Ideas, Requests, and Feedback

Sounds like you're missing the art file. Check ifthere's a file called "FFPak051" in your Assets folder, you have to copy it from an existing (non-beta) install.
 
So I have been testing the frequency of good to bad results from dungeons...and the bad rate is huge. Same with mutations. It got me thinking about the variety of results and possible inclusions.

I think the one that makes a unit an adventurer is neat. It would be really cool if more unique items were added. Not too imba but rather a +1 to poison or some other available through spells or promo's. However, I was thinking these would be a great way (among other things, ie: special promos like the hero of foxford thing) to bestow the adventurer promo, or occasionally the battle hardened promo.

The other Idea involves the one where you get a random assassin, mage or champion. Would be cool if they came out named and were battle hardened or adventurers themselves....after all, what are they doing in the dungeon anyway?

I'm also on a quest to change, for my personal games, the models of Baron Duin Halfmorn, Maros, and the ghost for Sidar. I don't care for the black dress thing, and prefer male assassins. Are there any resources available in the art pack that are not used? This would be for personal games and not released as I don't know who to ask for permission.
 
I am pretty sure they ARE supposed to be males. (the Ghost art, that is)

although I suppose you could make better art.

Personally I prefer the Amurite Assassins' art
 
So, I was sitting here brainstorming. Decius is cool, like Fonzarelli cool. I was considering his conqueror trait and thought how cool would it be to have him actually do the conquering...like he replaces the civ hero and has some neat mechanic that would really encourage ppl to have him near the front. But, if he dies...you lose.

Plus, the unit could look like the art if someone good gets a hold of it...what is Sezereth up to nowadays anyways?
 
There is already a Decius unit, a UU of a Great Commander used in the Decius scenarios. I haven't played those lately, but I think it looks at least a little like his leaderhead art.
 
Having Muris goblins spawn under my units, automatically killing those units, is a bit of a NPE. Suggest they spawn on the nearest open tile, or else that that the game relocates or forces retreat of any units already there.
 
Is there a pressing reason why Stoneskin Ogres still exist? The Bannor declared war on me circa turn 157...and sent a cleric, an axeman, and two scouts. I investigated, and they never expanded because there was just an ogre chilling next to their capital with an effective defensive strength of 41, about a hundred turns old. I'm not sure what they were supposed to do about that. By the time I was actually bothered to get over there, I had a vampire with 250xp, and he couldn't do anything about it either. Ate cities, left, was dissatisfied.

I'd go with a lair. I got one of those suckers in turn 20ish from a unique improvement result(I think it was Bhall's sacrificial pyre? I'm drawing a blank on the name...), the funny thing was a wolf actually ended up taking out that scout.:lol: Those ogres tend to just sit and bombard your units, even with an overwhelming advantage. Just send in 2-3 archers/catapult(preferably since they can deal more total damage) and then send in a few warriors/swordsman and pure pazaak the ogre is dead.:goodjob:
 
Yeah, lair I think. Pyre of the Seraphic is the one. And yeah, they're terrible. I suspect the AI doesn't know how to handle them and just spams defensive units for an assault that won't ever be coming.
 
I don't think the AI in any version of Civ4 has understood that you can sacrifice one unit so that the second one gets the kill.
 
I'd go with a lair. I got one of those suckers in turn 20ish from a unique improvement result(I think it was Bhall's sacrificial pyre? I'm drawing a blank on the name...), the funny thing was a wolf actually ended up taking out that scout.:lol: Those ogres tend to just sit and bombard your units, even with an overwhelming advantage. Just send in 2-3 archers/catapult(preferably since they can deal more total damage) and then send in a few warriors/swordsman and pure pazaak the ogre is dead.:goodjob:


and a KOTOR 2 reference FTW! :goodjob:
 
Units that upgrade to a limit-4 unit shouldn't obsolete. When I've built the 4, I should at least be able to continue to build the previous unit.
 
Units that upgrade to a limit-4 unit shouldn't obsolete. When I've built the 4, I should at least be able to continue to build the previous unit.

You can, as an example longbowmen can still be built after crossbowmen come into production.
 
You can, as an example longbowmen can still be built after crossbowmen come into production.

That's because Longbowmen upgrade to Crossbowman OR Marksman OR Arquebus. Thus, they don't obsolete until after you can build ALL 3 of those units.

That would be one way to do it on other units that upgrade to a limit-4 type. e.g., also enable them to upgrade to, say, Immortal. A simple XML change.
 
I'd like to lobby for removing the "8 city" requirement on Summer Palace. The benefit it provides is already scalable by # of cities, so it already in effect meets the requirement. If you only had 1 or 2 cities, the benefit you got would be negligible. 4-5 cities a little more. 8 cities, worth while to build.

The problem is if you're on a crowded map (such as a "new world" / 2 continent map) and only have room to build 1 or 2 cities in the first place, you can't send a settler over to the "new world" to build a Summer Palace. The maintenance to send 7 settlers over is crippling. In effect, the strategy is totally prohibited. (In BtS Versailles doesn't have this requirement.)

Unless there's some huge broken mechanism that the limit-8 requirement is fixing, I don't see the downside.
 
Can someone tell me the strategy where the Catacomb Libralus is useful? Because I'm not quite getting it. Thanks in advance.
 
Any civilization where you are likely to want a mage guild in most or all of your cities. Ammurites for sure.
 
Units that upgrade to a limit-4 unit shouldn't obsolete. When I've built the 4, I should at least be able to continue to build the previous unit.

IIRC they already do; The better units just replace them while they can be built. If you have all 4 of the limited units, the t3 unit becomes available again.

You can, as an example longbowmen can still be built after crossbowmen come into production.

Correct.

That's because Longbowmen upgrade to Crossbowman OR Marksman OR Arquebus. Thus, they don't obsolete until after you can build ALL 3 of those units.

That would be one way to do it on other units that upgrade to a limit-4 type. e.g., also enable them to upgrade to, say, Immortal. A simple XML change.

False. They still don't obsolete; The game simply displays the best unit available, so if you haven't built all the t4 units, it won't show the t3. Standard behavior, not likely to change.

Upgrading to Immortals would be a bad idea, given the carry-over promotions.

I'd like to lobby for removing the "8 city" requirement on Summer Palace. The benefit it provides is already scalable by # of cities, so it already in effect meets the requirement. If you only had 1 or 2 cities, the benefit you got would be negligible. 4-5 cities a little more. 8 cities, worth while to build.

The problem is if you're on a crowded map (such as a "new world" / 2 continent map) and only have room to build 1 or 2 cities in the first place, you can't send a settler over to the "new world" to build a Summer Palace. The maintenance to send 7 settlers over is crippling. In effect, the strategy is totally prohibited. (In BtS Versailles doesn't have this requirement.)

Unless there's some huge broken mechanism that the limit-8 requirement is fixing, I don't see the downside.

Will look at it. Already doing a building pass anyway.

Can someone tell me the strategy where the Catacomb Libralus is useful? Because I'm not quite getting it. Thanks in advance.

Any arcane-heavy civ. Amurites or D'tesh, for example.

Particularly D'tesh, as the Binding Stones remove unhappiness.
 
For the killer rabbit random event can you give the mechanos a special choice as the "holy hand grenade of Antioch?" I don't what it would do but since they use grenadiers ad stuff I thought it would be pretty funny :)
 
Back
Top Bottom