Lucky huts

MetalMilitia-

Warlord
Joined
Nov 22, 2004
Messages
132
You can be insanely lucky with huts.

Example: me and a friend played a multiplayergame on deity. through rediculous luck in huts he was able to get way of the wicked playing as shieam from popping huts.

This should really be changed, as it is game-breaking or game-making how many techs you get or your opponents get.

Instead of getting 1 tech, I suggest getting a flat amount of beakers towards any tech. lets say 200 beakers on normal, 300 on epic.
 
You can even get techs like Strenght of will if you spare if for later.:) But if you find it gamebreaking then just turn off goody huts completly.
 
Instead of getting 1 tech, I suggest getting a flat amount of beakers towards any tech. lets say 200 beakers on normal, 300 on epic.

That's pretty much what we're going to do in Fall Further - though a full tech will still be possible (but increasingly rare) upto Prince difficulty. After that it disappears as an option in the same way that a free settler does after the lower difficulties.
 
That sounds good vehem, ill will have to try FF sometime soon. :P

Anyway, no goody huts is not a viable solution. There should still be incentive to send your scouts out to search for usefull stuff in the wilderness.
 
I like to turn huts off for MP. It's not so fun when I have rangers or mages and you have axemen (or I get a free bard and a free commander), because of huts. Even vs AI, it's no fun for one person to be an era behind, hopelessly.

They are fun in SP, but I rarely finish a game with an absurd hut; too easy. Huts should give a percentage of whatever tech you are working on at the moment (people would switch to an expensive tech for the turn they grab a hut :/ Or it could be like Oracle, except applying an amount of research equal to turns (x) (speed modifier) ?

"Pick a tech to apply the village sage to..."

Instead of giving bronze on turn 20, I should just get "Ecofarm has achieved a hut victory!"
 
Hmmm, lots of complaints about the Good things you get from Goodie Huts.

What about those Baddie Huts that are also out there?;)

For example, I was charting (Monarch difficulty) the number of times you get a hostile reaction (read: dead unit) when you are exploring and pop a hut with a non-recon unit. It was close to 75%.

And, what about those crummy Maps?:mad: Yeah, I really enjoy sending my Scouts out into the vicious wastelands to find huts that give me dumb Maps that don't show anything. :p

I have noticed in my games now with this version that the upper limits of Gold received have definitely gone up. It is not uncommon to get triple digits in the amount of Gold with the highest being around 166 for me.

Honestly, I love the early-game exploration phase of FFH and think it is just perfect the way it is now. However, please ask me again after I hit three Maps' Goodie Huts in row. :)
 
Actually I've had a thought about the maps thing. Seems to me that how it is set up, you get a 4x4 area revealed, centered 4 tiles forward of the unit who pops the hut (80% chance per tile it is revealed). Based on what I remember the numbers being (should be fairly close to accurate).


Now, bump the numbers up and it becomes more interesting. Make it a 10x10 area centered 50 tiles out from the unit. nearly guarantees that it hits an area you haven't been to yet in the early game, gives you a reason to explore, but might also show you another continent entirely (or pure ocean, granted). Easy change to make in just XML.


And personally, I tend to only use Scouts on huts until I have a warrior strong enough that I want a hostile response for the free XP :)
 
I wish there was a way to scale the goodies over time. Early in the game, getting a free Scout is pretty nice. Later on, I'd rather have the Barbarians so I can get some EP.

Lately, I've been fooling around with more generous Goodies and less frequent Tribal Villages. That would be even more unbalancing in a multiplayer game, but it makes exploration worth it for a longer time in a solo game. It also can give a boost to the AI civs that get there first.
 

I'm glad you enjoyed :)

Here's a blast from the past, when the fruit tree was like 6 food at start and there was no option to turn unique resources off:

If I start with fruit, by turn 30 I will have double your score and the gap will only increase. Mirror and dragon also break the game, but do not result in double-score almost instantly because tech (gold) affects score less than population total. The remnants are basically +50% hammer production for the first 50 turns.

It's not just overpowered. It requires a rehost.

Would you use it in MP? Who would? In SP, why not just go into worldbuilder and give yourself a few cities and iron golems? Seriously, save me the one sided games and just give me this (on turn 1): "Ecofarm has achieved a fruit victory".
 
Actually I've had a thought about the maps thing. Seems to me that how it is set up, you get a 4x4 area revealed, centered 4 tiles forward of the unit who pops the hut (80% chance per tile it is revealed). Based on what I remember the numbers being (should be fairly close to accurate).


Now, bump the numbers up and it becomes more interesting. Make it a 10x10 area centered 50 tiles out from the unit. nearly guarantees that it hits an area you haven't been to yet in the early game, gives you a reason to explore, but might also show you another continent entirely (or pure ocean, granted). Easy change to make in just XML.


And personally, I tend to only use Scouts on huts until I have a warrior strong enough that I want a hostile response for the free XP :)

I love this idea of allowing those dratted maps to actually show some terrain to the intrepid Explorer. I mean having to risk all those Griffons and such should pay off in SOMETHING!:)

I make it a habit to not fiddle with the code, XML, XYZ or whatever. I have this fear that I will somehow hit the wrong key or we will have a common power outage here in Thailand and I will end up with three-headed Warriors that look like Lindsay Lohan. ;)

I like your last strategy with the Warriors, but I find it hard to get them the XP in the early game. Then, by the time they are strong enough, all the Goody Huts are gone. :(

I think you are just asking for trouble popping Goody Huts with Warriors.
 
I wish there was a way to scale the goodies over time. Early in the game, getting a free Scout is pretty nice. Later on, I'd rather have the Barbarians so I can get some EP.

Lately, I've been fooling around with more generous Goodies and less frequent Tribal Villages. That would be even more unbalancing in a multiplayer game, but it makes exploration worth it for a longer time in a solo game. It also can give a boost to the AI civs that get there first.

I like this idea. I've also thought it would be a good idea if Goody Huts could spawn in unsettled territory later in the game. It would, of course, mean getting 'updated' things from them. Nothing is more bizarre in the late-game than finding an unpopped Goody Hut, killing the defender, and getting a Warrior or Scout. :rolleyes:
 
Nothing is more bizarre in the late-game than finding an unpopped Goody Hut, killing the defender, and getting a Warrior or Scout.

That's not as weird as popping genetics from a hut in vanilla BTS though. Those barbarians have figured out the human genome in their bear-skin lab huts :lol:
 
That's not as weird as popping genetics from a hut in vanilla BTS though. Those barbarians have figured out the human genome in their bear-skin lab huts :lol:

Indeed that is VERY weird, especially since its impossible. The most you can get in a standard civ game from a hut is astronomy.
 
That's funny :D

I haven't played vanilla BTS in so long, I thought maybe there was a new glitch with 3.17

If islands, I always save huts for after optics and calander. Once I hit it. I've only had rare opportunities, when n00b hosts had huts on in MP and I hadn't noticed in staging. Of course, my galleons instantly blockaded everyone and it became like playing vs noble AI. They couldn't get astro without their water tiles (blockade beginning ~turn 70, quickspeed).
 
Indeed that is VERY weird, especially since its impossible. The most you can get in a standard civ game from a hut is astronomy.

In the funny screenshots thread there was a screen of someone getting Future Tech out of a hut.
 
I always change GOODY_TECH into GOODY_HIGH_GOLD in CIV4HandicapInfo. No tech from goody huts.
 
It might make more sense to get a quantity of tech assistance -- confer with the local wisemen about your current studies, or whatever. Make the amount variable, but typically the cost of the lowest level techs. That way, the good luck of repeatedly getting tech help does not turn into the insanely good luck of getting high level techs.
 
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