Minor requests and questions thread

Forts: 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.

I love the fort mechanics, especially to gain important resources. In a recent game I built a wild fort to claim copper (the only source by me) and the next turn the Luchirp used a great bard to expand their borders all around my fort. I wouldn't have had copper without it!

But there are a few changes I would like to see. Forts only give 10% defense bonus IIRC. In a hotseat duel my archers in a fort(built on grassland) were getting owned by a hunter turn after turn until it could upgrade to a keep (by then the hunter was upgraded enough a keep didn't stop him). That just seems ridiculous to me. A fort should be more defensible than a forest at least. In reality a fort would have more defense than a city because they are specifically designed for defense. I would also like to see more options to raise their defense. Like a commander upgrade for a moat causing attacking units to have the crossing river penalty(but not for defense units attacking), and an upgrade for active defenses which gives a chance to damage attacking units. Another upgrade could lessen collateral and ranged attack damage and another promotion upgrade could give units on the tile the walls defender promotion.
 
It takes time to build proper walls, so forts start small. and remeber that you can build them everywhere - in forest and river side, so just plan their placement properly and can be strong from the start.
But I agree, keep is a huge improvement from the fort - but it is only 20 turns and then you get +25% defense and it acts as city, so you can use many special abilities and promotions there.
Walls defender on the other hand could be a nice addition - not sure if for the keep, but for castle - sure. Will try to add it.

Expanding promotions for castle commanders is another good idea, and perfectly doable, too.

Regarding fort commanders, I qiuite them in their current state.
I do not theink they are free - the castle has to be build or conquered, and fort commander does cost upkeep.
Graphics is exactly the same as kuriotate swordsman and I think I should change one of them. Also, I do not understand what the problem with a different graphics is - I think it is better to understand what unit is there...

As for the garrisoning - fort commander represents the permanent troops that guard the castle - man the walls, operate siege engines, do the guard duty. It is quite specialized. But you can always add some extra troops that will make a castle a strong defense point.
 
It takes time to build proper walls, so forts start small. and remeber that you can build them everywhere - in forest and river side, so just plan their placement properly and can be strong from the start.
But I agree, keep is a huge improvement from the fort - but it is only 20 turns and then you get +25% defense and it acts as city, so you can use many special abilities and promotions there.
Walls defender on the other hand could be a nice addition - not sure if for the keep, but for castle - sure. Will try to add it.
What about limiting forts the same way you limit fishing villages in placement?

Expanding promotions for castle commanders is another good idea, and perfectly doable, too.
What promotions are you thinking of?
 
I would like to rename Orbis to "Fall from Heaven 2 - Orbis" so that Sto's mapscript will recognize that it is FF2 and provide the FF2 option screen. However, after renaming the mod folder and fixing the shortcut, I get "GFC Error: failed to initialize the primary control theme". What did I miss?
 
At the end of map generation but before the leader appears, there is a loud, obnoxious honk. You get this even with the music turned off.
 
(Yeah, me again) Where's the code for the corporations? I'd like to fool around with some of the existing ones and I've got an idea for a new one I'd like to try out.
 
At the end of map generation but before the leader appears, there is a loud, obnoxious honk. You get this even with the music turned off.
With which leader? A honk like a "you've made peace" honk? Like you made peace with the animals because you're playing Ljos or Doviello?

(Yeah, me again) Where's the code for the corporations? I'd like to fool around with some of the existing ones and I've got an idea for a new one I'd like to try out.
Orbis/Assets/XML/Gameinfo/CIV4CorporationInfos.xml :)

I would like to rename Orbis to "Fall from Heaven 2 - Orbis" so that Sto's mapscript will recognize that it is FF2 and provide the FF2 option screen. However, after renaming the mod folder and fixing the shortcut, I get "GFC Error: failed to initialize the primary control theme". What did I miss?
Don't rename Orbis' folder. Create a copy of it a rename it to whatever you like so when you start it, if it looks for things in the Orbis folder, it will find them ;)
 
At the end of map generation but before the leader appears, there is a loud, obnoxious honk. You get this even with the music turned off.

I blame the robot devil. :D
 
When filling the woods with smoke there should be a chance to spawn wild animals.

no idea if that is possable to do.

Yrmmrag
 
Also, why doesn't Animals and Orcs fight each other?
And if animals/barbarians/demons actually fought each other they would gain xp without the suggestion I made above.
Will have to look into the code what can be changed, but that would limit certain factions and make barbarians less scary (a fraction would just get wiped out soon).
Come on people, first you want scary wildlands and then you want animals and barbrs limited ;)
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.
Nerefing recon might be needed. I also quite like the idea of minions, but not sure about coding it. I have some doubts, too. What with doviello world spell etc.
What about limiting forts the same way you limit fishing villages in placement?
What promotions are you thinking of?
With recent changes to the AI, it should spam much less forts. I also try to get rid of as much canbuild functions as possible due to memory use.
Regarding promotions:
Like a commander upgrade for a moat causing attacking units to have the crossing river penalty(but not for defense units attacking), and an upgrade for active defenses which gives a chance to damage attacking units. Another upgrade could lessen collateral and ranged attack damage and another promotion upgrade could give units on the tile the walls defender promotion.
I would like to rename Orbis to "Fall from Heaven 2 - Orbis" so that Sto's mapscript will recognize that it is FF2
I think the better (and easier) way would be to just edit Sto's mapscript to work for Orbis instead of FfH. Will take a look, but just in case, what is its name?
That is actually VERY possible to do, and the scorch code in my mod does just that. :lol: Animals and Fawns in woods, Goblins and Lizards in the Jungle, Treants in Ancient Forsts, and Mist Forms in Burnt Forest. :goodjob:
I think I have added this change to orbis, too. It comes from FlavourMod and I included everything I think ;)
Only thing that would have to be ddone is to link blaze to it.
 
Will have to look into the code what can be changed, but that would limit certain factions and make barbarians less scary (a fraction would just get wiped out soon).
Come on people, first you want scary wildlands and then you want animals and barbrs limited ;)
Remember that I usually post ideas without thinking about the big picture... I hadn't thought it would reduce barbarians :lol: It's just that I could imagine them fighting at my borders... Kind of a cool thing. But if I have to choose, I prefer many barbarians AND many animals :D
Also, I'm thinking it may be interesting to reward long-living barbarians who would be sort of "heroes" (not gameplay speaking) for their kind, usually doomed to early death. Like a spell to create a hideout that can create experienced barbarians? Something nasty :p

Nerefing recon might be needed. I also quite like the idea of minions, but not sure about coding it. I have some doubts, too. What with doviello world spell etc.
I'm counting on FF051 for that. Xienwolf talked about the Commander/Minions system in FF forum. Looks very interesting :D

With recent changes to the AI, it should spam much less forts. I also try to get rid of as much canbuild functions as possible due to memory use.
Yeah, I thought of that too. I might try to link the ones we have right now in the DLL.
 
Why did this happen? Playing Svarts, I began with Isolation for Dominant Values (without Cartography). After I researched Mysticism, this mysteriously changed to Local Customs. There was no turn for revolution and I did not make the change myself. At the start of the turn, I got the message "Caradoc has converted to Local Customs".
 
Why did this happen? Playing Svarts, I began with Isolation for Dominant Values (without Cartography). After I researched Mysticism, this mysteriously changed to Local Customs. There was no turn for revolution and I did not make the change myself. At the start of the turn, I got the message "Caradoc has converted to Local Customs".
Huh? What is local custom?
What patch are you running? With patch B, you shouldn't even carry your starting cultural values civic after the first turn. The issue will certainly be fixed in patch C though.
 
I think I have added this change to orbis, too. It comes from FlavourMod and I included everything I think ;)
Only thing that would have to be done is to link blaze to it.

Lies and Slander! :lol: The idea was still from Malakim+, although I think Jean changed the spawn code from what I use. :goodjob:
 
can mounted units get a small bonus to recon units? IIRC there aren't any units or promotions that counter recon.
 
IIRC, Drill I gives +10% against recon units... :lol:
Now that you mention it, it may be a good addition to the Ngomele, a anti-recon line :)
 
IIRC, Drill I gives +10% against recon units... :lol:
Now that you mention it, it may be a good addition to the Ngomele, a anti-recon line :)

Thats right... drill I - but that is nothing compared to shock I and II and anti mount and anti archer promotions. Just an idea as I have had some strong assassins and hunters. - maybe it's not needed... but putting the idea out there.

Anti-recon line? the hunters become the hunted :satan:
 
That would fit the Ngomele (maybe the Doviello too?) because they all are hunters. I guess they'd capable of hunting other hunters :lol:

BTW, it's weird that there is Shock I & II but only one level of anti-archery and anti-cavalry... no?
 
ugh... I better get back from my vacation so I can play Orbis... all I can do is think about the game and post ideas :(

I like the idea of every civ starting out with either an unique item that fits each civ, or on startup each civ is randomly granted a unique item. It could even be a victory condition to collect all the items in the game.

I also remember an idea posted long ago about granting great commanders when a unit wins a battle with less than 10% chances... was that shot down outright? I know commanders should be rare, but those chances could be reduced to 3%-1%?
 
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