Ideas, Requests, and Feedback

Okay, guys. Been disconnected from RifE since a bit of time but I'm hoping to get back to it soon.

I'd like to have some feedback on what you feel should get attention the soonest. Civs, some mechanics, etc.

I'd also like to point that I'm looking forward to polishing the mod as much as possible but I'm not sure where to start. Do you think of any area that'd need some polishing? I'm talking mostly about cosmetic/interface stuff, not (yet) pedias and mechanics.

Don't hesitate to be bold about what you think should get some stick.

I'm like you...I check in on what is going on with RiFE about every week or so.

I just wish the patch would be released fixing the ongoing problems with 1.30. Things like Health, Blight, Lairs, etc.

I think it is great that new content is being planned for each new release, but waiting 3+ months for a game patch is not pleasant. I dunno, maybe the two are intertwined in some way, but I think if you asked most here if they preferred new game features vs. the old bugs, balance issues, etc. being fixed, I think the latter would be the choice.

But, we are a hardy, patient crew and appreciate greatly the time the team devotes to our favorite game.

Maybe we will all have something to be thankful for in a few weeks besides a turkey drumstick????;)
 
your life*, fresh air, and any friendly family members you have may be a start on a thankful list, yes? ;)






*(for Auir)
 
Okay, guys. Been disconnected from RifE since a bit of time but I'm hoping to get back to it soon.

I'd like to have some feedback on what you feel should get attention the soonest. Civs, some mechanics, etc.

I'd also like to point that I'm looking forward to polishing the mod as much as possible but I'm not sure where to start. Do you think of any area that'd need some polishing? I'm talking mostly about cosmetic/interface stuff, not (yet) pedias and mechanics.

Don't hesitate to be bold about what you think should get some stick.

Judging by the number of times Valkrionn has said "thats fixed in 1.31" the most important thing it to do is whatever needs to be done to get that out!

As for the interface, some of the civ specific elements could do with some love. What impact does the grove have on the probability of spawning a spider, is the D'tesh city population cap represented by the happy cap or something else?
 
Feedback:
I love this modmodmod!
However, the speed is very slow compared to FFH2, especially the pedia.
Reading the pedia is the greatest joy, but it's very slow, e.g., if I want to read the 'units', I need wait around 3 seconds to open.
Do others have this problem?
 
Well, no, it redraws it every damn time. Maybe we should make the default filter be one that displays less units... It's not optimal but it would reduce the slowdown somewhat.
 
It's only slow on my machine the first time it loads, put it that way. :p

And if we wanted to do that, then we'd have a filter that displays only default units; Non-uniques. So only display a unit if A)The unit is the default for it's unitclass, and B)That unitclass is not marked as unique.
 
If you do that you'll have 10^5 bug reports because "unit XXX doesn't show up in the pedia".
 
Still, I think doing this for both buildings and units might be a good idea. It was faster on my comp with a default "standard buildings" filter. But anyway, this has low priority ;)
 
well, the sevopedia (in WM) seems to work quite fast.
I had the same issue with RifE.... but not in my last WM game.
So maybe there is something in the way the data are accessed ?
 
Really? I'll check that, thanks :)

Edit: maybe it has to do with it not using icons? I don't know, just throwing the idea.
 
Any possibility of adding additional map types in the next version? The first time I played I was surprised that the only available maps were Erebus and Erebus Continent. (I know, I know, the mod is called "Rise from Erebus," so that might be why, but still.)

Alternatively, can I just move (or copy) maps from the "Unsupported Maps" folder into the "Private Maps" folder? Will that make them available -- without, obviously, messing up the mod?

Thanks for any feedback you can provide on this.
 
Any possibility of adding additional map types in the next version? The first time I played I was surprised that the only available maps were Erebus and Erebus Continent. (I know, I know, the mod is called "Rise from Erebus," so that might be why, but still.)

Alternatively, can I just move (or copy) maps from the "Unsupported Maps" folder into the "Private Maps" folder? Will that make them available -- without, obviously, messing up the mod?

Thanks for any feedback you can provide on this.

The launcher is capable of managing maps for you. Just hit the "manage mapscripts" button, rightclick the maps you want (and shift+select for multiple maps works, btw), and select "activate" in the popup menu. It will move the maps to the appropriate folder for you.

We just wanted to make it quite obvious that we only support those two maps; They contain features custom-made for RifE.
 
The launcher is capable of managing maps for you. Just hit the "manage mapscripts" button, rightclick the maps you want (and shift+select for multiple maps works, btw), and select "activate" in the popup menu. It will move the maps to the appropriate folder for you.

We just wanted to make it quite obvious that we only support those two maps; They contain features custom-made for RifE.

Thanks for the quick reply. I've been a big fan of the Tectonics map ever since it was first introduced in base Civ 4, but if you think the mod plays best with Erebus and Erebus Continents, I'll stick with these two for now.
 
Thanks for the quick reply. I've been a big fan of the Tectonics map ever since it was first introduced in base Civ 4, but if you think the mod plays best with Erebus and Erebus Continents, I'll stick with these two for now.

Well, allow me to rephrase it: If you want to play a map type with oceans, play those two. Tectonics only misses out on ancient ruins and an improved startscript, but you still have flavorstart so it's not that bad.
 
Well, allow me to rephrase it: If you want to play a map type with oceans, play those two. Tectonics only misses out on ancient ruins and an improved startscript, but you still have flavorstart so it's not that bad.

When I play Tectonics I play Earthlike (70% water), so it does have oceans.

Erebus Continents looks good, though.
 
Is there a bug/feature for the Khazad allowing them (as the ai) to build unlimited units on my turn? I've been killing 30+ units per turn for 20+ turns in their capital, and the units shown in the city barely budges. Looked in the WB, and they don't have a stack big enough to sustain such a thing.
 
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