Minor requests and questions thread

Here's a trollkin, in the "race" style.

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I think that icons need a rework.
And I agree.
Good thing is, I am currently merging Orbis art with FfH one, preparing stand alone installer - really tedious work...
So, I will check what icons need changing while doing so, and make some cleaning.

In general, I want 3 types of icons:

Racial - current style, red background golden picture

Standard - promotions avaliable at level-up, blue background golden picture

Fancy stuff - spell effects or innate promotions that cannot be selected at level-up

Fancy stuff II - promotions that can be selected at level-up but require special non-selectable promotion to be gained. Heroice attack & defense are good examples. So fancy, but with easily visible I & II. Also, spell sheres are good icons and should fall into this category.

I do not have a list yet, but I remeber a few that are good examples. Perfect sight, skirmisher, keen sight come in mind.

Also, some standard style promotions can use some improvement. I am not happy with improved range, ballistics is not prefect for my taste either.

So, if anyone wants to make a promotion button, be my guest. But I reserve the right to be picky ;)

Also, I am not sure when the list will be ready. But I will try to it soon.
 
Mouse over details would also be nice on the promotions of potential mercenary hirees.
 
Hi, I hope this is the right thread.
I wanted to know if there's any way to remove the guilds? Really enjoying Orbis so far, but I don't like the guilds very much.
 
This request is obviously mindful that wav files don't grow on trees, but is there ever any plans to get different sounds for the Mechanos and Scions. First off, I think at the very least the Mechanos should use the Italian/Roman voice schema but the Scions are just odd.

In fact, how does someone create a file for a voice-over? I mean I could see the Scions being done in English using (sort of) the England's speech pattern altered to be a bit more archaically formal with a bit of a breathy, echo quality to it. So instead of a worker saying, "What do you need?" it would be more ghostly saying, "What doth thou desire?" I mean don't you want to click on your Principes and have them say "For the Emperor!"? :D
 
Well, you can remove them by removing the ability to build the HQ from the Great People units. In UnitInfos.xml, search for, say, GREAT_MERCHANT and you should find something like <ForceBuilding>BUILDING_xxxx</ForceBuilding>. Removing that would make it impossible to found the guilds.
 
This request is obviously mindful that wav files don't grow on trees, but is there ever any plans to get different sounds for the Mechanos and Scions. First off, I think at the very least the Mechanos should use the Italian/Roman voice schema but the Scions are just odd.

In fact, how does someone create a file for a voice-over? I mean I could see the Scions being done in English using (sort of) the England's speech pattern altered to be a bit more archaically formal with a bit of a breathy, echo quality to it. So instead of a worker saying, "What do you need?" it would be more ghostly saying, "What doth thou desire?" I mean don't you want to click on your Principes and have them say "For the Emperor!"? :D
I'd rather hear them speaking some sort of latin :)
 
yeah, latin is good!
 
This is a tad bigger than a 'small request,' but I'll ask anyway.

I like how Orbis gives the player a chance to discover resources if a plot is upgraded. What's odd to me, however, is that when a farm is built, there is a chance of discovering plantation resources. If one chooses to take advantage of those resources, they build a plantation and thus lose the food bonus from the farm.

My suggestion is this: allow players to build plantations on plots without plantation-based resources, which would then have a chance of discovering such resources, while farms retain the chance of discovering their resources. Plantations would ideally grant mostly commerce and a small amount of food, while farms would remain largely unchanged.

If a player wants less money and more food, he or she will buld food; if the player wants commerce, then he or she will build plantations.

Too much?
 
If a player wants less money and more food, he or she will buld food; if the player wants commerce, then he or she will build plantations.
isn't that exactly what towns are for though? i play erebus continent maps and having enough resources is *never* an issue, there's no way i would ever sacrifice food (or commerce, if i was running a commerce economy) for the chance at discovering a resource...
 
Sure, you could build towns. My suggestion doesn't remove anything from the game. My reasoning is that plantations can provide a middle-ground of sorts between towns and farms, providing more commerce than a farm, less than a town, but more food than town, but less than a farm.

All I'm really suggesting is the ability to build a plantation without the normally required resources, like how farms are built, with a subsequent chance of discovering plantation resources. You don't NEED rice, wheat, etc. to build a farm, why do you need resources to build a plantation?

Edit: I agree with what you're saying about not sacrificing food. But building one or two plantations for a chance at discovering a resource, and adding some commerce at the same time might be worthwhile. At least some people might think so. If anything, it's another option for players to consider.
 
This is a tad bigger than a 'small request,' but I'll ask anyway.

I like how Orbis gives the player a chance to discover resources if a plot is upgraded. What's odd to me, however, is that when a farm is built, there is a chance of discovering plantation resources. If one chooses to take advantage of those resources, they build a plantation and thus lose the food bonus from the farm.

My suggestion is this: allow players to build plantations on plots without plantation-based resources, which would then have a chance of discovering such resources, while farms retain the chance of discovering their resources. Plantations would ideally grant mostly commerce and a small amount of food, while farms would remain largely unchanged.

If a player wants less money and more food, he or she will buld food; if the player wants commerce, then he or she will build plantations.

Too much?

Sure, you could build towns. My suggestion doesn't remove anything from the game. My reasoning is that plantations can provide a middle-ground of sorts between towns and farms, providing more commerce than a farm, less than a town, but more food than town, but less than a farm.

All I'm really suggesting is the ability to build a plantation without the normally required resources, like how farms are built, with a subsequent chance of discovering plantation resources. You don't NEED rice, wheat, etc. to build a farm, why do you need resources to build a plantation?

Edit: I agree with what you're saying about not sacrificing food. But building one or two plantations for a chance at discovering a resource, and adding some commerce at the same time might be worthwhile. At least some people might think so. If anything, it's another option for players to consider.

That's something that's actually in RifE. Although thanks to Opera we 'spread' Organic resources, not discover them... Basically means you must already have some of that resource for it to be discovered. So you can spread Corn to your farms, but won't get Rice until you find some naturally.


Currently rebalancing it so every improvement has a role, which is rather important given that in RifE, as with FF, you don't need a tech to build improvements. The tech just makes it build faster. ;)

Some charts of the rebalance:
Spoiler :

ImprovementNiches.jpg

ImprovementYields-1.jpg


Edit: No, Winery is not forgotten about; Merging it with the Plantation. ;)
 
You clearly could merge camps and yaranga.

But like I said before, I don't like this system, so I don't really care :p
 
You clearly could merge camps and yaranga.

But like I said before, I don't like this system, so I don't really care :p

:p

Actually, I'd prefer not to merge them. One is available anywhere, and increases production. The other is snow/tundra specific, and raises commerce as well as having more food for the Doviello. :goodjob:
 
Make them available anywhere and raise both. I don't see why you need to differentiate them :confused:
 
Close to derailing the thread, so this will be the last post I make on the subject here. Can talk about it in the Wave. ;)

Camps, by virtue of being a 'secondary' improvement, should be worse than a Pasture. In this case, they will only ever have 2 yield (1:food: 1:hammers:), and that's AFTER a mid-game tech.

Yarangas, however, were meant to boost Tundra starts. The Doviello have an affinity for them (They like FoL and tundra; Yarangas accomodate both of those, and give them higher yields) but they are available to anyone in the appropriate terrain. Yes, they could be merged, but doing so would make Tundra starts more painful again, or make camps stronger.

Honestly, I had originally given the Doviello higher yields for Tundra, but decided I didn't like that. They don't particularly LIKE Tundra, they just live there. What they DO like (in my mind) is hunting/herding. Which is what the Yaranga is for. ;)
 
Why would it hurt to merge them...? Tundra starts wouldn't be more painful since you'd be able to put a camp there.

But the thing is, you're trying to make terrains not so strategic anymore. First we have terraforming, then we have things to make terrains "less painful". I think it goes against the purpose of terrains :confused:
 
Why would it hurt to merge them...? Tundra starts wouldn't be more painful since you'd be able to put a camp there.

But the thing is, you're trying to make terrains not so strategic anymore. First we have terraforming, then we have things to make terrains "less painful". I think it goes against the purpose of terrains :confused:

Honestly, I think this is a much better method than terraforming. Yes, the Yaranga makes the start less painful, but aside from the Elves (special case) how long are you really going to want to keep one? It's 1:food: 1:commerce:. On Tundra. It will never be the equal of a grassland improvement, or honestly as useful to me as a mine or workshop... It just lets you get that initial population you need before becoming unnecessary. Unless you're Doviello or Elven.

That said, I do like the idea you had in #Erebus (Unique camp upgrade for the Doviello), so I'll think about it a bit more.
 
This request is obviously mindful that wav files don't grow on trees, but is there ever any plans to get different sounds for the Mechanos and Scions. First off, I think at the very least the Mechanos should use the Italian/Roman voice schema but the Scions are just odd.
I'd rather hear them speaking some sort of latin :)
And latin for Scions it is. Patria is modelled after roman empire after all.
For Mechanos, I want italian sounds. There is (was?) one set around and I promised myself to take a look and try to use it instead. Will try for 0.30.

Close to derailing the thread, so this will be the last post I make on the subject here. Can talk about it in the Wave. ;)
Yeah, especially as it is more related to Rife than Orbis ;)
Not that there is much traffice here anyway...
 
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