Ideas, Requests, and Feedback

The Erebus mapscripts should put resources on mountains. Not doing so is a holdover from the base game, where mountains are totally useless, impassible, and non-transformable.

Also, I'd like to suggest that Stonewardens be able to enter mountains (regardless of race).
 
Most units should have upgrade paths. Because of the Command promotion, etc. there are ways to get them, and it doesn't make sense that (for example) a Bandit Chief can't upgrade.
 
The Erebus mapscripts should put resources on mountains. Not doing so is a holdover from the base game, where mountains are totally useless, impassible, and non-transformable.

Also, I'd like to suggest that Stonewardens be able to enter mountains (regardless of race).

The issue with that is the graphics; As things stand now mining a mountain looks horrible.
 
The issue with that is the graphics; As things stand now mining a mountain looks horrible.

I didn't suggest that we should be able to improve a mountain.
 
Then resources on mountains are worthless, no? They just take away from resources on usable plots.

Why would it take away when we're adding resources? It would be stupid to take the same number of resources distributed over the map and spread them out over more tiles (mountains). My suggestion is to add additional resource placements on mountains.

Also, I didn't say (figured it would be obvious), but mountains would have to be workable by all Civs (perhaps for 1:hammers: or even base of 0, but the unimproved resource would still add to the base value).

And even without that, they wouldn't be "worthless". Again, figured it was obvious, but clearly when you transform the mountain to a hill, you can then put a mine on it.
 
To sum up:
  • Mountains can be worked by any civ, for 1:hammers: or 0:hammers:, whatever works.
  • Mapscript adds additional resource placements on mountains
  • Stonewardens of any race can walk on mountains
That's my suggestion.
 
Why would it take away when we're adding resources? It would be stupid to take the same number of resources distributed over the map and spread them out over more tiles (mountains). My suggestion is to add additional resource placements on mountains.

Also, I didn't say (figured it would be obvious), but mountains would have to be workable by all Civs (perhaps for 1:hammers: or even base of 0, but the unimproved resource would still add to the base value).

And even without that, they wouldn't be "worthless". Again, figured it was obvious, but clearly when you transform the mountain to a hill, you can then put a mine on it.

To sum up:
  • Mountains can be worked by any civ, for 1:hammers: or 0:hammers:, whatever works.
  • Mapscript adds additional resource placements on mountains
  • Stonewardens of any race can walk on mountains
That's my suggestion.

  1. Turning a mountain into a hill will either be flatout impossible, or an extremely high-cost RoK miracle.
  2. I really don't care for the idea of anyone being able to work mountains, honestly. Possibly if there is a resource, but without that, no.
  3. I dislike the idea of resources that are nothing more than +yield. Same thing as bonus resources used to be in Civ5, and I disliked them too.
  4. Sure. But they already can. Promote to mountaineer; Easier for RoK civs.
 
Turning a mountain into a hill will either be flatout impossible, or an extremely high-cost RoK miracle.
The Earth's Blossom spell is given for free to level 1 Stonewardens which means it's extremely low-cost and available to all RoK civs.

I'm not sure I buy the implication... I can't seriously be the only one who uses that spell? It's one of the huge advantages of being RoK, being able to knock down all the mountains in your empire to let your cities work more tiles, plus you can knock down a single mountain to create a pass to send armies to attack unsuspecting enemies from the rear through barrier ranges.

I really don't care for the idea of anyone being able to work mountains, honestly. Possibly if there is a resource, but without that, no.
Then just give it 0 yield.

I dislike the idea of resources that are nothing more than +yield. Same thing as bonus resources used to be in Civ5, and I disliked them too.
The incentive is to change them to hills.

Sure. But they already can. Promote to mountaineer; Easier for RoK civs.
Ah, I wasn't aware of the Mountaineer promotion. That's only a level 3 promotion; not too hard. That solves the accessibility question, the only remaining problem is the mapscript.
 
The Earth's Blossom spell is given for free to level 1 Stonewardens which means it's extremely low-cost and available to all RoK civs.

I'm not sure I buy the implication... I can't seriously be the only one who uses that spell? It's one of the huge advantages of being RoK, being able to knock down all the mountains in your empire to let your cities work more tiles, plus you can knock down a single mountain to create a pass to send armies to attack unsuspecting enemies from the rear through barrier ranges.

He said "will" implying that he is referring to a future version of Rife, and there is no reason to implement a feature that will be removed in a couple of months.
 
Ah, I wasn't aware of the Mountaineer promotion. That's only a level 3 promotion; not too hard. That solves the accessibility question, the only remaining problem is the mapscript.

Does the ai use(or even understand) that promo?:confused:
 
The Earth's Blossom spell is given for free to level 1 Stonewardens which means it's extremely low-cost and available to all RoK civs.

I'm not sure I buy the implication... I can't seriously be the only one who uses that spell? It's one of the huge advantages of being RoK, being able to knock down all the mountains in your empire to let your cities work more tiles, plus you can knock down a single mountain to create a pass to send armies to attack unsuspecting enemies from the rear through barrier ranges.


Then just give it 0 yield.


The incentive is to change them to hills.


Ah, I wasn't aware of the Mountaineer promotion. That's only a level 3 promotion; not too hard. That solves the accessibility question, the only remaining problem is the mapscript.

As I said... Will. Terraforming in general will be more limited, and that specific form will either be flatout impossible or extremely expensive and limited to RoK highpriests.

The ability to completely ignore tiles and reshape them as you will is too much. Limited terraforming is fine, and all terraforming will have a cost, but the ability to flatout knock down a mountain is overboard.

He said "will" implying that he is referring to a future version of Rife, and there is no reason to implement a feature that will be removed in a couple of months.

Precisely.

Does the ai use(or even understand) that promo?:confused:

Yes, though that will become more limited as well (blame the rest of the team on this one, I personally like it).


Basically: Mountaineering is not normally accessible to any unit. Units with the RoK religion will be able to gain it (or start with it in the case of highpriests? Not decided). Highpriests will likely have a spell enabling them to take a stack through the mountains.

Mountains themselves will be 0 yield, mineral resources will be able to spawn in them (like you wanted; It was either this, or keep mountaineering as is, so we went this way). Standard civs will be able to work mountains with resources, dwarves will be able to work all mountains with bonus yields. Dwarves will possess special projects which will improve a random nearby mountain.

At least one new resource will only be found in mountains, and will be gained by whatever civ is working the tile, no improvement necessary. This will be a rather important strategic resource.
 
Well... this kind of thing is what had me discouraged last month. We're still in the mode of deciding what mechanics are in or out, rather than fine tuning. Everything's so inter-related, that fine tuning can't effectively be done until we're past the mechanic in/out stage. So the mod is in a perpetual "rough" mode.
 
On another note, I'm thinking trade routes are probably broken. My last game as Matazl I was making crazy gold, at 100% science. Crazy, like 2k:gold: per turn crazy. And, my current game, as Elohim, I can pop in a new city and instantly get 6-8 trade routes with net 30 commerce/turn. It means REX is the obvious winning strategy.
 
Are there any plans to update any of the unit graphics? Specifically I'd like to see a new model for Baron Duin....I'm not a fan of the standard werewolf model. Also, I think it'd be fun to see unique models for the 3 giants....each on seperate...maybe a bald, bowl and curly haired version...just a thought.

Also, there are still a few standard models hidden about. Bannor Hunter is the native model for instance.
 
There are some plans for more units graphics, yes.

I can't guarantee for every "placeholder" graphic to vanish, but we are working on that.
 
Hey Wodan are you just going to complain about everything?

Can I please veto this conversation? I don't think anything good will come of it.
 
Back
Top Bottom