1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

Ideas, Requests, and Feedback

Discussion in 'Rise from Erebus Modmod' started by Valkrionn, Jul 31, 2010.

  1. Valkrionn

    Valkrionn The Hamster King

    Joined:
    May 23, 2008
    Messages:
    14,450
    Location:
    Crestview FL
    Never said we'd use it; Just that that's how I would do it, were I to do it (though who knows if the rest of the team agrees :p).

    It is, however, a very good suggestion.
     
  2. Nor'easter

    Nor'easter Emperor

    Joined:
    Feb 25, 2007
    Messages:
    1,592
    I know you didn't say you'd use it, I was merely complimenting "your openness to suggestions and to considering new approaches." ;)

    I agree that Krieger66 came up with a good one. :hatsoff: Now it's on you to persuade the rest of the team. :bowdown:

    Anyway, glad that we're at least talking about the possibility of a different world spell for the Infernals.
     
  3. Krieger66

    Krieger66 Lord of all things necro

    Joined:
    Oct 3, 2007
    Messages:
    618
    That would be pretty cool if it was implemented...:mischief:
    And then maybe the duration would change by level? With a minimum of 5 turns + (Unitlevel - 1)*2. And-a possibly op suggestion, units spawned from the flame gain half the experience the sacrificing unit had when they are spawned. That is a good idea-it sounds like it would be easier on the ai too.

    @Nor'easter I've never actually had the infernals use their world spell on me before, even when I'm the one to summon them. In retrospect, I don't think I like the mercurian world spell very much...:p
     
  4. Nor'easter

    Nor'easter Emperor

    Joined:
    Feb 25, 2007
    Messages:
    1,592
    I hadn't had it happen to me in a really long time, but it happened in my most recent game, which is why I got to thinking about it and suggesting that the Infernals could use a more useful world spell.
     
  5. Krieger66

    Krieger66 Lord of all things necro

    Joined:
    Oct 3, 2007
    Messages:
    618
    It does sound like it would be annoying, and just end up weakening anyone who allies with the infernals(and weakens the infernals as well, since they get a new city they have to pour manes into that could be half-way around the world from their other cities, like you were saying before).

    Anyway, happy day after Thanksgiving to the players of RiFE and the team!:goodjob:
     
  6. /]rchon

    /]rchon The Art Baron

    Joined:
    Apr 13, 2010
    Messages:
    62
    Location:
    Australia
    I wanted to know is it possible to alter AI behavior with certain races, like I noticed the Lanaun..? (Pirate Race) Who are geared to dominate the oceans and waters of the world with their various better ships and naval units...well never seem to build any ships for naval dominance or offense. Like most other civs they will build a small handful for transport reasons. But even in big island maps and many hours into the games Ive never seen them having anything that could constitute war a fleet.

    You'd think they'd race for naval dominance when the world presents itself as one that can be dominated in such a way.

    And as a suggestion, with a Town improvement on a square, could it be possible for it to provide a small healing bonus (less then a cities) to any friendly or player units staying/sleeping/fortifying on the towns square when the turn ends?
     
  7. JTL

    JTL Chieftain

    Joined:
    Aug 3, 2010
    Messages:
    26
    The AI i not much of a challenge immo because of the great changes in the mod.
    You have to wait after 1.4 is out for that and that can be half a jear or more ahed. :lol:
     
  8. Krieger66

    Krieger66 Lord of all things necro

    Joined:
    Oct 3, 2007
    Messages:
    618
    I know. And early on in the game civs seem to build 20-30 archers and maybe 1-2 melee units(on a good day).
     
  9. CarnivalBizarre

    CarnivalBizarre Warlord

    Joined:
    Sep 18, 2008
    Messages:
    168
    Location:
    Northen Sweden
    I played a game or two on the SVN version as mekara, since I never played them before.

    They were fun, many cool mechanics. :goodjob: One time I ended up neighbour to D'Tesh though and had a hard time getting any slaves, that game was fairly well balanced (on hardest difficulty)

    But with a "normal" start you just declare war on everybody, and collect slaves by the bucketload. One city and a certain win in the end. Seems very overpowered that slaves are great people. Also that they get part of the bonuses that affect all great people through wonders or civics, make them silly overpowered?

    Is that something that has been looked at in the development branch?
     
  10. arcticnightwolf

    arcticnightwolf Emperor

    Joined:
    Jun 8, 2008
    Messages:
    1,301
    Location:
    Prague, Czech Republic
    iirc, Jheral made this civilization because he wanted something really OP in the game :D
     
  11. Krieger66

    Krieger66 Lord of all things necro

    Joined:
    Oct 3, 2007
    Messages:
    618
    They don't seem that op when the ai is playing them...
     
  12. Jheral

    Jheral Prince

    Joined:
    Apr 29, 2009
    Messages:
    502
    Yeah, the whole "Slaves as specialists" thing got out of hands in early versions. I introduced a limit (based on which buildings you have in the city) to how many could be settled in the SVN, and it seems a lot more balanced that way. ;)
     
  13. Krieger66

    Krieger66 Lord of all things necro

    Joined:
    Oct 3, 2007
    Messages:
    618
    I noticed that; it sort of reminded me of the Legion of Dtesh's population gaining mechanism.
     
  14. Jheral

    Jheral Prince

    Joined:
    Apr 29, 2009
    Messages:
    502
    Sort of, which I suppose is mainly because they both come from the same place - too many slaves settled at once is OP. Still, they're supposed to be related civs, so I don't really mind. :p
     
  15. CarnivalBizarre

    CarnivalBizarre Warlord

    Joined:
    Sep 18, 2008
    Messages:
    168
    Location:
    Northen Sweden
    I never noticed a limit on the public SVN? I had 3000 :science:and 1000 :gold: day from my only city, far outperforming all the AI at the highest difficulty level?
     
  16. Valkrionn

    Valkrionn The Hamster King

    Joined:
    May 23, 2008
    Messages:
    14,450
    Location:
    Crestview FL
    Likely just in development svn.
     
  17. CarnivalBizarre

    CarnivalBizarre Warlord

    Joined:
    Sep 18, 2008
    Messages:
    168
    Location:
    Northen Sweden
    Oh, ok. Great. :goodjob:

    How stable is the develop-branch now by the way? The public branch seems pretty stable but not that much activity in it? I had only one crash in my last Mekara game with the public branch, way less that I usually have on the last released one...
     
  18. Valkrionn

    Valkrionn The Hamster King

    Joined:
    May 23, 2008
    Messages:
    14,450
    Location:
    Crestview FL
    Not so much. Some mechanics are only partially implemented.
     
  19. Krieger66

    Krieger66 Lord of all things necro

    Joined:
    Oct 3, 2007
    Messages:
    618
    Like the combat accumulation system? The last time I played with the development version, I noticed you can choose either to take multiple combat promos or the combat II, III, IV, or V promos as well(meaning you could get up to a 200% combat strength bonus). Its still very stable for a development version though.
     
  20. Valkrionn

    Valkrionn The Hamster King

    Joined:
    May 23, 2008
    Messages:
    14,450
    Location:
    Crestview FL
    That's the only part of that system implemented, just to show how it works. The rest of the promotion setup wasn't switched over yet (xml work, rather than dll)
     

Share This Page