Ideas, Requests, and Feedback

Yea ... that post made 500% more sense ;)

And yea, that makes sense. Still, it seems more like a continuation of your original thought than an entirely new one, therefore the "Plus" was slightly misleading :p

But yea, I totally get where you are coming from now. And I agree with you that the Status-Quo needs some serious work.

// May I say this now ... I feel that Catapults are *still* too weak in Rife. I feel like "ranged combat" dilutes the ability to properly balance combat, but meh ... either way Catapults just seem too weak compared to their FFH2 counterparts (at least from My experience)

and FFH2 cannons are just Glorified Bezerkers that don't have a National limit ... A large enough stack of Catapults can almost equal a Pillar of Fire ... but it needs to be in Ratio with those they are attacking. With enough Dakka ... etc. Ergo, that's why I'd like to see Catapults be a bit stronger ... currently the only thing in Rife with that much power IIRC is magic (Mechanos doesn't count cause Catapults are an early-game invention)
 
The entire unit setup will be changed in 1.5.

IIRC, there are 6 or 7 new unitcombats, a couple more units (new combats are mostly just redistributed so each combat has a specific role), new mechanics.

It's intended for use with the xUPT feature which will also come, so that you can have some but not all of those units in each stack; Makes stack composition VERY important.
 
ah, I see. Sounds interesting.

xUPT has always been an interesting concept when talking about FFH2, but no one as of yet has been ballsy enough to try it.

Honestly I'm not sure if xUPT is the direction that is needed ... but it certainly *sounds* awesome, so good luck and can't wait ;)
 
xUPT... nice if the AI knows to cope with it.
else.. another handy tool for the player to play sucker with the AI.
 
HEY! um ... when are the Bezeeri going to be added?

I'm thinking of making a new lizard Nation ... but I suppose I'd like to see what all the Bezeeri do before I finish my design doc so that they aren't too similar.

My lizard race will be more "mutational" or monster like ... so for instance a Gator (horseman) might upgrade into a Crocodile (horse archer) which might evolve into a Hydra?

yea, I'm wondering whether Hydra should be a Knight or Frigate replacement ;) ... but will probably be stronger in Ocean.

Knight replacement might be a T-rex type Theropod. (or something to that effect, a highly advanced Archosaur with certain Avian elements, hence a Bi-pedal nature (at least sometimes), fast land speeds, and a Saurian, "dinosaur" like quality)

so its less of a "Religion X" or "Mechanic X" nation, it won't have any underwater cities (most likely) ... but it will have most of its units (aka even navy and possibly artillery) being living and "amphibious"

Sort of like a "Reptiles of the World united" or some such ... I will try to avoid adding dragons ;)

more likely a Frog arcane system, Snake priests (Naga), Crocodile mounted line, Skink recon, and Iguana Melee.

As well as Sea-Serpent Navy.

Now, Seige may still be normal ... but depending on what levels of "Monsters" I decide to add to the mix, they might be giant reptilian worms or something random like that. Seige most likely will not be amphibious, even if it is living. I feel free to go ahead and make it amphibious if it feels right though.

Heck, maybe the naval line will have two branches ... with one branch being able to go on land and acting as the "Seige" in land instances.

Will probably be more Jungle and River oriented than Ocean oriented ... but much of its army will be able to enter the waters. (aka Gators can enter Coast, While Crocodiles can enter ocean)

if crocodiles upgrade into Hydra's then they will keep their Ocean ability ... but if they upgrade into "T-rex things" then they will lose their Ocean and Coast ability.

But there are only 4 Knights so losing their ability isn't a huge issue.

Its unlikely that the melee and recon will be waterwalking ... just amphibious. Arcane and Divine will probably be able to enter coast though.

Naga-Paladins will probably be able to enter Ocean ;)

A pyro-hydra replacement for arcane barges would be cool. With only the fireball spell, but can cast 3-4 per turn because of its multiple heads.

How about an ability where the hydras could lash out in adjacent tiles(Age of wonders) causing minor damage. 5-10% damage, to a max of 100% ;)
oh and Valkrionn can there be a summoned class, so units can take promos to be more effective against those pesky spellcasters? Units in it could take the combat line perhaps:mischief:
 
Not happening, nor are any of his other imports, unfortunately. I've seen them all already. ;)

None the less, the unit still has rather high polycount of about 2000 triangles.

That would be why. Too graphically intensive; Heaviest unit would be the AV Beast unit, which is 1800 and limited in number.
 
feeback on Archos.
(I'm still in the beginning of the game)
Noticed 2 things :
-Archos are really dependent on the Nest Size.
thus the health changes impacted them a lot.
generaly I really like the health changes. no real need to modify it too much; maybe only so as to help people/maps that have few fresh water spots and help the emperor+ levels.
But health changes limite the city size a lot. generaly I rather like it;
But for Archos it means that all spider spawning is later than before, and harder to get. A lvl 15 city is a bit hard to get before you have at least some tierIII-IV units.
a size 20 city to get strong spiders is almost impossible.

So I think that maybe the city size requirements of the Nest should be reduced, taking into account the health changes.

-buildXP does not work on Archos workers. (1st game with buildxp) My worker built an irrigation and a mine and is still at 0xp.
second worker started with 2xp and I promoted him : archos worker can get worker promotions.

I stole a mekaran familiar and noticed 2 things.
before building an improvement the familiar gets a tooltip saying "gain 0.1xp/turn on completion, modified by modifier, here 0". Well I deduced that familiar does not get any xp while building improvements. but that's ok.
What I noticed was that the archos worker DID not get this tooltip. only the tooltip "farm gives +1F"...Etc

last info
-with the current health system (that I really like) happiness is a non-issue (save on case of heavy war weariness).
all cities are limited only by health.
If I have enough health to get a big city, mostly I'll have enough happy ressources and a religion and maybe some carnival(+cages) that gives happies that I'll not have :angry: issues. carnival/cage are built for culture ... but bring happy as a side effect. before version 1.3, culture was the side effect and happy the sought-after effect.
I build all health buildings and almost no happy building.
or if I do, it's in games where I have almost no religion.
happy civics are of almost no interest.
I like the health system, but maybe the happy system could be re-thought. either less happy ressources, or change some of the happy bonus (forge with gold...) to other kind of boni, while still leaving some happiness because we still need it for the very few cities of size 18-20 we can get, but not nearly as much.
 
I just hope that XUPT won't become mandatory and required for game balance...
 
feeback on Archos.

I have also been playing the Archos quite a bit. For them the happy cap isn't as important as getting the capital to pop 10. The two free priest specialists are useful, and with settling a couple of great prophets they actually have an easier time economically withthe free cash.

The scorpians are relatively useless. Early ones are good for scouting, but then you just get too many of them. (perhaps some feeding/sacrifice mechanism would be good)

Spiders are where its at though - with a bit of training you can sit one outside your opponents capital and pick off anything that arises. That cankeep an opponent pinned back very easily.

The different flavours of spiders should be made a bit clearer and link to the name of the spider you get (sword spider etc) I constantly have to look at which one I am getting.
 
true :
scorps are not interesting. (can't feed on wolfs to gain xp as you are feral) (and %chance of appearance is 2.5-3 times the one of spiders)
spiders... they are über. took a bit of time to understand which specialisation I would give but it's awsome.
 
true :
scorps are not interesting. (can't feed on wolfs to gain xp as you are feral) (and %chance of appearance is 2.5-3 times the one of spiders)

The scorpion are very useful if you use them as poisoning cannon fodder to soften the enemy.
Many time is enough to use 1 or 2 of them to triplicate the % of success of your spider in the combat.

So more scorp=more alive and expert spiders! ;)
 
had'nt thougth like that... mmh... I like this approache :D
 
The scorpion are very useful if you use them as poisoning cannon fodder to soften the enemy.
Many time is enough to use 1 or 2 of them to triplicate the % of success of your spider in the combat.

So more scorp=more alive and expert spiders! ;)

what impact does the poisoning do - i thought it just slowed healing. I also hadn't realised that the number of animals reduced the likelihood of them spawning so chucking the scorpians at anything is no great loss as they will soon get regenerated.

Of course you can always convert to order, and then use all your priests to build the altar.
 
Stephanos. So Armageddon counter is pumped up to 40+ quite fast, while I have Highlanders/Trackers (Asturia or whatever they are called). No way in hell i can do anything about Stephanos, especially since he has fear. Had he not fear, I could have killed him, instead, he ravages my lands and I cant do anything about it.
I guess Armageddon counter was pumped up by that civ that summons creatures thru waygates. Cant remember the names now (im a bit drunk). It was a fun game until Stephanos spawned.
 
Okay, guys. Been disconnected from RifE since a bit of time but I'm hoping to get back to it soon.

I'd like to have some feedback on what you feel should get attention the soonest. Civs, some mechanics, etc.

I'd also like to point that I'm looking forward to polishing the mod as much as possible but I'm not sure where to start. Do you think of any area that'd need some polishing? I'm talking mostly about cosmetic/interface stuff, not (yet) pedias and mechanics.

Don't hesitate to be bold about what you think should get some stick.
 
Well the pink squares on the city mouseover could be sorted, if they havn't been already...sounds pretty tedious to edit all the art file names though :p

The jotnar could do with a little retweaking of their spawn values and hammer costs for trolls etc, ie. Spawn rate down, hammer cost up! The AI suck at using them AFAIK but it's really easy to steamroll with them since it's not all that hard to pickup a whole bunch of promotions on their stronger units. If there's less of them this isn't as much of an issue.

Weren't the Mazatl going to get lost lands removed, and have some of its functuality merged into a civtrait? Don't know if this is still the plan - I sorta expected it to come in with the other changes they got last version :)

The white hand is almost definitely the weakest religion at the mo.. hell terrain needs to be worse than normal terrain for a start if it's to actually fill its given role in preventing its spread in your lands. It probably needs some mechanics that help it out tbh, I only ever find it useful on the illians jotnar and possibly doviello. Adding new mechanics for it could probably wait until the big changes in the next few versions, but at very least make hell terrain suck.
 
Well the pink squares on the city mouseover could be sorted, if they havn't been already...sounds pretty tedious to edit all the art file names though :p

The jotnar could do with a little retweaking of their spawn values and hammer costs for trolls etc, ie. Spawn rate down, hammer cost up! The AI suck at using them AFAIK but it's really easy to steamroll with them since it's not all that hard to pickup a whole bunch of promotions on their stronger units. If there's less of them this isn't as much of an issue.

Weren't the Mazatl going to get lost lands removed, and have some of its functuality merged into a civtrait? Don't know if this is still the plan - I sorta expected it to come in with the other changes they got last version :)

The white hand is almost definitely the weakest religion at the mo.. hell terrain needs to be worse than normal terrain for a start if it's to actually fill its given role in preventing its spread in your lands. It probably needs some mechanics that help it out tbh, I only ever find it useful on the illians jotnar and possibly doviello. Adding new mechanics for it could probably wait until the big changes in the next few versions, but at very least make hell terrain suck.


  1. Yeah, needs to be sorted out, just tedious.
  2. Jotnar were planned to be completely reworked.
  3. Yep, still the plan. Waiting for 1.4 on that one though I think?
  4. And I agree, it needs to be changed a bit. Mostly Hell Terrain.
 
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