Minor requests and questions thread

Rather large differences actually... Mazatl can spread swamps with their workers, Cualli can't. Mazatl are an economic powerhouse, Cualli are conquerers.

Cualli are based on evil shadow-priests though, so adding an evil leader with access to those units rather than the Mazatl priests could effectively combine them.
 
I'm on a lot of different Civ threads but I seem to recall we on the Orbis main thread discussed how a lot of us like the old [c3c] mechanic of setting up a trade routes manually between cities. Usually this was between cities that lack resources the other had. For example, you often have a city on a plain with rivers that generated a lot of food, often times so much so that it was hard to keep the city happy because you couldn't build :culture: buildings fast enough since the city didn't have much in the way of :hammers: not to mention it also generates a lot of :yuck:. What's the point of having a city if all you are building are things to keep people happy and healthy and nothing else.

So I think it would be nice to be able to build a trader unit (could take a lot of time, maybe not) similar to those used now with some of the corporations. So you could create a Trader-Farmer and when created would then transfer 2-3 :food: to which ever city needed food, like a city in the mountains that is mostly there for the mines. Conversely that city could create a Trader-Miner that could then transfer 2-3 :hammers: to that city on the plains that needs the production.

I know you'd probably have to also have a way to delete this trade route but I have no idea how that would work.
 
Another request is a minor one and I'm not sure how easy it is to import other peoples graphic work but I'd like to see more variation in naval units and perhaps cities.

Color me stupid but one thing I don't see to much of in [civ4] as opposed to [civ3] is how the cities look different. Usually in FfH it is your religion that makes the cities different and while that's okay, I sort of miss the diversity. To me it seems that cities under E or O or even RoK don't really look that much different from each other.

I like the old [civ3] mod Rise & Rule (precursor to the current Rise of Mankind mod) which broke up the world into Asian, African, European, Middle Eastern and 'Native' American so that French and English cities would look similar, but the art work for Japanese or Zulu cities would be vastly different.

About the only really obvious way to see this is with the Malakim and Kuriotates. I just wish there was a way, perhaps that maybe the cottage/hamlet/town artwork might be different and maybe even the forts.

Again, that is probably to much work, but I really wish there was a bit more flavor, especially in the naval units. I mean for the most part every races galley looks exactly the same. A lot of mods have done some great work to make some diversity. I mean, if anything, you'd think the "Arabic" Malakim could use the Xebec graphic instead of the Frigate.
 
Another request. I made this before and I don't know if it can be done, but in older versions of [c4w] you had a much easier time creating vassals, especially with cities you had conquered from other players. In FfH/FF/Orbis, it seems you can only do this when these cities are separated by a body of water.

Well playing on certain maps, this is impossible. I'd like to see where you could create a vassal if you have cities a certain distance from your capital. For example, in my current game, I wiped out the Calabim (3 cities) and then took two barbarian cities. Now it would be nice (especially as the Scions where keeping extra cities is a pain) to have the option of break off those barbarian cities as a vassal (they are far away) or perhaps creating the Calabim as a vassal and then giving them those barbarian cities.

I don't know the mechanic, but it seems now, the first vassal you create is a copy of your Civ and then the next is a random civ. If you conquer a civ and then later make those cities a vassal, I'd think the would automatically be a minor leader of that original race.
 
One thing that perchaps isn't extreamly hard to be done... I like playing on Erebus type of random map, but I'd like it more, if it was possible to make Erebus not a flat map with edges, but a globe type. Is it possible at all?
 
One thing that perchaps isn't extreamly hard to be done... I like playing on Erebus type of random map, but I'd like it more, if it was possible to make Erebus not a flat map with edges, but a globe type. Is it possible at all?

The new FfH has a way to do it, plus a feature I like is you can fiddle around with the number of mountain ranges so the map isn't one big maze.
 
Rather large differences actually... Mazatl can spread swamps with their workers, Cualli can't. Mazatl are an economic powerhouse, Cualli are conquerers.
Cualli are based on evil shadow-priests though, so adding an evil leader with access to those units rather than the Mazatl priests could effectively combine them.
I am still not convinced if Cualli are unique enough in mechanics to justify two lizard civs. Adding evil leader and tieing all unique stuff to him has some downsides, too, but may be a better solution.
I'm on a lot of different Civ threads but I seem to recall we on the Orbis main thread discussed how a lot of us like the old [c3c] mechanic of setting up a trade routes manually between cities.
I like it too, but for now I am not sure how to make it.
Another request is a minor one and I'm not sure how easy it is to import other peoples graphic work but I'd like to see more variation in naval units and perhaps cities.
I think we already have more diversity in city graphics than normal civ IV or III. Towns & such should look just like cities soon.
There are not much nice ship models I am not already using, plus the differences between civs should be really big to justify different ship looks.

Another request. I made this before and I don't know if it can be done, but in older versions of [c4w] you had a much easier time creating vassals,
Will try to fix it...
 
the Mazatl-Cualli difference is about equal to
the Ljosalfar-Svartalfar
 
I am still not convinced if Cualli are unique enough in mechanics to justify two lizard civs. Adding evil leader and tieing all unique stuff to him has some downsides, too, but may be a better solution.

I like the sound of that. You could also make certain buildings / units only available to Good / Evil leaders, allowing you to take some of the aspects of the Cualli across from FfH.
 
In regard to the 'Evil' Lizards, I believe that it's too bad that the AI can't figure out good versus evil because the whole name of this Mod (well not Orbis) is Fall from Heaven. So even the Good guys fail but also some evil folks come back into the light.

Anyway, I agree that while it may have some downsides, I'd rather see more alignment specific units as as well as UU versions of the same.

I mean to me, the evil lizards instead of sticking with Kilmorph probably were seduced from the voices from the deep (like Brandeline's Well) and such. Or, prior to the Age of Ice, they may have been very in tune with the Nature and after Sucellus was killed felt that perhaps they had put their faith in the wrong god.

That being said, I'm sure you could say the same thing about every race.
 
Adventurer Mapscript:
Could someone please make a custom mapscript in which each player spawns with an Adventurer (MP compatible!)?

I'm trying to make one but I fail...

Griffons:
I don't want them removed... but because they are so strong they appear all over (because they aren't killed they make nests). I wish there could be TONS of wolves, a few bears, trolls, gorrillas, and a fraction of griffons. It doesn't seem right how there are usually way more griffons than anything else in the game, and it seems that this should be reversed.
I must second this request as well...

I dare to re-ask you Ahwaric, even if for a harsh "no" :p:
How about adding the dynamicCiv names from FF?
OOoo, this one is a good request two. Seconded...
 
I dare to re-ask you Ahwaric, even if for a harsh "no" :p:
How about adding the dynamicCiv names from FF?
 
Is it Great Dreaming? Unless I've missed a patch, it's called Slumbering Coven.
Althought, on topic, that is a good Question.
 
The best I have seen recently is Slumbering Oven :lol:

Regarding the :mad: from civics, it is not good to public happines if cultists enforce their religious law, is it?

@ Opera
I once wanted to add dynamic civ names. It is good for flavour, but makes it harded to spot who are you really dealing with (leader and his traits). So it was put into the box "decide later and check the code ;) " Need to rethink it...

@Cuali & Mazatl
It seems that there is common agreement that Cualli are needed in some form.
I will check what can be done with one civ and just different leaders.
The difference would be:
Mazatl: Sacella & wyvern order (including the wyvern)
Cualli: slavery, shadow priests
Maybe different world spell?
The whole jungle/deep jungle mechanics fits both civs I think.

One thing is worth noting - one civ will disable deathmatch good vs evil lizzies unless both leaders will be added in custom game. But it will certainly be easier to make them fall or become good.
 
@Cuali & Mazatl
It seems that there is common agreement that Cualli are needed in some form.
I will check what can be done with one civ and just different leaders.
The difference would be:
Mazatl: Sacella & wyvern order (including the wyvern)
Cualli: slavery, shadow priests
Maybe different world spell?
The whole jungle/deep jungle mechanics fits both civs I think.

Cualli (as distinct to Mazatl) get:

Leader - Kolshenvak: Aggresive, Agnostic, Cold Blooded (Evil)
Unit - Shadow Priest of Agrannon.
Buildings: Sacrifical Altar, Slave Pits, Capital has Shadow Mana
Civic: Blood And Sacrifice
New trait: Cold-Blooded: Max 1 turn of Anarchy, No Upkeep for Labour civics, +50% production speed for Assassin.

Your best bet might be to put a requirement for Evil alignment for those buildings and Good alignment for Mazatl-only buildings and then combine the races into one.

The Shadow Priest requires Malevolent Designs, Poisons and Gems. It might be quite nifty to change Gems to Sugar - a nod to the Thuggee cult. (OK, so the Thuggee were active in India and the Lizardmen are pseudo-Aztec, but I digress...) A building requirement of Sacrifical Altar for Shadow Priest would prevent them from good aligned lizard-men getting ahold of them.
 
give them a world spell at the beginning allowing them to choose alignment like Kahdi?
 
No idea if you'd use it or not, but I edited the Goum improvement for my mod, thought I'd post here with the new graphic as well. :lol: I think it came out pretty well, but of course I'm biased. :p
Needed it as my mod has a 4 level improvement for the Malakim, while the Yurt -> Goum -> Aduar only has 3.

http://forums.civfanatics.com/downloads.php?do=file&id=12173
 
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