Ideas, Requests, and Feedback

I know at least one of the question will be kinda stupid:

1. Is it possible to alter the "population"-numbers of the game?
It's a small thing, I know, but it bugs me as hell, that even the smallest settlements have ~40000+ people.

2. Far more interesting and complex: Would it be possible, to add an island in the game afterwards as worldspell or one-time-ritual?
I can't get rid of the idea of some "Map to the promised lands" for the Lanun or some other ting like that.
Some new landmass, not too small and only one civ knows where it is, at least at the beginning.
 
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?
i'm not sure, but if Auric is immortal, you have to kill him twice in one turn

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!
the hero promotion also gives you access to promotions like heroic offense/defense, twincast, and so on ...
and also, Calabim hero is SHE

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.
the AI in general is planned after the v1.4

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.
well ... iirc the intercept works only when you try to bombard, and afaik hawks can't do that ...

I just use "realistic" talking about Rife?
... yeah, very ambitious statement :D
 
He/she/it didn't ask about Auric spawning. And I'd say that getting the Godslayer as the Illians is a fairly major design flaw, yes.

Even if it is not a bug, it should be changed.
 
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:

2. Doesn't "he" also get the immortal promo for killing enemy units, that seems pretty powerful to me...

3. You can take out some of the drakes that frequently spawn later in the game.

4. I never use hawks myself; they eat up resources through extra unit maintanence and don't do any actual fighting. I use eyeballs or a recon unit with the perfect sight promo for recon purposes; I've had the ai spot my invisible units so far, and I'm playing on king difficulty. What difficulty do you play on when you have this happen?

5. Doesn't that just turn them into fighter planes with bird graphics?

6. That just encourages going in a single direction, like most people already do. I mean how many people are going to use up 3 extra promos to get city garrison AND city raider, as opposed to getting the combats or the drill/archery promos. The point of these promos in any case is to let less powerful units have a good chance against later units and reward you for holding onto your highly promoted units. I can't speak for anyone else here, but I don't see much of a case for limiting a player's choices for unit promotions when all it would do is force high level units to have to take the "skip promotion" alot earlier in level. From what I'm reading here, you've exclusively played as the calabim, so your not considering other civs that don't gain experience through feeding, and will likely never make it to the point where they have +80% vs everything and 120% strength.


7. Standard units already typically have less strength than defending units, this would just make shelling up as the player a much harder strategy to beat. Most civs need a stack of siege weapons and a good stack of fireball mages to take cities anyway.

8. Use your uber 80% vs everything, 100% strength super units you hate so much.:mischief:

9. No, but it is realistic to not always be able to win every fight. Try to force the unit to take up poorly defencible ground, and attack with your reserves after he takes some damage from attacking, and before he can take his promos.
 


the hero promotion also gives you access to promotions like heroic offense/defense, twincast, and so on ...
and also, Calabim hero is SHE


Ha ha, touché! :blush: So SHE is. I see what you're saying.

the AI in general is planned after the v1.4


Cool.

well ... iirc the intercept works only when you try to bombard, and afaik hawks can't do that ...


Yeah, you're right. It was just an idea anyway, many people might not benefit from this at all, but I use hawks a lot in the early game and especially when playing with friends who are more likely to be sneaky.

Open borders allows you to send hawks all through the world and scout it out in no time, and when friends start sending them (or eyes) over my border I wish I had a counter.
 
2. Doesn't "he" also get the immortal promo for killing enemy units, that seems pretty powerful to me...

Right, thank you, I was asking for comment on what I missed here.

3. You can take out some of the drakes that frequently spawn later in the game.

They are manageable by lots of units already. I had in mind slightly harder units. Another idea: The Illians, for example, have 3 Heros, others just one, so maybe they could lose their dragon, Auric is a FINE late game unit anyway.

4. I never use hawks myself; they eat up resources through extra unit maintanence and don't do any actual fighting. I use eyeballs or a recon unit with the perfect sight promo for recon purposes; I've had the ai spot my invisible units so far, and I'm playing on king difficulty. What difficulty do you play on when you have this happen?

You can get hunting really fast. Not every civ has the mana, or indeed magic, needed for eyes. Often you might have one mana node near you to change, and might not choose the one needed for the floating eye.

Hawks are SO useful to see your neighbour's stength, spot ahead of weaker recon units to be sure you don't lose it to an unexpected barbarian, etc.

Also, with open borders your hawk can fly all around the world scouting those civs and linking up with their neighbours to map out the world in the very early game. Yes, they don't attack, but one or two permanent hawks are very useful.

The AI might spot you, some have units that automatically see invisible units, but most don't.

5. Doesn't that just turn them into fighter planes with bird graphics?

No, becuase they have no ground attack capability. Since it's a fantasy world, I think it suits the game fine, especially as hawks really do kill other birds and not really scout for people. Anway, it would be good if I can't always see either. Maybe shrinking the hawk's sight radius could also be done.

6. That just encourages going in a single direction,

My point exactly. A large part of FFH and RIFE is to force specialization. Why all the buildings needed to build different units? To specialize your cities in more than just which terrain upgrades are around it. So many civs are very specilialzed on direction and terrain. The religions too. Specialization is a big part of this game, it's what makes it so much better than CIV4 where everyone is mostly the same.

like most people already do.

For many units that never get more than a few promos.. yes, but I often have a core group of units I've upgraded from the beginning that aren't specialized at all, just incredibly powerful. My friend had a shadow with 800XP, and for an experiement, I attacked it with more than 40 units and it took no damage from all the units and magic in my stack, I lost them all.

It obviously depends on how you play. However, if you get 4-5 units really high throughout a long game, they are almost unkillable and they alone take over any enemy you fight, with a few others in the stack. Limiting their directions will give them some vulnerability.

I mean how many people are going to use up 3 extra promos to get city garrison AND city raider, as opposed to getting the combats or the drill/archery promos.

Most units no, only a core can be done realistically. If you play a lot, hone your game, it's do-able. I understand that for most people, and the bulk of your units, this won't come into play, but it is noticeable big-time in multiplayer games with players of varying skill levels or against the AI. Are you a squatter/builder player? Try it my way: get a hunter or four, build it (them) constantly on animals and barbarians, upgrade to assassin, become the 'chosen', the black mirror, and then later to shadow and Esus for hidden nationality. Steal Orthus' axe if you can or kill him for early blitz to allow multiple attacks, use movement promos. Never rest the units, always go around and kill all over the world. Kill, kill, kill. You can get one to 900XP in an epic game, kill all the horsemen with no problem if they spawn near you, and the other shadows easily all over 300XP, and can't be killed by anything. You can build a core of other melee units as well in the same way, always attack with them and be agressive. With units like this on a huge 25 civ map by the time you get Phalanx in the late game, I just use them to garrison new cities as they are so weak.

The point of these promos in any case is to let less powerful units have a good chance against later units and reward you for holding onto your highly promoted units.

It won't matter if you have some units like I mentioned that are too good in all areas. Thus the idea of limiting promo directions, maybe +10% strength, not 20.

I can't speak for anyone else here, but I don't see much of a case for limiting a player's choices for unit promotions when all it would do is force high level units to have to take the "skip promotion" alot earlier in level. From what I'm reading here, you've exclusively played as the calabim, so your not considering other civs that don't gain experience through feeding, and will likely never make it to the point where they have +80% vs everything and 120% strength.

I've only played the Calabim once, I am not talking about just feasting, but yes, this is one way to achieve it. Play like I said above, it's hard to resist the tempation to have ridiculous shadows that kill wantonly and unstoppably.

7. Standard units already typically have less strength than defending units, this would just make shelling up as the player a much harder strategy to beat. Most civs need a stack of siege weapons and a good stack of fireball mages to take cities anyway.

Not all civs have catapults, but yeah I see your point. Still, at times, it does seem a little easy. I guess sometimes they just lose.

8. Use your uber 80% vs everything, 100% strength super units you hate so much.:mischief:

:confused: Your wit exceeds you, I was talking about the early game. You always seem to have a sarcastic word in the forum. I am throwing out experience based ideas for the sake of the forum and the game.

I do not expect that everyone play like me, or that any or all of my comments will be used by the RIFE team.

My intention is to give "feedback, ideas" and hopefully to spawn constructive discussion.

9. No, but it is realistic to not always be able to win every fight. Try to force the unit to take up poorly defencible ground, and attack with your reserves after he takes some damage from attacking, and before he can take his promos.

Again, early game, reserves will be limited. Obviously it's not every game, but sometimes you do end up with a crazy barbarian that you can't kill, and you fall irretrievably behind. Maybe I'm a little too frustrated byt hem at times. Yeah, I agree that you shouldn't win every fight, but still, sometimes it's extreme.

I do appreciate the slowing affect that the barbarians have on expansion. :goodjob:
 
You can get hunting really fast. Not every civ has the mana, or indeed magic, needed for eyes. Often you might have one mana node near you to change, and might not choose the one needed for the floating eye.

Hawks are SO useful to see your neighbour's stength, spot ahead of weaker recon units to be sure you don't lose it to an unexpected barbarian, etc.

Also, with open borders your hawk can fly all around the world scouting those civs and linking up with their neighbours to map out the world in the very early game. Yes, they don't attack, but one or two permanent hawks are very useful.

The AI might spot you, some have units that automatically see invisible units, but most don't.

I see what you mean, I usually don't see much point in most of my early games to explore because I mostly play against the ai, who I can use as a source of cities once I expand to the areas I've scouted out. By the time I do major exploration(once I can move units overseas to establish colonies), I usually have either metamagic or arcane barges. I guess because of that I don't build many hawks unless I see the svarts or sidar are near me.

I can't remember exactly, but I thought recon units could see most hidden units standard civs can build.

My point exactly. A large part of FFH and RIFE is to force specialization. Why all the buildings needed to build different units? To specialize your cities in more than just which terrain upgrades are around it. So many civs are very specilialzed on direction and terrain. The religions too. Specialization is a big part of this game, it's what makes it so much better than CIV4 where everyone is mostly the same.

My point is almost everything else is specialized, do unit promos really have to be too? I mean alot of people, me included like being able to have say, a slave hunter who is anti-melee, mounted, and archer so you can capture any barbs who come your way, as opposed to getting a few combat promos(at least untill he levels a bit) and being able to fight effectively against any unit. Seperating unit promos into attack and defense makes it hard for large armies because you might suddenly need additional units for attack or defense, if you suddenly get screwed by the random number generator, for instance.


For many units that never get more than a few promos.. yes, but I often have a core group of units I've upgraded from the beginning that aren't specialized at all, just incredibly powerful. My friend had a shadow with 800XP, and for an experiement, I attacked it with more than 40 units and it took no damage from all the units and magic in my stack, I lost them all.

It obviously depends on how you play. However, if you get 4-5 units really high throughout a long game, they are almost unkillable and they alone take over any enemy you fight, with a few others in the stack. Limiting their directions will give them some vulnerability..

It sounds like your friend got alot of drill promos, that can be killer with units that get alot of first strikes. In that case give a group of mounted units flanking(the third one I think, gives you immunity to first strikes) and with the proper buildings you can get a mounted unit starting at level 4-5 pretty easily. Your friend must have used him alot, I've had an assasin I've used to kill all barbs I come across(including barb heroes), take out lairs, and act as a spearhead against enemy civs.

He peaked out at about 120xp. I had an assasin in my last game I used to take out Margalard and the gorilla hero who peaked out at 200xp, he then took out Stephanos. I play on a small map, or a standard map because thats all my pc can really handle without getting a graphics crash error in the first hundred turns. I mean I'm sorry if I'm missing something here, I just have a hard time believing you can get several units up to 700 xp.

Most units no, only a core can be done realistically. If you play a lot, hone your game, it's do-able. I understand that for most people, and the bulk of your units, this won't come into play, but it is noticeable big-time in multiplayer games with players of varying skill levels or against the AI. Are you a squatter/builder player? Try it my way: get a hunter or four, build it (them) constantly on animals and barbarians, upgrade to assassin, become the 'chosen', the black mirror, and then later to shadow and Esus for hidden nationality. Steal Orthus' axe if you can or kill him for early blitz to allow multiple attacks, use movement promos. Never rest the units, always go around and kill all over the world. Kill, kill, kill. You can get one to 900XP in an epic game, kill all the horsemen with no problem if they spawn near you, and the other shadows easily all over 300XP, and can't be killed by anything. You can build a core of other melee units as well in the same way, always attack with them and be agressive. With units like this on a huge 25 civ map by the time you get Phalanx in the late game, I just use them to garrison new cities as they are so weak.

I do use hunter units alot, mostly to kill of any units who get close to my borders, and to get the animal units early game. I try to use all of my units in combat so I can have a large number of moderately powerful units as opposed to relying on 4-6 to kill any units entering my territory, so I don't a unit caught with his greaves down, so to speak, when a large stack pops up. That being said I have most of my units focused on fighting a certain unit type.

:confused: Your wit exceeds you, I was talking about the early game. You always seem to have a sarcastic word in the forum. I am throwing out experience based ideas for the sake of the forum and the game.

So was I, by the time the tough units you are talking about spawn I can have at least one hunter at combat IV able to take out said units by attacking, or hunkering down in an area likely to be picked by the ai for its path. The ai always goes for the highest defensive bonus tile. And with a civ that gets a terrain attack bonus its painfuly easy to get him onto fatal terrain, though its not always neccesary to do so.

Again, early game, reserves will be limited. Obviously it's not every game, but sometimes you do end up with a crazy barbarian that you can't kill, and you fall irretrievably behind. Maybe I'm a little too frustrated byt hem at times. Yeah, I agree that you shouldn't win every fight, but still, sometimes it's extreme.

I do appreciate the slowing affect that the barbarians have on expansion. :goodjob:

I agree with you there I have problems in some early starts with barbs too; I get this barb spawn and I think "this is more one-sided than the fight at Riovanes Castle against Vellius in Final Fantasy Tactics", but I also have had times where I've gotten lucky in these fights where the enemy is damaged enough by the last battle that I can take him out with another unit. Which is another cool thing about RiFE; I mean strategy and a strong fighting force are essential to warfare, yet sometimes it all comes down to pure dumb luck(like damaging a strong enemy with a weak unit that gets in a lucky shot). Sometimes you win and sometimes you lose, and I can live with that.

And yes, that whole last paragraph was centered around putting in a Final Fantasy Tactics reference.:mischief:
 
Ok. Ok. You had some good suggestions, and I'm sorry for being an ass and resorting to sarcasm. ~And~ for bringing an admittedly bad ass playstation one boss battle into this, that wasn't cool.

@Valk: SO...if I play as WH sheaim I can get two dragons?
 
Thanks for your answers :)

I will have my hawks at the ready, in case an assassin will try to make sure that I won't be asking questions again :D
 
As long as someone else is bringing it up, I too always thought promotion bonuses were a little too big. I know the idea is "it encourages you to preserve units" which might SOUND like enhancing strategy, but in my experience systems like that usually mean "don't you dare take risks". One lost battle produces a snowball effect. According to such a system, the Soviets should have been stomped in WW2 by a single German super tank and airplane

It wouldn't be so bad if the general promotions (drill, combat) weren't so good. Maybe just cut those in half to encourage specialization instead of having all around super powered units that can't even be worn down since they get so many first strikes?

Making this change would also indirectly help bring vampires under control.

It would also help mitigate the problem of someone "feeding" an animal or barbarian unit to the point you can't advance/expand because a level 6 bear (with Orthus' axe!) is blocking you just because some AI kept sending scouts at it. Maybe make it so animals can't gain experience?
 
And it won't be released for another year so there is no need to worry yet :rolleyes:
i wouldn't be so sure about that ...

IRC: #erebus channel said:
[19:11.10]<anw> just to make it clear, my statement, that the RifE will be released next Christmas (2012), was a _JOKE_
[19:11.42]<Jheral> yeah, f*** that
[19:11.48]<Jheral> we're never going to be finished in time
 
My guess is it will be released sooner than 6 months from now :)








[Disclaimer: My opinions do not represent the opinions held by Valkrionn Corp]
 
Sigh new laptop and the Orbis link is broken ..

*reads FAQ* Okay so minor leaders can't gain traits yet ... When it does come out can there be at least 1 minor or emergent leader with the conqueror trait? Both listed in the civilopedia are majors. That trait is the closest I can find to making a federation/empire of different races and cultures. I need diversity!

I want to be that guy that comes out of nowhere and 'unite' everyone by force :P.
 
hi.
I'm playing the clan and i'm noticing 2 things:
-the "there is a whip" ability of the boss's is damaged, as periodicly the troll under the "whip" looses his loyalty promo (each times he "questions his loyalties to our empire"). so you have to manually quit the army/boss, and join again : which always works to get him back into your ranks.
it would be better if the loyalty isn't lost if you are in range... the systems has thus no real effect save being more micromanagement.

-for the horde is not really interesting as most interesting criters comes with the promotion "leashed". Therefore you can't do anything with them save for defense of the capital. there is only the archers and weaks gobs that you get by the bucket.
I built lots a boss and big boss to maintain the loyalty of the "horde" so i can attack.. and I can't

maybe either the loyalty of "there's a whip" looses the leash, or the for the horde promotion.

thanks.
 
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