Ideas, Requests, and Feedback

I just found a bug with Elephants and domination (RIFE 1.31.195 not sure my version is current). Playing as Elohim, I had a str 13 elephant running around near my borders, and decided to try to dominate it with corlindale on a whim. When i upgraded the dominated elephant to a war elephant, it spawned an additional str 13 wild elephant next to the war elephant. The war elephant is still shown as dominated by Corlindale. So i dominated again, and upgraded again and dominated again. Now I have 2 dominated str 13 war elephants and one regular one, which I assume I could continue to upgrade and re dominate until I hit the limit for domination.
 
In an effort to avoid MAF issues, I scaled down to small maps. Unfortunately, the AI has real problems on small maps and rarely expands beyond one or two cities. I think this might be related to lair dispersal as I regularly see multiple lairs close to each other on small maps, like four lairs within a 3x3 square.
 
Hallo and thanks for an awesome modmod! Here are some things I would like to see in the next version of the game.

1. Workable mana nodes. It is strange to me that mana nodes are pointless to have within a citys fat cross. They should, I think, generate commerce, especially in the later stages of the game. Maybe the mana node could give +1 commerce per default, and +1 per late game magic technology (starting with sorcery, and skipping Pass through the Ether)?

2. Same thing about forts, to a lesser degree. They are awesome defensive tiles that you don't really want to have withing the fat cross, since they don't enhance tile yeald. Surely, a fort should generate some extra income of some kind, like commerce or production?

3. A reload option from within the game! Why not? It is incredibly frustrating at times to have to go back to the main menu and start over again.

4. A tweaking is required in the random events. More than once I have been killed by the four goblin units that can spawn as early as turn 12 right next to my capital. Why would you "chase them" if it means the end of your civilization? And also, the prophets that good and evil civz can get should be nerfed. In one game I gained no less than three prophets by just having 50 gold at hand at the right three times. And the killing of the unicorn for +1 health seems too much of a no-brainer to me. And some of the events either give a permanent +1 happiness (too good) or a permanent -1 happiness (sucks too bad). The +1 Happy should require some periodical funding to remain, and the - 1 Happy should be possible to negate somehow. I will play a few games with the "no events" option turned on to see how that feels.

5. While I LOVE the background in the main menu, the pixellated death knight (?) on the load screen is just plain awful. Can this screen be changed somehow?

With few other exceptions, the game is really good. I am looking forward to 1.4!
 
  • Given that we are planning to include Mana as a yield, mana nodes will be extremely important to have in your fat cross.
  • Not sure what our plans are here yet.
  • This is not likely to happen. Given all the python that runs on turn 1 (placement of barbarian lairs, revealing of UFs for Elohim, spawning of several heroes, etc), and the fact that were the map to be regenerated, none of that code would be undone, nor would it be ran fresh for the new map, I have no interest in doing it. Other mods have 'solved' this by moving such code to turn 3 or so, but I far prefer having it as is.
  • Many of those events are better balanced if you play with the latest SVN version. Goblins, for instance, now scale based on tech level, so shouldn't wipe you out.
  • Possible. That's not a menu I've touched, and may be inside a video; If so, I won't touch it. :p
 
Inside a video? It's a regular dds picture, I remember I had changed it for LENA.
 
Hallo and thanks for an awesome modmod! Here are some things I would like to see in the next version of the game.

1. Workable mana nodes. It is strange to me that mana nodes are pointless to have within a citys fat cross. They should, I think, generate commerce, especially in the later stages of the game. Maybe the mana node could give +1 commerce per default, and +1 per late game magic technology (starting with sorcery, and skipping Pass through the Ether)?

2. Same thing about forts, to a lesser degree. They are awesome defensive tiles that you don't really want to have withing the fat cross, since they don't enhance tile yeald. Surely, a fort should generate some extra income of some kind, like commerce or production?

1. Having mana nodes in your fat cross is actually very good, because it saves you the 100+ turns it would take for your borders to envelope it otherwise. And most give you some pretty powerful bonuses anyway

2. You may if you want to make sure those goblins don't kick your ass...:mischief: Anyway forts with a yield is the bonus for dwarven civs and people following runes of Kilmorph, and if you could get both great defensive capabilities and output from one improvement who would build regular improvements? I mean why do you think I always use dwarven settlements with the commander ixnayed instead of mines in games playing RoK?

5. The death knight you say, thats actually my favorite screen.:p

Maybe no events is a hidden option? Not sure here because I always use the double events myself...
 
Awesome ModMod, only thing is the time between turn 1 and 2 was like 1 minute or so. It isn't much, but if you think about it, by turn 250 i'd be expected to wait maybe a day or two.

That's the one thing that has always had me leave FF and FFh after a great 500+ turn game, reloading a game seems like asking Deep Thought for the meaning of life. If there is a RAM or CPU upgrade needed, tell me your specs and I will go shopping for a new one...I've been forstalling an upgrade because everybody tells me CIV4 is optimized for single core and I already have the biggest single core you can get...getting a board with more RAM slots than 2 gigs seems like asking a lot from the second hand hardware vendors, too.

The one gaming change I would like to see is a feature that allows you to go back 1 move instead of having to reload your game again and again. I feel as though most reloads (especially for a gamist punk like me) are simply due to someone exploiting the New Random Seed On Reload option and reloading 'till you get what you want: Whether it's a victory with 25% odds of success or getting the werewolf promo from that village, reloading a game that's over 500 turns long will usually crap out with some error message.
 
Are you guys still working on this mod??? I haven't seen any .svn updates in ages.
 
the last revision is from 6 days ago, a bit early to declare the mod dead, don't you think ?


more seriously, recent revisions aren't game-changing(apart from a few bugs fixed) , we are starting to implement the needed tags for the next main version
 
Hi Guys,

Not sure if this has been mentioned as there are so many posts but:

For balance, I think the ability to hire mercenaries with the world wonder for it should be changed. It is really really great when you have it, it allows easy expansion to garrison a new city and keep rolling with your army, or to instantly defend a surprise attack; but I think it should either be limited in number of units per turn, or with the right tech anyone can get it but the wonder will make it cheaper, for example.

Any commentary would be appreciated,

Thanks,
Naponroy

PS: Great work, I cannot wait for 1.4! :goodjob:
 
Hi Guys,

Not sure if this has been mentioned as there are so many posts but:

For balance, I think the ability to hire mercenaries with the world wonder for it should be changed. It is really really great when you have it, it allows easy expansion to garrison a new city and keep rolling with your army, or to instantly defend a surprise attack; but I think it should either be limited in number of units per turn, or with the right tech anyone can get it but the wonder will make it cheaper, for example.

Any commentary would be appreciated,

Thanks,
Naponroy

PS: Great work, I cannot wait for 1.4! :goodjob:

Pardon me if I misunderstood you but, if it becomes something that everyone one can use, and the builder gets a discount doesn't that sort of make it even more overpowered? I mean its not that cheap to start with so you have to not only have alot of gold on your hands(which means very late game use after you've upgraded all your other units to tier 5's and 4's, and you have to be able pay the unit support costs.

That being said their pretty weak units and since it can only be used in a city and takes away your unit's ability to spellcast, it isn't too much of a game changer offensively unless your fighting a civ that is ages behind you technologically.

I usually only build it myself so another player can't build it.
 
My apologies for working at a hotel, in Florida, during the summer. I should have known better than to get a job that monopolizes my time on a seasonal basis. :mischief:

Yep. Every RiFE player alive has been holding a deep personal vendetta for just that reason. You should have seen that huge thread filled with death threat posts that popped up overnight, and was subsequently taken down overnight, after everyone found out about your seasonal job. Man it was crazy; mothers were insulted, hamsters were abused, it was crazy.:undecide:
 
Pardon me if I misunderstood you but, if it becomes something that everyone one can use, and the builder gets a discount doesn't that sort of make it even more overpowered? I mean its not that cheap to start with so you have to not only have alot of gold on your hands(which means very late game use after you've upgraded all your other units to tier 5's and 4's, and you have to be able pay the unit support costs.

That being said their pretty weak units and since it can only be used in a city and takes away your unit's ability to spellcast, it isn't too much of a game changer offensively unless your fighting a civ that is ages behind you technologically.

I usually only build it myself so another player can't build it.

I think his argument is that if it becomes something everyone can use, then it becomes more balanced, and therefore less overpowered. Right now the Guild of the Nine is very unbalanced, at least in the hands of a human player (I don't think the AI uses it very well). I always know that if I've built it, then I won't lose militarily, although I might lose in other ways (cultural, altar, etc.).

Mercenaries are almost as strong as champions, and you can crank them out by setting your science slider to zero for a few turns. Maybe not a game changer offensively, but defensively, yes -- at least that's been my experience.

People have been talking about rebalancing the Guild of the Nine for a long time now, going back to when it was first introduced in base FfH2. I think the only balance change Kael made was to increase the cost of hiring Mercenaries at one point, but that's been it.

Anyway, you don't find it a useful wonder, I do -- to each his own.
 
I think his argument is that if it becomes something everyone can use, then it becomes more balanced, and therefore less overpowered. Right now the Guild of the Nine is very unbalanced, at least in the hands of a human player (I don't think the AI uses it very well). I always know that if I've built it, then I won't lose militarily, although I might lose in other ways (cultural, altar, etc.).

Mercenaries are almost as strong as champions, and you can crank them out by setting your science slider to zero for a few turns. Maybe not a game changer offensively, but defensively, yes -- at least that's been my experience.

People have been talking about rebalancing the Guild of the Nine for a long time now, going back to when it was first introduced in base FfH2. I think the only balance change Kael made was to increase the cost of hiring Mercenaries at one point, but that's been it.

Anyway, you don't find it a useful wonder, I do -- to each his own.

I guess the main reason I don't like it is because I would have a hard time micromanaging all of the extra units you would be making; and like you said before it wouldn't make fights very interesting. I mean with this you could match the barbs man-to-man and I just don't find that very interesting because it removes alot of the strategy involved.

Isn't there another mercenary mod for the main Civ game-and that seems to pretty balanced, as well as being understood by the ai reasonably well.

Does anyone have a wiki link to a page on Dune Wars?:confused:
 
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