Minor requests and questions thread

I would sugest a addetional Road type the Path that only conect and dont gives any Movement Bonuses. The Path sould be aviable without any Tech reseaches for every Civ and sould be able to overwriten by Road or Trail.
The reason for this Idea is that Weel (at last in my Eyes) is right now very important to be researched early and with path you can connect with workers already with gamestart but with no movement Bonuses.
 
I would sugest a addetional Road type the Path that only conect and dont gives any Movement Bonuses. The Path sould be aviable without any Tech reseaches for every Civ and sould be able to overwriten by Road or Trail.
The reason for this Idea is that Weel (at last in my Eyes) is right now very important to be researched early and with path you can connect with workers already with gamestart but with no movement Bonuses.

how about the path reduces the movement cost to 1 for the tile, that way a worker could move 2 tiles if there was a path on a forested hills while a warrior would still move one?
 
3 short questions regarding minor leaders:
1)How high is the chance to found the cult of the dragon religion when researching mysticism ?
2)How high is the chance to gain ingenious when starting a golden age ?
3)Can I still gain ingenious by starting a golden age after I have already accepted a full trait in exchange for the minor trait
 
The answer to 3) above is no, btw, Hansebenger. Once you lose the Minor trait, you can gain no more traits.


Now, a few suggestions of my own.

I would like to see xp for heroes lowered. Not the cap, just the rate. Tied into game speed, but generally halved. As it stands now, I can take out 4-5 civilizations just using good ole' Lucian if I'm careful.

I'd also like to see xp from barbarians lowered once the received unit has over 100 xp. I know it's already reduced, but I think it needs to be reduced more. For both these suggestions, adopting the fractional xp system from FF might be helpful.

I'd like to see the Orbis mapscripts tweaked to start everyone on a significant river, given how important rivers are in Orbis.

I'd like to see an Elephant managerie building option 8). I'd also like to see the Grand Managerie changed to any 5 animal buildings as a prerequisite. Reintroduction of jaguars and panthers would be nice too. Jaguar warriors 8). Hehe.

I'd like to see ranged damage lowered a bit. Not the ranged combat strengths per se, the actual impact of ranged attacks, particularly at the high end needs to be flattened. Also, XP for ranged damage needs tweaking. In particular, ranged units which cause collateral damage should not get to collect xp for 5 fights at a time (or however many units they hit).

Barbarians need to heal less quickly. I had a 14 strength Half-Ogre Chieftain show up one game and he healed about 4 strength a round. Was game breaking. Generally speaking, with things like early game giants and what not running around, barbs need to heal less quickly, particularly in a player's territory. If Orthus is the concern (and he seems tough enough in the games we play on Epic speed), give Orthus a heal promotion. Base barb heal rate needs to be lowered, IMO.

Some new features I'd like to see as well--Arn't there always? But these above represent mostly tweaks that I think would make the mod even more fun to play 8).
 
3 short questions regarding minor leaders:
1)How high is the chance to found the cult of the dragon religion when researching mysticism ?
For appropiate civ, if no one did it yet (not counting Acheron city)? Should be 100%.
But only Kuriotates, Sheaim and Mazatl can do it.
2)How high is the chance to gain ingenious when starting a golden age ?
Let me check...
If you do not have magic resistant, 50%.
Is it allowed to bump my questions ? Are they too difficult;) ?
It is :)
No, I have just been busy with next version... :p
 
as this is a request thread.... my one major improvement would be if movement could scale with map size. Let me explain. On tiny/ small maps heavy foot units should have 1 move point, lighter scounts should have 2 and mounted 3 points. All other movement promotion should be blocked with the possible exception of magically hasted.

Why you ask?, Well on a small maps with a road network, 6 move points cavalry, hasted, commando (hello Hippus) can move across the entire map in 1-2 turns. In the hands of a skilled human player, a dozen horseman can pillage almsot every single improvement in a rivals empire in a single turn often without any casualties. The current movement system makes sense for large maps, but on tiny/small, it has a negative impact on gameplay.

The movement bonuses are so good that often you dont really have to think about garrsioning units as if you are attacked, your 2 mp infantry on a road or your cavalry can get to the site of the attack execptionally quickly.

I also have some issues around the whole commando promotion as it does'nt make any sense that with the promotion i can suddenly use roads but without it, i simply forgot how to walk move along a road....

Anyway, these are not critism of orbis, the mechanic is in all versions of FfF/Mods etc. For me, i love Orbis and play it about 60%, FF 20%, FfH2 about 10%, FF+ 10%.
 
I have a question, I haven't played FfH in about 6 months because i've got a lot of work but i was wondering if the Arcane Mastery Mod was in Orbis.
 
i m thinking of upgrading my pc next year so i m curious if one of you more hardware knowledgable guys could tell me whats need to play orbis on huge maps without running into slowdowns / memory errors in the late-game ( up to 200 turns huge maps are perfectly playable for me but then it starts to get really annoying with waiting times and crashes )

i currently have a dual core, 4 gigs of RAM and a GTS8800 640mb, running vista 32bit.

i imagine the gfx card doesnt play much of a role (or does it?) for civ4 but what does ? processor speed ? more RAM / a 64bit vista (or windows 7...) ?

or is lategame crashes / slowdowns on huge maps (sometimes even on large maps, but luckily rarely) not related to hardware ?
 
just played a quick duel, definitely had a lot of fun :goodjob:

there's only one thing I really really miss from Wild Mana: the power rating ratio shown next to a opponent's name in the scorebar. that small thing alone makes it a lot more comfortable to play, as you can constantly keep an eye on your neighbours' armies strength :D
 
nope, he is talking about ruins, they are unremovable until they get haunted, but when they get haunted, they get all spooky and planty :P which can be hard to remove in early game.
 
removing regular unhaunted city ruins with sanctify??? :S this is so unlogical that i didn't even ever try that... :S why would the sanctify spell remove city ruins?
 
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