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Ideas, Requests, and Feedback

Discussion in 'Rise from Erebus Modmod' started by Valkrionn, Jul 31, 2010.

  1. Castar

    Castar Warlord

    Joined:
    May 26, 2007
    Messages:
    100
    I can be mistaken, but isn't WorldOfErebus supposed to be Erebus with a structure more like the Earth-style map from the original Civ (so long ago I played vanilla that I can't even remember the name), where there is an "old world" and a "new world", and everyone starts on the old world?
     
  2. Tsathoggua

    Tsathoggua Warlord

    Joined:
    Sep 28, 2009
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    Is that so? It seems like a bad move given the AI is completely oblivious to the existence of water.

    I think I had one AI civ circumnavigate the globe in all the FFH + RiFE games I have played. One. And it was the Balseraphs!
     
  3. Divvu

    Divvu Warlord

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    Florence, Italy
    Actually the AI is quite good at circumnavigating and waging trireme wars, it does so rapidly and easily in my games...
    IIRC the major problems are with transport and land invasion.
     
  4. legowarrior

    legowarrior Chieftain

    Joined:
    Jul 9, 2010
    Messages:
    53
    I've said this before, more lizard themed units for the Mazatl, especially ships. It's odd that the Mazatl would craft standard ships (well not really, they do have a lot of word available, but on the other hand, even their champions aren't wearing all that much, and neither are the paladins).
    So some quick changes suggested by me.

    First would be to replace the Queen of the Line with the "Floating Island" basically a giant Turtle with trees on it. It would have a movement rate of 2 instead of 3 but cargo space of 10. Also, it would have an attack of 6 and a defense of 10, and wouldn't require iron or mithril.

    Replace Privateers with Dragon Turtles, which would have hidden nationality.

    Those are just a few of the suggestions I can think of right now.
     
  5. Torugu

    Torugu Prince

    Joined:
    Dec 14, 2009
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    382
    The Mazatlm - unlike the Cualli - are supposed to be fully armoured, there just isn't any art for them atm (although someone started working on that a few weeks ago).
    I could still see your ideas working, but I think as long as the AI can't even use ships it should be really low priority. Especially since there are civs who are in much more need of unique naval units/skins (D'Tesh, Doviello, Clan...)
     
  6. legowarrior

    legowarrior Chieftain

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    Sounds cool!
     
  7. Tsathoggua

    Tsathoggua Warlord

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    Which is weird, because I don't recall the civs in Vanilla having any issue dropping a Transport full of marines next to my coastal cities and wreaking havoc.

    Mind you, last time I played vanilla civ, dinosaurs roamed the Earth.
     
  8. inuyashasama

    inuyashasama Warlord

    Joined:
    Mar 1, 2010
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    195
    I believe the problem was that the boats all have decent strengths, and a lot of them can carry some cargo. Because of this, the AI doesn't classify them as transports or fighters etc. and thus doesn't do amphibious attacks.

    Vanilla civ is fine for them because transports are clearly delineated from the frigates.
     
  9. Tsathoggua

    Tsathoggua Warlord

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    But if that's the case then a half-measure solution is obvious, and makes me wonder why this has persisted for so long that essentially there might as well not be any naval units in this game at all.
     
  10. JujZe

    JujZe Chieftain

    Joined:
    Nov 17, 2005
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    Location:
    Finland
    Woot! Sheaim actually builds elegy ritual :eek:
    I though I never gonna see that day..

    :blush:
     
  11. Oranos

    Oranos Warlord

    Joined:
    Sep 18, 2009
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    114
    Try it on marathon, 1.23. A minute at least between turns, for 60 turns. Restart anyone?
     
  12. Divvu

    Divvu Warlord

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    Jan 24, 2006
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    Location:
    Florence, Italy
    What are you talking about? You lost me here...

    {now, sarcasm-less, I've never, ever played a BtS game, bought the expansion just for FFH :) }
     
  13. Valkrionn

    Valkrionn The Hamster King

    Joined:
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    Only way I can think that that would happen is if you installed the game in one path, and then moved it. The installer checks your registries to see where you installed the game.

    Glad you like him. I'm quite happy with it. :lol:


    • Not really, just keep neglecting to change it. Can give them a UU with a Greek Fire ability...
    • Possible, but I don't really want to give them much in the arcane line honestly.
    • No, should block it. Originally the Techpriest was a druid UU; Then the Luonnotar was made it's own unitclass, and the Techpriest switched to that one. Forgot to block druids.
    • No. Only the White Hand should be able to complete that ritual. I'll check to see what's going on.


    • Possible. Already upgrade to workers.
    • Sure, just need to add "applyBuildEffects" or whatever it's called.
    • Not so sure about this one.
    • Not sure about that either... Don't particularly want to add art that won't be used for any units, just so this one MAY be able to. :lol:
    • Interesting idea... Will think about it.

    Possible already, though not in the way you described. :lol: Two different ways we can do it....

    1. PromotionBuilds. This is already kinda in; Check the Fortification Specialist promotion. Allows workers to build Castles, rather than Forts.
    2. LinkedBuilds. This would allow you to have one build (say, Build_Enclave), but link to all other builds in the town line. You'll build the first one, then move on to the next, one after another. By tweaking buildspeed, you can have any increase you want.... But workers would stack.
    Either way, easy to do in a module. All xml.

    Possible to do via CityEffect tags on a promotion. So just need a spell, and a promotion granted by the spell. Another easy module. ;)

    Stasis is not losing that effect. :p

    I'll check it out.

    Well, supposed to be ErebusContinent. The Erebus map itself is crap. I've voiced my opinion of it before. :lol:

    But otherwise, yes. It adds 'regions' of the map to the old world, up until it has a certain percentage of it; Then civs are spawned within that portion.

    Well, not completely oblivious. I've even gotten the AI to launch naval invasions (did a portion of the naval changes we have in mind for 1.5, all xml). Issue is it's teching. Once the AI knows how to tech properly (WITHOUT python hardcoding; Snarko is working on a method) we'll make the unit changes.

    And I said before that just because they are lizards does not mean they would use reptiles as vessels. :p

    Pretty much.

    Pretty much. And our changes will have Escorts, Assault, and Transports all differentiated.

    Teching. It's not the units themselves that is the problem, can fix that easily. However, if the AI won't tech properly, it won't use them anyway.

    Thank Snarko and his civflavors (though the idea for them was mine, he deserves the credit, I wouldn't have been able to implement them. ;)).

    The Sheaim will generally try to increase the AC. Their building the Elegy ritual is a part of that.

    Honestly, same here. Played Civ4, then found FfH, bought BtS just for the mods.
     
  14. scutarii

    scutarii King

    Joined:
    Jun 10, 2008
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    jesus christ, I'm trying good lizzy AT THE DEITY LEVEL and I' m owning the game completely!!


    This health "rebalancing" and too strong barbs are crippling AI seriously.

    Nothing new, but I'm confirming, so that there is no doubt for rife team.
     
  15. legowarrior

    legowarrior Chieftain

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    Talking about stir from Slumber, the Mazatl could cast it without an Whitehand religion, is that supposed to be that way?
     
  16. Darksaber1

    Darksaber1 Secret Emperor

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    Do second tier priests require there religeon as state religeion? Because as the Mazatl I can't train priests of Omor while following the Runes.
     
  17. robomani

    robomani Chieftain

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    Aug 3, 2010
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    I read that you plan of removing the side questing of the Grigori and I had an idea. We could use the Adventurers' Guild to "Explore Dungons near the citie" acting like any other dungeon but from the citie. I had an other idea but I dont know if it would be possible: We could use the Adventurers' Guild to teach promotion an adventurer know to an other adventurer it would cost X gold and mabe sommes turns of both adventurer and it would give the promotion "Training [name of the promotion]" that itself do nothing but when the unit gain a lv he can exange that promotion for the real one.

    Hope it at last give you some idea to continue this awsome mod :goodjob:

    Also sorry for my bad english.
     
  18. Valkrionn

    Valkrionn The Hamster King

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    Fixed. Had a few issues in the pyreq for it. Basically, it was saying "If you haven't killed any players, and aren't White Hand, can't build it". This meant once you HAVE killed players, you could, the white hand check didn't come up.

    Now, it says "If you've killed more than 0 players, and are not white hand, can't build. If killed 0 players, can't build it". As it should be.

    Yes they do, for all religions.

    Well, removing it from forts means the Grigori have just a standard fort commander again, which is bad. Could work something about exploration into the fort commander, though.
     
  19. Opera

    Opera Deity

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    Oh, Frozen. Why would the Sheaim complete the Liberation, really? :(

    I'd say those need to be balanced and not come that way. Making them pop at WH's founding seems to be a better idea to me.
     
  20. Valkrionn

    Valkrionn The Hamster King

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    We can make the Liberation require White Hand, but having it pop directly at the founding is a bit like the Infernals. :p
     

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