Ideas, Requests, and Feedback

I like the master buildings but don't have any big objection to changing them. (Except for "if it ain't broke....") I disagree that there's no use for Great Engineers if you can't spam wonders. Nothing wrong with using a GE to pop a key wonder early. And, there will surely be a need to spawn a guild or Steamworks.
 
The master buildings always were and for now still are my favorite aspect of the game. The ability to customize my units really is the key. And they give a great use for Great Engineers since RiFE simply does not give you any time or incentive to spam wonders when all your effort goes into fighting off the barbarian hordes.

*sigh*

I usually build a few wonders in most of my games, although admittedly, I've never used a GE to do so...yet.
About your sig...I think ffh may have stolen Acheron from your story...:mischief:

jking of course
 
Is there any particular reason why the Master of Creation promotion gives a 33% chance to miscast spells? It's a serious penalty... it even affects "spells" such as Feast for the Calabim.
 
Could you change the way combat affects your own borders? Right now it brings you down to pretty much anarchy city culture, even if you are just throwing away summons, and killing the enemy produces almost no change to your own borders. This can get pretty annoying with barbs as you can probably imagine and can lead to starvation if your foods low enough.:cringe:

I know this could be considered a flavor issue, but its also kind of a buzzkill to players either having to risk a unit on a 60-70% combat odds or throw weak units at the enemy and end up starving your city.
 
Is there any particular reason why the Master of Creation promotion gives a 33% chance to miscast spells? It's a serious penalty... it even affects "spells" such as Feast for the Calabim.

I think it's irritating too. I think it was to balance out the power of the Birth spell - is that right? It might be debatable how useful Birth is when you finally get access to it though.

Creation mana is damn awesome :)
 
I think it's irritating too. I think it was to balance out the power of the Birth spell - is that right? It might be debatable how useful Birth is when you finally get access to it though.

Creation mana is damn awesome :)

Problem is, the miscast chance doesn't affect just Birth -or the Creation spells. It affects all spells, even special abilities. As its is, it renders your arcane unit weaker... and it's a prerequisite for Omnipotence? :confused:
 
Basically Valk wanted Creation magic to be extremely powerful while having the potential to go horribly wring (because that's its lore). Nonetheless Creation III isn't working as intended, either Valk didn't know that miscasting stops the caster from casting spells for a few turns or he didn't think that it would affect non-creation spells, I can't remember which one it was. (We've had this discussion before.)

It will be changed and Valk has some plans already but I don't know anything specific.
 
It's master of creation; It allows twincast, but a miscast chance. I didn't know miscast had a lasting effect at the time.

The Master promotions will be removed in 1.4; They do not function with the revised spell system.

Gasp! You mean -completely- removed!? Well, ok... they were "nice". Not easy to obtain, not that particularly strong and completely arbitrary, but I liked them.

Will there be anything similar under the new spell system? Something like customizing arcane unit given their promotions, say fire + earth = access to magma spells? :)
 
A big "hurrah" for the new magic system (and civ-specific cross-sphere spells) :)

EDIT: Another idea. Ye olde FFH2 has, instead of the "Turn XX" counter, a very similar one which instead went "Age of Rebirth, year XXX". It was completely useless, but flavourflul and cool -much more interesting to state that Acheron is born on the year blablabla of the Age of Rebirth instead of "turn XX".
Was it remove on purpose, or just lost into the translation to RiFE?
 
Golem mages seems a bit... odd to me, golems are (with the exeption of Barnaxus annyway) non-sentient. It would be kinda cool to give Luchiurp archmages a golem "mount" of some kind, like a platform with legs. Someone as important as an archmage shouldn't have to walk everywere, right?
 
There are many fantasy books (etc) that feature golem mounts.
 
Can creepers please not have waterwalking? The risen emperor just proved the world is round before I had my 2nd city...:nono:

The barbs still seem a little op, I had a band of archery units(skirmisher and two other uu's) marching around pillaging my territory before I had tier 2 units or archers of my own(excluding the elven village one). Perhaps they can have a research tree for themselves instead of basing their units off other civs? Fallow civs, not having to worry about food, can really out-research us civs who worry about food.:mischief:

I'm sorry again for complaining so much about this, but its a bit annoying.
 
Barbs don't generate science so we can't have them tech. They already diffuse techs from other players, but I wanted this to be more dynamic, to be able to slowly introduce things (as it's +X per player with the tech, meaning lairs will have a low chance to upgrade/spawn for one player with it, higher chance as more research it). We can easily tweak the exact numbers though.
 
I always thought they did...at least in the main game. For example I had infantry and tanks in one bts game, the barbs had riflemen, and most civs had either musketmen or longbows.(though there weren't many left at the time) The barbs didn't have industrialization but they were more advanced then the ai.
How did barbs tech in bts?:confused:

I just had an idea for the barbs and tech, it may overcomplicate them a little though:

it would work like you have it now but for each player who does not have x technology barb units using that tech get a cumulative str penalty promo scaled by map size or number of players(y) still in game.(if its possible to use that as a condition)
for example if y=2 -15% str per player, y==3 -10% per player, y==6 -5%, y>=20 -1%

This would kind of simulate the availability of the technology(where they can get their swords and platemail) and also substandard equipment from poor maintenance.(due to lack of understanding of forging techniques for example)
 
I always thought they did...at least in the main game. For example I had infantry and tanks in one bts game, the barbs had riflemen, and most civs had either musketmen or longbows.(though there weren't many left at the time) The barbs didn't have industrialization but they were more advanced then the ai.
How did barbs tech in bts?:confused:

I just had an idea for the barbs and tech, it may overcomplicate them a little though:

it would work like you have it now but for each player who does not have x technology barb units using that tech get a cumulative str penalty promo scaled by map size or number of players(y) still in game.(if its possible to use that as a condition)
for example if y=2 -15% str per player, y==3 -10% per player, y==6 -5%, y>=20 -1%

This would kind of simulate the availability of the technology(where they can get their swords and platemail) and also substandard equipment from poor maintenance.(due to lack of understanding of forging techniques for example)

They've always teched by simply absorbing techs from players (AI and otherwise).

Your suggestion is far too complex IMO though. Easier to just tweak spawn values.
 
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