Ideas, Requests, and Feedback

Any civilization where you are likely to want a mage guild in most or all of your cities. Ammurites for sure.
Two reasons you might want a Mage Guild in all your cities. To spam adepts, or to use them as your city guards and allow efficient training while they're sitting there twiddling their thumbs. But Amurites have the Cave, so they're optimized to have one or two unit production cities both cranking out apprentices and holding them while they train and get the useful spells.

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.

The problem is that "best" isn't always clearly demarked and is subjective. For example... here's one: a War Chariot is not clearly better than a Ratha.

Any arcane-heavy civ. Amurites or D'tesh, for example.
Thx. See above tho.
 
All Amurite units have a chance to have magic promotions if there is a Wizard's Hall in the city. The cave of ancestors is not a limited number building (i.e. every city can have one) so that does not increase the benefit of having a limited number of production cities. It can, however, often let you start Apprentices above the self training exp cap which limits the exp / turn gain from a Wizard's Hall.

I usually only build it if I have all the units I can support at the time and don't have anything else thats a rush to get done. It is not crucial but wonders should not be or they would be overpowered. The D'tesh do seem to get a lot more out of it.
 
Shouldn't Feris be tagged as a gunpowder unit (and thus get Corned Powder promo) since all the other Mechanos units (except archers, crossbowmen, and marksmen) are? She could probably have her stats reduced to compensate, I do not think she needs to be any stronger, it is just an consistency issue.
 
I usually only build it if I have all the units I can support at the time and don't have anything else thats a rush to get done.
That's pretty much my point.

It is not crucial but wonders should not be or they would be overpowered.
I agree. But it seems like it's promoting a strategy that doesn't exist. Like it wasn't fully thought out. So maybe the RifE team might consider fixing it. Such as... increase the training speed would be perfect and wouldn't be broken.
 
The "unit finds an orc child" event is happening way too often. It my current game, it's happened 4 times so far. I looked at the statistics screen and I've killed 21 goblins (15 scorpion clan). It happened a lot in my past couple of games too.

I wouldn't suggest dropping the overall event frequency. It's ok to have a high incidence of events, but then we need a lot more events so that the incidence is spread out more. (And, presumably, more events will be added as time goes on.) So it seems like what we need is a check to see if an event has already occurred or something like that.
 
The "unit finds an orc child" event is happening way too often. It my current game, it's happened 4 times so far. I looked at the statistics screen and I've killed 21 goblins (15 scorpion clan). It happened a lot in my past couple of games too.

I wouldn't suggest dropping the overall event frequency. It's ok to have a high incidence of events, but then we need a lot more events so that the incidence is spread out more. (And, presumably, more events will be added as time goes on.) So it seems like what we need is a check to see if an event has already occurred or something like that.

I've gotten it about two times in all my games combined :(
 
When I get the orc child event it seems to be every second or third goblin kill, other games I dont get it at all. A lot of events seem to be that way, either massive repeats or never.
 
The "unit finds an orc child" event is happening way too often. It my current game, it's happened 4 times so far. I looked at the statistics screen and I've killed 21 goblins (15 scorpion clan). It happened a lot in my past couple of games too.

I wouldn't suggest dropping the overall event frequency. It's ok to have a high incidence of events, but then we need a lot more events so that the incidence is spread out more. (And, presumably, more events will be added as time goes on.) So it seems like what we need is a check to see if an event has already occurred or something like that.

Events are random, so sometimes a particular event will repeat several times in the same game.

In answer to your second point, though, there's actually a rather large number of events available in the game, many coming from base FfH, and many more that were added in FF and RifE.

At this point, I've learned to live with the occasional random event happening a disproportionate number of times in a particular game. At most, it's mildly annoying, but for me it in no way detracts from my enjoyment of the overall game.
 
In answer to your second point, though, there's actually a rather large number of events available in the game, many coming from base FfH, and many more that were added in FF and RifE.

You're missing the point. I'm talking about a triggered event. If the algorithm is "when trigger X occurs, randomly pick an event from these" then the "these" would be limited to those events associated with "trigger X".

It's not like you get turn-end events when you kill a goblin.

At this point, I've learned to live with the occasional random event happening a disproportionate number of times in a particular game. At most, it's mildly annoying, but for me it in no way detracts from my enjoyment of the overall game.
Did you just give a justification for not giving feedback or bug reports?

For me: I enjoy the game until it breaks (like the HN bug I just ran into). I give feedback to help improve the game because I enjoy it.
 
About the general issue with random events happening everal time in a game, Nor'easter is right. I don't know the algorithm enough to ensure that this won't happen yet.

For the goblin, i've already decreased the trigger chance three times because of such reports, but i'll do it once more.
 
You're missing the point. I'm talking about a triggered event. If the algorithm is "when trigger X occurs, randomly pick an event from these" then the "these" would be limited to those events associated with "trigger X".

It's not like you get turn-end events when you kill a goblin.


Did you just give a justification for not giving feedback or bug reports?

For me: I enjoy the game until it breaks (like the HN bug I just ran into). I give feedback to help improve the game because I enjoy it.

I've given plenty of feedback and reported several bugs, so I think that you missed MY point: not everything that you dislike is a bug.

EDIT: I've been playing the FfH line of mods for a few years now, so unless it's an obvious bug I provide much less feedback than I used to. I can see how someone who's newer to this mod (or this line of mods), as you appear to be, would be more inclined to provide suggestions and feedback beyond simply reporting bugs. I'm at a point now where I tend to be more willing to simply go along with how the mod operates.
 
I've given plenty of feedback and reported several bugs, so I think that you missed MY point: not everything that you dislike is a bug.
Do you realize we are in the feedback thread (not the "bug" thread).

EDIT: I can see how someone who's newer to this mod (or this line of mods), as you appear to be, would be more inclined to provide suggestions and feedback beyond simply reporting bugs.
I'm not that new to the mod, been playing it (or the precursors) for probably 2 years now. Anyway to each his or her own. I fail to see how additional feedback is a bad thing.
 
I like the fact that "barbs" now include various other kinds of units. But including Trackless in that possibility seems a bit much, because there is literally no defense against them. They can run around killing workers and pillaging or whatever until, what, you get a unit with Perfect Sight?
 
The 2:gold: cost to the fort commander promotion is prohibitive. I find myself disbanding every single one of them I get. It's far better to station a Warrior or Archer there, since I need those mobile units anyway in case a barb mini SOD pops in, or I get DOWed.

The goal here is to prevent fort commander spamming (particularly for Dwarves), right? How about a progressive cost, such as "Cost = Commander level -1"
 
I like the fact that "barbs" now include various other kinds of units. But including Trackless in that possibility seems a bit much, because there is literally no defense against them. They can run around killing workers and pillaging or whatever until, what, you get a unit with Perfect Sight?

Can't hawks or eyeballs summoned by a mage/channeling 2 unit see invisible units?

edit: or get empyrean.:mischief:
edit:edit:
The 2:gold: cost to the fort commander promotion is prohibitive. I find myself disbanding every single one of them I get. It's far better to station a Warrior or Archer there, since I need those mobile units anyway in case a barb mini SOD pops in, or I get DOWed.

The goal here is to prevent fort commander spamming (particularly for Dwarves), right? How about a progressive cost, such as "Cost = Commander level -1"

I get that a lot in my games too. I was thinking maybe a number of forts that scales up with the distance from capital and total number of units you own with the promo. Possibly starting off at 0-1gold per turn for one or two very close forts, that are 4-5 tile away from capital. Support Costt = ((NoF * 1.5) - 2)
Support Cost per ind fort = 1 - Tiles From Capital / 2
 
Just noticed that Maer has the Magic Resistant Trait. Clock Towers are available at Mysticism, and provide free Magic Resistance. Might consider either giving her another trait, or changing Magic Resistant to grant a unique promotion that stacks.
 
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