Valkrionn
The Hamster King
What BI said.
1.30 + patch + hotfix. The stuff that's in the first post of the download thread as of last night
In an unrelated note, I'd recommend having a good look over the civilisation blurbs. You know that couple of paragraphs that explains what a civ does and how to play them. It seems like half of those haven't been updated since FFH 1.0 and don't reflect the current state of many civs. This makes the whole game rather unintuitive. I feel a civilisation's pedia page should contain everything you need to know about who they are and what they do.
Also, the ones for civics. When you research a new civic and a popup box comes up in the corner explaining what it does, and giving the option to switch to it or not. The explanations are generally wrong. Apprenticeship was a noticeable standout to me, the production rate penalty is different. 25% vs 10% iirc
So, whatever happened to that thing for civ V ?
Also, I feel that settling captured animals in cities is a bit too powerful.
+3 food, +1 hammers and +1 culture per turn, permanantly, just for capturing a piggy. Seems wierd.
I think the most logical thing would be to remove the ability to settle them in cities, and instead settle them in tiles. Settling a pig would create a pig resource on the tile. Then you have the opportunity cost of using up a tile at least, and it'd probably be weaker overall too as I don't think pigs on a tile give 3 extra food.
And yes, the text generally needs updating. Will come last, though... First want the mechanics to stop changing.
Good to hear. I just reainstalled today having not touched this for about a year. Coming from a fresh perspective, the general lack of accessibility and sheer quantity of unnecessary stuff struck me as the biggest flaw.
the ridiculously vast list of leaders annoys me. Though maybe it's not necessarily that there are so many, but merely that the interface wasn't designed for it. Maybe you guys can poke at the custom game screen a bit to make it less unwieldy.
Also something that struck me as odd, why have an entirely seperate line of barbarian centaur units that have the same art and similar stats to kuriotate ones, but different names? confusing as hell I thought kurio had gotten a massive upgrade
Events too, you know those have needed an overhaul and linking in with broader alignments for ages...
A lot of the events are pointlessly confusing though. The one about the lord of death is a prime suspect, offering tons of options that only one civ will be able to use. It'd be nice if you could somehow classify an event's requirements into "soft" ones which are fulfillable, like having X money or being X religion, and "hard" ones, which are out of your control, like being X civ (since you can't change civ midgame). And hide the hard ones. No point dangling a carrot you can never reach, I feel.
And I guess I'd love to see some improvements to existing civs that have been around for ages, but are boring as hell to play and need a lot of love. Sidar, Luchuirp, and the lizardmen come to mind.
Still, cool work all round, glad to see you're still working on it ^^ I feel that Civ V so far isn't working out as I hoped, so I'll probably be playing this again for a bit.
I agree... been saying both of those things for months.Good to hear. I just reainstalled today having not touched this for about a year. Coming from a fresh perspective, the general lack of accessibility and sheer quantity of unnecessary stuff struck me as the biggest flaw.
Good to hear. I just reainstalled today having not touched this for about a year. Coming from a fresh perspective, the general lack of accessibility and sheer quantity of unnecessary stuff struck me as the biggest flaw.
Yeah, that's a big part of 1.4 will be. If you sign up on the RifE forums, I have no problem getting you access to the team forum.
That would be me acknowledging the work WarKirby did on FF. As well as the art.
On a side note he did a great job.
I didn't do much work on FF >.>
Not for lack of trying, I was with them for all of three patches before the team fell apart. I think it's mostly the art I'm known for ^^
I'm making a Dire Wolf model for RIFE just now.
Personally, I just pray that come 1.4 there will be a way for buildings to give X health, gold, happens etc. per certain resource present in a city. Like 0.5 health per resource X and 1 happy per resource Y and 3 gold per resource Z stuff. Than I could resume my work on the mod I had to abandon.
But somehow... I feel that will not be.
I'm 60% sure there's already one or more buildings like that implemented in RiFE.
/]rchon;10522270 said:Also any chance the Lenora might get its artwork changed back to a zeppelin, cause being a flying flagship and all, and being as powerful as it is (for an air unit) I dont think its looks right being an Aquilan Thopter art and model wise. If you want I could happily wip up an armored multi-hull zeppelin thats half converted into a sorta flying battleship, this sketch I did awhile ago is a good example, and something I could easily model.
Also I remember you mentioning the Vultures will get updated at some point with the 3D models of the Juggernaut war golems from Kohan 2 which someone managed to import to Civ IV, is that still going to be happening as well?
Also for the Goliath would you like me to make a unit button/portrait like my icon pic, after all its my model, I could whip up something nice
Is that a confirmation than?Not quite yet; they will be, though. We definately want to have incentives to stockpile resources, and that would be a very good way to do so.