Minor requests and questions thread

It ain't all that hard to get him to level 16 when you have one of your vampires bite him and so he can just gobble up population for XP :)
 
It ain't all that hard to get him to level 16 when you have one of your vampires bite him and so he can just gobble up population for XP :)

must try that :)
 
can u plz put new items on this game plz like a shield armor or something like that so its coem like a real rpg!! come on , or some1 that can do a mod , do that plz ç____ç for example , an excalibur sword that u find in a stone but protect by a huge monster maybe a dragon!!!! how about a boots that make u to fly maybe , the boots of elio , just and idea!! coem on ç___ç i really like a rpg things!!!
 
can u plz put new items on this game plz like a shield armor or something like that so its coem like a real rpg!! come on , or some1 that can do a mod , do that plz ç____ç for example , an excalibur sword that u find in a stone but protect by a huge monster maybe a dragon!!!! how about a boots that make u to fly maybe , the boots of elio , just and idea!! coem on ç___ç i really like a rpg things!!!

Such items as a result of dungeon quests would be OK, but a means of manufacturing and deploying such items would be a micromanagement headache. Ideally such artifacts should have some kind of background and place in the FFH universe, such as The Orb of Succellus in AoI.
 
Lutefisk Mafia is/was making a Dungeon adventure mod. Right now it isn't updated but he might end up making a huge dungeon crawler RPG.
 
There are already plenty of items that can be found in dungeons or got from an event. Also, some heroes drop their weapons when defeated (Orthus, Hyborem, Rathus, Alazkan...)
FfH have some and I added some of my own and FF items.
I think the current amount and chances to get them are fine as these are really special and powerfull. Do not plan to add much more - and if I do, there need to be reason for it. And certainly no manufactured items - metal weapons and duskwood are just as much as there should be.
FfH/Orbis is a strategy game with rpg elements and I want to keep that as it is, not to turn it into standard RPG.

But if someone wants to make a modx3 centered on rpg elements, please be my guest :)
 
There are already plenty of items that can be found in dungeons or got from an event. Also, some heroes drop their weapons when defeated (Orthus, Hyborem, Rathus, Alazkan...)
FfH have some and I added some of my own and FF items.
I think the current amount and chances to get them are fine as these are really special and powerfull. Do not plan to add much more - and if I do, there need to be reason for it. And certainly no manufactured items - metal weapons and duskwood are just as much as there should be.
FfH/Orbis is a strategy game with rpg elements and I want to keep that as it is, not to turn it into standard RPG.

But if someone wants to make a modx3 centered on rpg elements, please be my guest :)

thank you for saving my eyes
 
Question: is there a way to remove haunted lands from a tile? It always makes me wary of placing a town near it (when not the Scions), what with the lost food and penalties for being in it.

Request: could you perhaps make the Cult of the Dragon event that kills production in a city more rare or something in the early game? Two games in a row, in my only city (:mad:), I lost the production on my first settler, which was 60%+ done. (:aargh:)
 
Why do Ruins still spawn Lizardman even though those aren't Orcs units anymore? I think they should spawn something else, like a bandit. Bandits would quite fit a Ruin, I think. It could be cool to have a Lesser Werewolf too, capable of turning units it defeats into Lesser Werewolf, say, 10% of the time. We just don't have enough werewolves!
 
We just don't have enough werewolves!

AMEN! More is better :love: :D

Castra Legionis: Melee units + 3 xp, Legio Formation training at lvl 6(?)
Knightly Order: Mounted units +3 xp, squire at level 2, various at level 6 (these depend on religion yes?)
Naval Academy: Naval units + 3 xp, some additional bonus at lvl 6.
Wild Haven: Recon units + 3 xp, additional bonus at lvl 6.
Engineering Corps: Siege units +3xp, additional bonus at lvl 6.
new building to replace Military Academy: Archery units +3 xp, additional bonus at lvl 6.

Could you give the Master Smith promotions to the Castra Legionis and other master promotions to the other buildings (and the ones from FF+ for master siege to Eng Corps)? Plz :D This seems more fitting than the way FF handles those promotions as well it would be more fitting than putting them in the guilds.
 
Why do Ruins still spawn Lizardman even though those aren't Orcs units anymore? I think they should spawn something else, like a bandit. Bandits would quite fit a Ruin, I think. It could be cool to have a Lesser Werewolf too, capable of turning units it defeats into Lesser Werewolf, say, 10% of the time. We just don't have enough werewolves!
No, but neither are hill giants. Just a bunch of wild lizardmen living in the ruins of their once-great cities.
I think there are werewolves spawned for animal civ from time to time.
What purpose would lesser werewolf serve? You can already build duin and spread the curse or use doviello lycanthropy.
Could you give the Master Smith promotions to the Castra Legionis and other master promotions to the other buildings (and the ones from FF+ for master siege to Eng Corps)? Plz :D This seems more fitting than the way FF handles those promotions as well it would be more fitting than putting them in the guilds.
Might be what I am looking for. Will take a look at master promotions.
 
I kinda like barbarian spawned lizardmen. When playing as Mazatl, the beginning of the game is a guerilla civil war against the other alignment lizardmen.
 
Bleh! I try my best not to post suggestions since I damn well should learn how to mod instead. But... I really don't like the current system with castles. The spam is back and the commander looks weirdly out of place.

So I was thinking that instead buying a commander in the castle you put one of your own units there. The "flag" icon let's you install the unit as the commander of that castle (for say 10 gold) and it gets a "Baron" promotion. "Baron" adds +1 xp/turn BUT also makes the unit immobile for 10 turns. Please also restrict castles so they can't be built next to a tile that already has a castle in it.

Why do I suggest this? Well with the wilderness being a lot more dangerous then earlier versions of Orbis I would really like the ability to train my units between onslaughts. It also solves the issue with commanders looking very out of place, and being mere xp fodder around midgame.

Perhaps even a tier system? Fort gives "Baron" promotion (1xp/turn - immobile for 10). Keep gives "Viscount" promotion (2xp/turn - immobile for 20). And castle gives "Earl" promotion (3xp/turn - immobile for 30). Xp caps out at lvl 11, just as if "farming" barbarians/animals/demons.
 
Oh and perhaps lairs giving +1 xp/turn for the animal/barbarian/demon that's guarding it? I rather have this solution then the current strength 10 animals. Makes Beastmasters insanely strong since I can just run out into the wilderness and come back with a nigh unstoppable army.

Would also be neat if a lvl 10 animal automatically received the pack leader promotion. Also please add the sentry line of promotions to animals?
 
Forts: do you mean you would want forts unit to be moved out of the fort after x turns and replaced by another? I quite like the fort mechanic already... then I don't use it much. Much more than in BTS or FFH, mostly to protect chokepoints or coastlines. Can I ask you to explain again what is bothering you? I'm having trouble with my brain :lol:

Animals: I wanted to create such an army but I had trouble, the animal I mastered being hidden nationality and thus attacked by others animals and, as it had low health, it was killed. But yeah, str10 animals are tough. That's cool I think :)
 
Forts: do you mean you would want forts unit to be moved out of the fort after x turns and replaced by another? I quite like the fort mechanic already... then I don't use it much. Much more than in BTS or FFH, mostly to protect chokepoints or coastlines. Can I ask you to explain again what is bothering you? I'm having trouble with my brain :lol:

Animals: I wanted to create such an army but I had trouble, the animal I mastered being hidden nationality and thus attacked by others animals and, as it had low health, it was killed. But yeah, str10 animals are tough. That's cool I think :)

Nope. I just want the unit I assign as the "commander" to stay put for x turns. After the turns are up I can choose to grant the promotion again. Just one unit is a commander in each fort of course. ;) It's not that something is bothering me about the current system. It's just that I feel that castles are so neat that they could be expanded further. The current castle commander is annoying in that it's a "free" unit (I should have to sacrifice something to claim a castle) and that it doesn't look anything like the other units in any civilization.

The "sacrifice" I suggest is that you simply put one of your own units in the castle to claim it. But to compensate for this I imagined that you get free xp for doing this (just like the current castle commander does). To keep this from being abused, and to help the AI to actually use the improvements, I imagined that the unit gets locked in place for a time. Since the AI upgrades it's units fairly well this would also make forts more of a challenge in the late game when the current commanders are a complete pushover (AI doesn't use their ranged attack).

You know you can remove the hidden nationality promotion on the same turn you catch the animal? No movement doesn't mean that you can't use abilities. This also allows you to "pop" lairs without sacrificing one turn of movement. And sure, a few strength 10 animals are cool. A few dozen of them, which is very easy to "farm", is basically a free and very strong army as soon as you get Rangers.
 
Nope. I just want the unit I assign as the "commander" to stay put for x turns. After the turns are up I can choose to grant the promotion again. Just one unit is a commander in each fort of course. ;) It's not that something is bothering me about the current system. It's just that I feel that castles are so neat that they could be expanded further. The current castle commander is annoying in that it's a "free" unit (I should have to sacrifice something to claim a castle) and that it doesn't look anything like the other units in any civilization.

The "sacrifice" I suggest is that you simply put one of your own units in the castle to claim it. But to compensate for this I imagined that you get free xp for doing this (just like the current castle commander does). To keep this from being abused, and to help the AI to actually use the improvements, I imagined that the unit gets locked in place for a time. Since the AI upgrades it's units fairly well this would also make forts more of a challenge in the late game when the current commanders are a complete pushover (AI doesn't use their ranged attack).
Hmm... I quite like that. I'm more thinking that the unit in a fort should be named a "Fort Garrison" or something along those lines. Sacrifying a unit to get the Fort Commander is a good idea I think. I'm not convinced by the x turns things though. Why not just make it like it is currently, keeping the fort commander in place? The only issue I see is that you could put, say, an Immortal and have a pretty powerful commander... Which would certainly break things. If it is mostly for the unit's graphics, I'm sure another solution exists.

You know you can remove the hidden nationality promotion on the same turn you catch the animal? No movement doesn't mean that you can't use abilities. This also allows you to "pop" lairs without sacrificing one turn of movement. And sure, a few strength 10 animals are cool. A few dozen of them, which is very easy to "farm", is basically a free and very strong army as soon as you get Rangers.
Damn. I forgot about that! I guess a captured animal should be Hidden Nationality and hasCasted, then... I'm also thinking that the Commander/Minion mechanic to be brought by FF will be very interesting here. You would be able to set it so animals are ranger/beastmaster/whatever minions and thus limited in numbers, like 1 for a hunter, 2 for a ranger, 3 for a beastmaster...

Wow, I really want this <_<
 
@Ahwaric

About the Lesser Werewolves: I thought they could be an early unit. Right now, werewolves don't enter the game until very late. Having savages/animals lesser werewolves able to create more werewolves in something I would like to see :D

Also, why doesn't Animals and Orcs fight each other?
 
Wow, I really want this <_<

A limit on how many animals you can catch but they become minions? That's an awesome idea! :clap: Nerf the hunter line units and let the minions do the fighting. Heck, the graphics even match your suggestion.

And if animals/barbarians/demons actually fought each other they would gain xp without the suggestion I made above.
 
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