Ideas, Requests, and Feedback

Might it be that because I transferred from the Sheiam, and they used their worldspell (the AI used it after I switched to Hyborem, but before I had acces to Hyb's Whisp), that mine's disabled? I'll try out Birthright Regained in a bit, but atm there's not enough will for me to keep reloading the game through it's crashes (which is my fault, btw, put too many AI's on a too big map, and a big Infernal Faction + High AC + big Taranis faction = lotsa terraforming, lotsa AI battles ;D).
 
I have come up with this suggestion born of the feeling i get that there could be more emphasis on war between good and evil.

The idea is to have a mid/late game ritual available only to evil civs that calls forth a hero who starts a dramatic chain reaction (also incr to armageddon counter).

x turns later all Evil and Good civs change to be at a state of war.

Whats in it for Evil Civs:

The civ completing the ritual gets a hero.
Rewarded with free units (or some other suitable reward) for every good city that is razed.

Whats in it for Good:

Well not alot really its fight or die.
Killing the evil hero should lead to a powerful artifact that can be picked up.

Whats in it for Neutral

Neutral get to choose to either side with good or evil or abstain.
If they choose to enter the war then they become subject to same conditions as outlined above.

The enforced war only ends when either the evil hero is killed or when 50% of good cities destroyed.
I also thought that over/under-council membership could be woven into this event somehow, such as defensive pact amongst the good civs.

So thats it: I think it would make players feel more on edge playing as Good if you have Evil civ near by (and vice versa), currently i can play out most of the game without any war at all (unless i attack).

I know its all a bit sketchy and very LOTR flavoured but i reckon it could be epic!
 
First, I feel the undead should be immune to cold damage....

Not entirely. That's why I said it will be looked at. It was mostly Opera's project, though I kept up with the changes (as with all other changes... :p)

And the D'tesh are fun. :lol:

I did think it was funny their warrior has a 25% to beat a frostling defending in a desert...:lol:

Maybe the ashen veil civs getting protection from blights, horsemen/limited aid from Hyborem according to his approval rating of the civ.(I'm thinking of civ V's city states here...)

Edit: ooooooooo:eek:
I love this civ:goodjob:
 
Re: Hyborem's Whisper, you don't get to choose any AV city you want. You get a choice of three AV cities, one of which will, I think, always be the holy city (if it exists). So it doesn't really matter whether you cast it from a unit or from a city, since you don't scroll the map to find it.

Unless the mechanics have changed since 1.23.
 
:agree:
So I was thinking about the White Hand Religion today and I had an idea. What if, upon completing the draw, there was an x% chance for cities with the white hand to stage an Illians(or Frozen I suppose) rebellion. Thematically it makes sense, since these cities contain followers of Auric. They shouldn't have any problem with him ascending to Godhood.

civs with white hand as state religion should create a permanent alliance with illians after the draw:trophy2nd:
 
Up until Ascension is completed, followers of the White Hand are perfectly able to fight Auric. He is not their god yet. The god of the Illians, sure, but not the god of other peoples. For that matter, it's a game mechanism; If you're playing a different civ, you want a chance to stop the Illians.

After Ascension is completed, all followers of the religion are forced into vassalage under the Illians.
 
Up until Ascension is completed, followers of the White Hand are perfectly able to fight Auric. He is not their god yet. The god of the Illians, sure, but not the god of other peoples. For that matter, it's a game mechanism; If you're playing a different civ, you want a chance to stop the Illians.

After Ascension is completed, all followers of the religion are forced into vassalage under the Illians.

I think I vaguely remember reading something about that in the civilipedia now....:lol:
can they leave the vassalage like in normal civ, and what happens if they convert:confused:
 
They may leave the vassalage after X turns; It is a willing vassalization, not forced, so they can leave peacefully. Most AI's choose not to at that point though... :p It's mostly for the human players, who CAN be vassalized by an AI.

so they would go to war with auric if they left the vassalage??

[offtopic]

I do have a request for maintanence...I noticed that increasing your population also raises maintenance(it increased by about 4 gold with a courthouse after my capital gained a point), could this be changed for fallow civs as they don't generally care enough about their people to support them:dunno:
 
This is coming from a totally unexperienced modder and forum member, but would it be possible to add to RifE Rise of Mankind's concepts of stability and revolution?
If the developers are not interested in doing this, could it be at least theoretically possible? I think it would make a great addition to the game.
 
Valk.. would it be possible in the future if the Elohim purity counter be set-up in Rife?

It's a great module for the Elohim.. and more flavor is always welcome no?

This was originally for Wild Mana I belive.. but "borrowing" never hearted anyone :mischief:
 
Possible, yes. It's just a very large mechanic, and would take a large amount of work to implement well (as in, to have it fit FfH, rather than just thrown in).

I thought so. Thanks for answering. :)

While I realize it could be a lot of work, and definitely not a prioirity, please consider implementing it at some time. I think it would make a fine addition on huge maps and solve some late-game stagnancy.
 
I have a pretty terrible idea that will probably be ignored:D, I thought of the suicide boat for scions of patria while I was playing, a replacement for the man-o-war
it uses gunpowder(with a legate/emperor's cult member as the crewman who rams into and detonates it on an enemy ship stack. "For the glory of the Risen Emperor!":bowdown::bowdown::king:) Its not too big of a stretch for fanatical worshippers' of the emperor to launch a kind of kamikaze attack on his enemies is it, not to mention it would make a different, if not interesting, weapon.

Sloop of the Risen Sun:mischief:
strength: 15, 6, 5:move:
self-destruct on death damaging adjacent units
collateral damage 50%, no ranged attack

On a side note, the pirate mercenary event would also be more useful if the two land units you buy started with hidden nationality.;)

now that Ive made a suggestion about ships in the game maybe I should be captain hook instead of lord dtesh:joke:
 
Just a small note, not sure if anyone brought it up erlier but here goes..

In the info about Svartalfar, wich i guess is a typo and should be Svartalfer (a swedish word for a fantasy race avaible in DoD a swedish roleplaying game, and also from the Norse Mythology).
But the info about them talks about Elves, wich is Alv in swedish, while Svartalfer are another spicies called Alfer and can somewhat be translated to Gnomes/Elf's(not Elves) and are a subgroup of "Vättar" wich is a broad group of swedish/norse mythologicly creatures.

So either they should be Svartalfer and not be in any way related to Elves, or Svartalver and be Elves.

Unless you are from Iceland, where the word for Elves might be Álfar, but again it might actually refere to Elf's/Gnomes rather then Elves. Dont know Icelandic well enought.
 
The names come from Kael, here, so would not be changed regardless.

The generic term for Elf in Erebus is Alfar, however. So it may be a mistranslation, or may be from a different scandinavian tongue (little argument that the name is scandinavian in origin), but either way doesn't really matter at this point. ;)
 
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