Minor requests and questions thread

Just looked at Herne and found he is rather lacking, he is available about the same time as Centaur Lancers so I will compare him to them,

Strength
Herne: 11
Lancer: 14

Offensive Withdraw
Herne: 25%
Lancer: 35%

Defensive Withdraw
Herne: 0%
Lancer: 18%

City Attack
Herne: -20%
Lancer: -40%

Starts With
Herne: Blitz, Hero, Centaur
Lancer: Centaur

Otherwise they are identicle. Not too impressive for Herne
 
You may be interested in this post... Not sure, as forts are more useful in Orbis, but if I had people asking for it in RifE (Which has the same code), I figure you may want it. ;) http://forums.civfanatics.com/showpost.php?p=8627391&postcount=680

Rather than flatout block fort construction for automated workers, I've added a new Player Option (As in, in-game option. "Leave Old Improvements", etc), that blocks automated construction of all <bOutsideBorders> improvements. Since it's only construction by units, the ONLY improvement it conflicts with is Pirate Harbors... Which you generally don't want your workers building on their own anyway.

It only applies to the current player... You could probably write it to apply to AI players as well, but I didn't see much point. They don't spam forts in RifE (too much else to build), and when they do build one it's useful.
 
Think there's a group of like-minded folks that prefer the No Settlers game option. It effectively makes the game more dangerous due to non-controlled terrain and greatly slows the time until the map is consumed by cultural / territory.

Couple of things I've noted with this game option:

1) Kurios are a powerhouse. Their limited number of cities is totally offset by not being able to make many (any) to begin with. The "third ring" is wicked. Recommend they lose Sprawling with No Settlers on to even out the civ.

2) I *think* Scions can found cities using the Awakened ability. If they can, this is clearly not in the spirit of "No Settlers." Recommend the found city ability stripped from these units under No Settlers.

Both civs prob deserve a little boost as well as these are key components of these civs core competitive advantage. It's just too great in that game option.

Another idea is around a new game option - limiting the number of cities / Settlers based on technology advancement. Limited to one/two cities in beginning of game. Perhaps with the discovery of Code of Laws another city is possible. Had thought about this being linked to civics - but not sure how the game could handle swapping to a lower civic that no longer allows the greater # of cities. Intent to this game option would be a middle ground between to No Settlers game option and the unconstrained limit in normal game.
 
Oh - one other thing (not settler related) - is it just me or is RoK like the default go-to religion in the game? Sure there may be circumstances to go for FoL or OO but 9 times out of 10 I'm headed to RoK - purely for the Econ and Happy benefit. Mostly I could give a rats about the dwarf units - since I have to already get mining / combat type techs chances are I'm making axe/swords anyway. Arete & Bambur are nice too - but not the primary reason to get RoK. And once you're at RoK there's not much incentive to switch out to another religion.

So what's my point. How about some other early game religions? I know there's some lore and technical issues to hammer out to make that happen, but it feels like it's Orbis: The Dwarves.

Alternatively, there could be some generic / universal early game religion that wouldn't have a holy city, or racial ties, that provides the happy benefit. Maybe at Mysticism, you get "Spirituality" or "Worship the Spirits" - a disciple for that, and the ability to build the pagan-type temple. And that's it - no priests, no high priests, no special techs, no special civics. Thinking here is that this would be faster to get to, not tied to a whole lot of flavor or lore, easy to code, and not take away from the other religions.

Don't get me wrong - love the game - it's my addiction, but either diversity (or even a generic religion) would be great.
 
Generally, FoL is considered the go-to religion in the early game, as the forest economy is superior to all others in it's current form.
 
Generally, FoL is considered the go-to religion in the early game, as the forest economy is superior to all others in it's current form.

Really? (not a confrontational "really" but a inquisitive "really") Not debating it, just never tried that path, honestly. Just didn't appear that way - +1 gold per city, +1 gold per temple - hit the holy city +1 per city with it, +50% God King... from a pure top-side gold perspective, RoK appears to be gold-friendly. What's the path with FoL? I'm guessing it's like cottages + Survival? Can non-elves build cottages in the forests now? Maybe I'll have to play around this afternoon with FoL! Haha you just gave me a homework assignment!

Edit: Either way, think the original logic still applies... having an earlier, more generic religion I'm still advocating for :) Especially one that doesn't make me become an elf or a dwarf!
 
Well, actually, it's a combination of several factors.

1) The relative weakness of farms in comparison with forester's lodge.

2) The relative strength of the lodge when combined with ancient forests, WotF commerce bonus, survival, levees, and river ports, creating a potential 4:food:/4:hammers:/4:commerce: riverside grassland tile. For riverside hills, -1:food: and +1:hammers:, and you can add an additional :commerce: to all of them if you pick one of the financial leaders.

And you don't have one or two of those per city (like plantation resources or whatever), but several dozen extending throughout your empire.

Don't worry though. In the Civics and Improvements thread, we've been discussing reigning it in, so it will likely be much more balanced in the next version (.30).
 
I can see how FoL can be powerful - that's for certain. Will have to check this out!

In either case - thoughts or feedback on the idea about "religion light?"
 
I've never played the "no settlers" option so perhaps I'm talking out of my behind here, but I was thinking that it would allow for slower growth, make playing smaller maps more interesting (especially for those who have to play them due to computer constraints).

I'm thinking that the barbarians cities end up being your "new cities" as the pop up and you run out and capture them.

However, I was thinking that perhaps instead of a "no settlers" option, there might a second option where either a settler shows up randomly after a certain number of turns. Randomly in that while every Civ would get a settler after a certain amount of time, the actual turn would be random as in Mechanos might get their settler on turn 103 but the Malakim got theirs on 92.

Another thought is that settlers can only be built after a city reaches a certain population like 6 or 8 to show that you need enough of a base population before being able to afford to split off enough settlers that can survive in large enough numbers to create a new city.

Obviously the Scions and the Kuriotates would need some sort of fiddling.

Anyway, just a thought after reading some of the above posts.
 
Another idea - how about making multiples of a resource useful as well - right now ya just trade / give it away. Maybe horsemen have +1 horse affinity? Coffee provides +3% research cumulative. Other ideas?
 
Another idea - how about making multiples of a resource useful as well - right now ya just trade / give it away. Maybe horsemen have +1 horse affinity? Coffee provides +3% research cumulative. Other ideas?
Guilds ;)
 
hi,

I tried the mod (usually only played plain FFH2) and I like it, just some game mechanics problems:

- I cannot settle several GP (Engeneer, Scientists/Sage..) is that supposed to be like that?

- I cannot explore any lairs - at least there is no button when one of my units enters them - do I lack a tech?

Just checked - I guess I need the patch, at least for the second issue
 
The above issues should be fixed a few patches ago. If you have patch N, there is probably something wrong with your instalation.

Also, I think it belongs to bug thread.
 
we are using cpickle not pickle right? (if not possibly major speed boost)
 
I'd like to petition the inclusion of one feature from RfE. Namely, choosing which civilization are allowed to be picked by the random generator during a custom game (you can also make them AI only or Human only).

I found this to be the most enjoyable feature.
 
Speaking of FF, is there still a thread where its features are listed? I forgot what was included in the original mod.
 
hi,

I tried the mod (usually only played plain FFH2) and I like it, just some game mechanics problems:

- I cannot settle several GP (Engeneer, Scientists/Sage..) is that supposed to be like that?

- I cannot explore any lairs - at least there is no button when one of my units enters them - do I lack a tech?

Just checked - I guess I need the patch, at least for the second issue

Yes, getting installed correctly will fix both issues. I do not have either problem
 
I would like there to be more ways to get around the capitol defense boost in Orbis. And maybe a full removal in scenario maps. Only some of them were designed to go into the late game but with Orbis the defense boost in Orbis, every scenario stretches into the late game.

This is especialy painful in maps where you need to destroy multiple hostile civilizations. On your own.
 
I think that icons need a rework. This may be a long run, but I find them mostly to be confusing. Icons for spells and new promotions use lots of fancy art and nice pictures, but they are quite hard to read in comparison to standard combat/drill/mobility etc. promotion types.

Maybe it would be wise to start a separate thread on it, to propose ways to draw the icons. I think it's a must have because FFH utilizes high-xp units which leads to possible misunderstanding when you meet enemies, it's especially important during the multiplayer.

Example of good new "standard"-styled icons: racial promotions (red background, single symbol, easy to read),

Example of good new "non-standard"-styled icons: heroic strength/defence (attacking person/shield and numbers I and II; quite easy to read)

Example of bad non-standard icons: ambusher, bounty hunter, skirmisher (they have figures in strange poses which do not actually explain the promotion; also they have random color scheme, for example Bounty Hunter uses the same color scheme as various *-slayer promotions, which makes it to be confusing).

P.S. On races: dragon, illusion and puppet have some weird shapes, orc is ok but it's too shaded, and trollkin should have an appropriate style. Also I'd suggest to change "siege engine" to "machine" race, and to use gear (combat type Siege already uses this icon), but it's cosmetic.
 
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