Ideas, Requests, and Feedback

Just what the title says: should the Illians -- Auric Ulvin, in particular -- be able to build the Mercurian Gate and summon the Mercurians?

I'm not an expert on the lore, nor have I played the scenarios to see what the relationship is, if any, between Auric and Basium. It's just that I'm playing a game as Auric right now and the possibility of bringing in the Mercurians as a permanent ally seems a bit weird.

I don't really have strong feelings about this, but just thought I'd bring it up for the team's consideration as you go through the next revision.

I summoned him as the infernals once...if I recall correctly, my pc tower exploded and I had to get a new pc. Good thing my insurance policy covers demonic influence-fueled property damage and metaphysical anomolies.:lol:
 
@Magister:

I was hoping you'd weigh in with your knowledge of the FfH lore. Thanks for the info.

@Krieger66:

Some others have written about summoning the Mercurians while playing as the Infernals. Weird, of course, but really funny.
 
When 1.4 is supposed to be released ? where can I find information about the new features ?

btw, terrific mod :goodjob:
 
When 1.4 is supposed to be released ? where can I find information about the new features ?

well ... the best way how to find what will be in 1.4 is to be hanging around and watch the discussion on the #erebus irc channel :D
http://forums.civfanatics.com/showthread.php?t=328588
however you would have to be there regularly to actually get the picture ( and it still wouldn't be complete picture )

here are two somewhat mayor changes described by Valkrionn
alignment http://forums.civfanatics.com/showthread.php?t=432361
religion http://forums.civfanatics.com/showthread.php?t=431977

also if you will go through team-members' posts on this subforum and rife forum, you might also get some hints of the new stuff

and about the release date, it's very uncertain ... right now there's not much work done except the design documents, mainly because it's summer and hamsters are working in hotels on Florida, so ... :D ... it will be released sometime from now to next (2012) xmas - if we are lucky -
 
When 1.4 is supposed to be released ? where can I find information about the new features ?

btw, terrific mod :goodjob:

I wouldn't ask too much about it though, unless you want to incur the wrath of the civfanatics assasins who go after noobs who ask too many questions about the 1.4 release date...:coffee:
 
Could certain buildings act as a shield against the blight? For instance holy cities would not get a health penalty or only get one half as severe as normal due to divine protection, or even allow Stephanos killer to destroy his crown in a city ritual to stop the blight's effects in all of his cities or something?

I mean the blight is killer; I have all health buildings I can build(including apothecary and several world wonders), all resources currently in the 60% of the world I control, and several mages kept there just for their health related spells: the result is -59 extra unhealthiness.

Oh, and the blight still doesn't affect some of the ai players I've seen; I captured a cualli city one turn after the blight hit, pop 24, and it has no unhealth penalty from the blight.
 
I mean the blight is killer; I have all health buildings I can build(including apothecary and several world wonders), all resources currently in the 60% of the world I control, and several mages kept there just for their health related spells: the result is -59 extra unhealthiness.

So what was your population and how much extra health did you have?
 
Something of a balance issue. I if I cast scorch and spring on a tile with a jungle on it, it'll end up the same, but with the jungle changed to a forest.
 
Could certain buildings act as a shield against the blight? For instance holy cities would not get a health penalty or only get one half as severe as normal due to divine protection, or even allow Stephanos killer to destroy his crown in a city ritual to stop the blight's effects in all of his cities or something?

I mean the blight is killer; I have all health buildings I can build(including apothecary and several world wonders), all resources currently in the 60% of the world I control, and several mages kept there just for their health related spells: the result is -59 extra unhealthiness.

Oh, and the blight still doesn't affect some of the ai players I've seen; I captured a cualli city one turn after the blight hit, pop 24, and it has no unhealth penalty from the blight.

Not likely, though the hell/ac system is going to be adjusted.

Something of a balance issue. I if I cast scorch and spring on a tile with a jungle on it, it'll end up the same, but with the jungle changed to a forest.

Not going to be possible for long, so I don't see a need to fix it atm.
 
Not going to be possible for long, so I don't see a need to fix it atm.
I'm allowed to abuse it as much as I want! Woo!

Does that mean terraforming will be removed completely then?

I think Valk is referring to how terraforming spells will become city ritual type things.
 
No, like city-spells that can be maintained with mana.

But how will that impact the ability to have production tiles on plain squares, and grassland tiles for food/commerce? And what about flood plains? If you have a spell that is just changing tiles in a broad area its impossible to micro-manage your yields. For the love of god man, at least tell me its effects are limited to the radius of the city casting the spell?!
 
This has been discussed to death in other threads, so I'm just going to cover broad points.

Terraforming will be largely done via Global Ritual, and City Spell. There WILL be methods for changing just a select few tiles, but are extremely limited in use (IE, one selection per mage, though the mage need not remain there [think something along the lines of a totem/rune/whatever]).

All terraforming will be performed by modifying Temp/Humidity. Just as the autoterraform does now. This means rituals would do things such as increase temperature across an empire... changing some tiles to tundra, others to plains, others to grass, and some even to desert. We will also be implementing a "resistance" mechanic for features; IE, scrubs act to maintain desert (not enough vegetation to hold onto water), forests to prevent desertification, etc.

Yes, this absolutely reduces your ability to micromanage every single tile yield. And it should. The map must be an important consideration; The current terraforming setup completely invalidates the map. Any tile can become any other, so where you settle means nothing; This is not a setup I, or the rest of the team, want to preserve. And it is not one that any amount of argument will save. ;)
 
This has been discussed to death in other threads, so I'm just going to cover broad points.

Terraforming will be largely done via Global Ritual, and City Spell. There WILL be methods for changing just a select few tiles, but are extremely limited in use (IE, one selection per mage, though the mage need not remain there [think something along the lines of a totem/rune/whatever]).

All terraforming will be performed by modifying Temp/Humidity. Just as the autoterraform does now. This means rituals would do things such as increase temperature across an empire... changing some tiles to tundra, others to plains, others to grass, and some even to desert. We will also be implementing a "resistance" mechanic for features; IE, scrubs act to maintain desert (not enough vegetation to hold onto water), forests to prevent desertification, etc.

Yes, this absolutely reduces your ability to micromanage every single tile yield. And it should. The map must be an important consideration; The current terraforming setup completely invalidates the map. Any tile can become any other, so where you settle means nothing; This is not a setup I, or the rest of the team, want to preserve. And it is not one that any amount of argument will save. ;)

Yeah, I definitely agree with you there. Will the passive terraforming of certain civs like the cualli and dtesh be changed too, to go along with this?
 
Cheaper, immediately accessible global rituals. But they will cost mana.

D'tesh and Infernals will likely be exceptions; For the D'tesh, their improvements will act like the "totems" mentioned above. For infernals, they will function much like they do now, as far as hell in their territory is concerned.
 
I know you get flooded with stuff, comments, and suggestions. We all appreciate your work, and if this has been said here or elsewhere excuse my laziness for not reading all of the various civ forums. :)

1) Illians: Aside from the oft mentioned too powerful in the end game (I agree) I want to add that the Godslayer weapon was spawned in my capital every time I got Auric Ascended, making him totally impossible to kill. Intended to spawn there or glitch?

2) Vampire (Calabim) Hero: Reworking him would be good, as his is just basically a slightly stronger vampire and when you factor in feasting for XP, the Hero promotion is pointless (use Sacrifice the Weak with all farms for one/two cities to feast on), then no real big advantage there, unless I am missing something. Please someone who thinks I AM missing something: comment!

3) Although you reworked the dragonslayer, etc. stuff, it might be nice to perhaps have a couple smaller/weaker dragons spawn in the game since it's very unlikely that the Grigori actually get into a position to slay the ones in the game, I have never seen the AI build the White or Black ones.

4) I'd say the AI should really learn to use HAWKS. They are defenceless versus hidden units, they usually dont even try to attack them, even in their own territory. I went through a phase of using shadows to basically clear out a target civ before a war; to the point that both they have nothing, and my shadows might get up to 700+ experience just on constantly circling and killing with hidden + hidden nationaility.

5) Further, on HAWKS. From the CIV4 mechanic of the circling fighter to intercept enemy planes, perhaps the same could be done for hawks: circling cities or bird-bearing recon units and intercepting (thus negating) an enemy's peak. Maybe a hawk could be designated as 'predator' or 'spotter' on construction.

6) Exclusive Promotions: Depending on how you play, of course, you often get these sick (ie: really good) units that are basically unstoppable with almost all promotions: +80% versus every type of unit, +120% strength, withdrawl, movement, blitz etc. To make it more interesting, perhaps limiting directions of promotions could be considered. Like, if you get City Attack, you cannot get City Garrison. If you get vs. melee, you cannot get vs. archers or horse, etc. Instead of +20% strength, maybe just + X% attack or defence, but not both. This would force you to specialize your units and make them vulnerable to SOMETHING, and not just an all purpose killing machine, like when my four immortals basically kill everything with blitz.

7) I think taking cities without seige weapons should be a little harder, and even with them. Some serious defence bonus should remain if the city had walls. Perhaps a "moat" improvement or something could make it harder to take and give a minimum defence bonus to a city (assuming you don't have amphibian). This also makes the Lanun more relevant in landlocked games.

8) (As has been said) early barbarians are really tough, some games I get ruined just by one pesky barbarian 5+ strength when I cannot get axemen for another 100 turns. Perhaps an inside your culture a bonus vs. barbarians would be good, or the ability to "raise citizen army" leashed to within 2 squares of your city, say 6 attack strength. It stops production/growth while in use, requires a city of size 2 or more, and expires after 2 turns. If it dies, you might lose pop or gain unhappiness temporarily.

9) Further on this point, since it is almost impossible to attack strong barbarians/demons in the early game without sacrificing units you don't necessarily have, you have to let them attack your city. If by chance they don't die, they get several promotions and then are unstoppable: you often die. What if in the early game they should only pillage? Is it really realistic that an endless stream of them would constantly be coming anyway? Wait... just I just use "realistic" talking about Rife?

I know this is a long one, I hope it isn't too repetitive and can be useful. We do love Rife! :goodjob:
 
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