are unable to take those of other unitcombats. Those you already have will be left alone, however.
 
Suggestion: Kelp is "overpowered" and needs a nerf. If the spawn mechanic is kept the same, the graphics for it at least needs an overhaul to be less intrusive. That's especially true of the bright green kelp forests standing higher than a ship's mast.

I've played five games of RIFE so far and was able to play two through to the end without an inconsolable error. But, in all games, kelp was really out of control.

As a terrain feature, I can understand its usefulness. Anything that makes the terrain "interesting" while also effecting strategy broadens the game. Kelp, in limited amounts, can make sea travel, especially invasions, a bit more of an involving process. It can also help reduce high-move-point value sea unit's effectiveness on small maps. That keeps insta-gimp sea invasions from happening and helps make the world seem a little bit bigger if you can't simply one-shot a trip around the world.

But, by the late-game, it's everywhere. Surely, all the giant turtles have to have something to eat, right? Evidently, it's not kelp. If it's frequency is any indication, they hate the stuff. RIFE kelp is Erubus's response to Earth's kudzu.
 
Suggestion: Kelp is "overpowered" and needs a nerf. If the spawn mechanic is kept the same, the graphics for it at least needs an overhaul to be less intrusive. That's especially true of the bright green kelp forests standing higher than a ship's mast.

I've played five games of RIFE so far and was able to play two through to the end without an inconsolable error. But, in all games, kelp was really out of control.

As a terrain feature, I can understand its usefulness. Anything that makes the terrain "interesting" while also effecting strategy broadens the game. Kelp, in limited amounts, can make sea travel, especially invasions, a bit more of an involving process. It can also help reduce high-move-point value sea unit's effectiveness on small maps. That keeps insta-gimp sea invasions from happening and helps make the world seem a little bit bigger if you can't simply one-shot a trip around the world.

But, by the late-game, it's everywhere. Surely, all the giant turtles have to have something to eat, right? Evidently, it's not kelp. If it's frequency is any indication, they hate the stuff. RIFE kelp is Erubus's response to Earth's kudzu.

kelp spawn will be drastically decreased, has been said several times now :p
 
Just two small questions :

- How is it possible to remove the promotion wintered ? :snowgrin:

- And secondly, I find there's too much kelp in the water. This is no more an ocean but an ocean of kelp.

Is ther a solution to minimize the proliferation of these things or how can I erase this mod?

By the way Val, your modmod is terrific ! Bravo !
 
I don't know what the health change plans are, but if you aren't currently planning on it, could you please cap net terrain unhealth/health (why do forests give health anyways?) at City Pop/2 or something? This would make Flood Plains not be a terrible curse, and make sense as you don't even have people living in those unused tiles.
 
- And secondly, I find there's too much kelp in the water. This is no more an ocean but an ocean of kelp.

kelp spawn will be drastically decreased, has been said several times now :p

blackcat said:
Is there a solution to minimize the proliferation of these things

Spoiler :
/Assets/XML/Terrain/CIV4FeatureInfos.xml said:
Code:
		<FeatureInfo>		<!-- Kelp -->
			<Type>FEATURE_KELP</Type>
			<Description>TXT_KEY_FEATURE_KELP</Description>
			<Civilopedia>TXT_KEY_FEATURE_KELP_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_FEATURE_KELP</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>1</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
			</YieldChanges>
			<RiverYieldChange>
			</RiverYieldChange>
			<HillsYieldChange/>
			<iMovement>6</iMovement>
			<iSeeThrough>1</iSeeThrough>
			<iHealthPercent>10</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>500</iAppearance>
			<iDisappearance>0</iDisappearance>
			<iGrowth>4</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<bNoCoast>0</bNoCoast>
I believe editing iAppearance will change spawn rate, and iGrowth will modify rate at which kelp grows into subjective plots
 
I don't know what the health change plans are, but if you aren't currently planning on it, could you please cap net terrain unhealth/health (why do forests give health anyways?) at City Pop/2 or something? This would make Flood Plains not be a terrible curse, and make sense as you don't even have people living in those unused tiles.
or maybe make forest/flood plain only give :health:/:yuck: if the tile is worked...
 
I've got another problem :

The fellowship of leaves religion is always removed in the settings of my games and I do not know how to change that.


I want all the religions in my settings and I do not see where I can change that.

What's going on here :mad:
 
Start RIFE, click Play Now and let it start up.
Than quit the game and start a new one. It will fix it.

The issue is that the .ini file for the game is bugged because you probably plaid some other mod and it tripped some hidden function.
 
Start RIFE, click Play Now and let it start up.
Than quit the game and start a new one. It will fix it.

The issue is that the .ini file for the game is bugged because you probably plaid some other mod and it tripped some hidden function.

WOAW it's working.

Thank you purple. :goodjob:
 
Suggestion: Kelp is "overpowered" and needs a nerf. If the spawn mechanic is kept the same, the graphics for it at least needs an overhaul to be less intrusive. That's especially true of the bright green kelp forests standing higher than a ship's mast.

I've played five games of RIFE so far and was able to play two through to the end without an inconsolable error. But, in all games, kelp was really out of control.

As a terrain feature, I can understand its usefulness. Anything that makes the terrain "interesting" while also effecting strategy broadens the game. Kelp, in limited amounts, can make sea travel, especially invasions, a bit more of an involving process. It can also help reduce high-move-point value sea unit's effectiveness on small maps. That keeps insta-gimp sea invasions from happening and helps make the world seem a little bit bigger if you can't simply one-shot a trip around the world.

But, by the late-game, it's everywhere. Surely, all the giant turtles have to have something to eat, right? Evidently, it's not kelp. If it's frequency is any indication, they hate the stuff. RIFE kelp is Erubus's response to Earth's kudzu.

Your post actually summarizes why it was put in. :lol:

However, it's been nerfed down to a rate of 4 for growth and 3 movement.

Will probably also have a way for workboats to clear it out.

Just two small questions :

- How is it possible to remove the promotion wintered ? :snowgrin:

- And secondly, I find there's too much kelp in the water. This is no more an ocean but an ocean of kelp.

Is ther a solution to minimize the proliferation of these things or how can I erase this mod?

By the way Val, your modmod is terrific ! Bravo !

Wintered is removed by Dispel Magic.

Again, Kelp has been nerfed in 1.31.

I don't know what the health change plans are, but if you aren't currently planning on it, could you please cap net terrain unhealth/health (why do forests give health anyways?) at City Pop/2 or something? This would make Flood Plains not be a terrible curse, and make sense as you don't even have people living in those unused tiles.

Could be a decent way to do it, but that's currently not planned. We'll see how the current changes affect the game balance, and then adjust from there.

I've got another problem :

The fellowship of leaves religion is always removed in the settings of my games and I do not know how to change that.


I want all the religions in my settings and I do not see where I can change that.

What's going on here :mad:

Run a play now. You've got a hidden option turned on, it happens when you switch between mods.
 
Hey there, just wanted to say what a great Mod!

Played a few test games over the weekend and really liked what I saw.

I really like the slower pace of the game. Rather than the AI spamming cities all over the map their expansion is slower and even by turn 400 on a lot of games most of the AI's had only a few dozen cities and the was still lots of unclaimed territory.

It may not to be everybody’s tastes, but I really like it, keep up the good work!

(ps I normally play FfH on large maps with Emperor difficulty and raging barbarians – and even then the AI’s would colonise the land mass in the first few hundred turns which would pretty much stop barbarians spawning!)

-M
 
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