Minor requests and questions thread

Not that there is much traffice here anyway...

Well I did want to write more Civopedia files but I can't find the sub-folder they used to be in!

I must say I'm sorry that battering ram is now a promotion (which does get any verbiage in the Civopedia) if only because I rather like that entry. :cry:

Plus, I have been writing on many of the other threads in the forum but I will ask again here (insert sound of broken record screeching) for 0.30 if there is any way to change the vassal system. Playing Doviello recently I took two barbarian cities on a spur that I had thought was cut off from my Empire and then founded two more cities with the intent of making them a vassal...and I ended up not being able to do this and suffered economically a long time due to having more cities than I had planned for.
 
a few minor suggestions:

~ mechnos should be unable to build arcane barques, due to the whole "no magic" thing
~ defensive retreats should move the unit one tile away, not send them back to friendly territory, i've seen ships warp across solid land and horsemen fly across oceans in order to reach the closest friendly tile :crazyeye:
~ the fort commander always struck me as strange, every other unit needs to be built, but these guys just show up out of nowhere. why not make "fort garrison" a promotion for archery units when they are stationed in a fort. it would take one turn to cast, sets movement to 0 and add +2 to defense strength and air attack. (obviously a "leave fort" spell would need to be added too)




ps. how come no santa hat for crazyeye :(
 
~ mechnos should be unable to build arcane barques, due to the whole "no magic" thing

I'm pretty sure that for now Ahwaric hasn't changed it simply because he hasn't gotten a graphic for the Mechanos version which has the same affect using Greek fire.

~ defensive retreats should move the unit one tile away, not send them back to friendly territory, i've seen ships warp across solid land and horsemen fly across oceans in order to reach the closest friendly tile :crazyeye:g

I agree, especially if it is a strong unit and you attacked it with a few units, losing many just to have it get sent out of range of final attack.
 
Plus, I have been writing on many of the other threads in the forum but I will ask again here (insert sound of broken record screeching) for 0.30 if there is any way to change the vassal system.
Well, it is on my to do list. But not for 0.30 - there is too much other things I want to add so I had to move some other for later. And this one is not top priority imho.
~ mechnos should be unable to build arcane barques, due to the whole "no magic" thing
Thankls for the reminder... Should have done that a long time ago. But first, as arkham said, need to find proper art - as
~ defensive retreats should move the unit one tile away, not send them back to friendly territory, i've seen ships warp across solid land and horsemen fly across oceans in order to reach the closest friendly tile :crazyeye:
Will try to fix that for 0.30.
~ the fort commander always struck me as strange, every other unit needs to be built, but these guys just show up out of nowhere. why not make "fort garrison" a promotion for archery units when they are stationed in a fort. it would take one turn to cast, sets movement to 0 and add +2 to defense strength and air attack. (obviously a "leave fort" spell would need to be added too)
At first, fort commanders were required to allow forts to control territory. Now, it is technically possible to get rid of them, as control is done by the improvement itself. It might cause some other problems, but I doubt anything that can't be easily fixed.

I am not sure what is better. I have always seen fort commander as a reperesentaion of the fort base garrison. Guards, siege equipment crews etc. Also, fort commander requires upkeep - again, it is realistic for forts to require upkeep, but might be bad for the balance & AI.

So, anyone for keeping fort commanders? Or maybe I should make a poll?
 
I like fort commanders the way they are. But you can always make creating fort commander require sacrifice of unit using this ability. In exchange for losing unit, you'd keep all xp they had (but not promotions, of course), so you can make tougher fort commander if you really want to keep this fort :)
 
I still think that since you often create a fort to claim land that if you then later build a settlement on the fort's location, you'd get a +1 one population boost to start with.

In regard to building a fort creates a 'free' unit, perhaps the system needs to be changed to where when you build a fort, you lose the worker creating it.

I must say, though, I think the whole Nox Nocturnis system needs tweaks. I mean I don't think units in forts should be invisible.
 
(Regarding the Arcane Barge)Thanks for the reminder... Should have done that a long time ago. But first, as arkham4269 said, need to find proper art.

Couldn't the Mechanos version simply called the Alchemist Bargue? I would think that since is usually considered a three-masted ship that the current image could be used for the Mechanos ship.

I would think, however, that the current graphic doesn't make sense for the Arcane Barque. Why do you need such a large ship merely to house a few mages who chuck fireballs? It would make more sense for them to be on the other ship made available by the Compass tech and that would be the caravel which small and sleek and fast. Perhaps a caravel graphic could be altered even if you don't change the name to Arcane Caravel.

(Yes I know I'm splitting hairs here but what else are people who are borderline OCD types to do?)
 
So, anyone for keeping fort commanders? Or maybe I should make a poll?

Well what happens if they are removed? Sure, as a player I know well enough to guard the forts. The AI might not be so bright. Since claimed forts create "a zone of control" this can create all sorts of wackiness if the AI Forts keep changing hands.

This could however be solved by forts downgrading each time they are claimed. A base fort can be claimed twice before vanishing. To counteract these new fragile forts perhaps a worker unit can be given the option to improve a fort towards a castle by working the tile?

I like the suggestion that only a certain type of unit can claim a fort. It's sort of silly right now with all the castles controlled by the animal faction. Melee, mage or archer line units, or units with the hero promotion, should be allowed to claim a castle.

Perhaps you even need to Garrison (promotion) a unit in the fort in order to claim it? Solves the lategame issue where commanders are basically free xp.
 
Yes I have a request.... Make The Sidar More INTERESTIIIING.

I think Ahwaric would appreciate any suggestions you might have. The Sidar are plenty powerful in Orbis with all the free xp buildings available. But I agree that they are sort of bland and boring to play. A UU replacement of the Ratcatcher, possibly gained when you convert a shade into a GP, would be very thematic and useful. The main problem with spies are that they tend to accumulate xp very slowly, and die after a few uses. So a UU spy that gains free xp on par with a mage unit perhaps?
 
Well what happens if they are removed? Sure, as a player I know well enough to guard the forts. The AI might not be so bright. Since claimed forts create "a zone of control" this can create all sorts of wackiness if the AI Forts keep changing hands.

This could however be solved by forts downgrading each time they are claimed. A base fort can be claimed twice before vanishing. To counteract these new fragile forts perhaps a worker unit can be given the option to improve a fort towards a castle by working the tile?

I like the suggestion that only a certain type of unit can claim a fort. It's sort of silly right now with all the castles controlled by the animal faction. Melee, mage or archer line units, or units with the hero promotion, should be allowed to claim a castle.

Perhaps you even need to Garrison (promotion) a unit in the fort in order to claim it? Solves the lategame issue where commanders are basically free xp.

Personally, I wouldnt' remove them; In fact, I massively expanded them for RifE, most civs have a unique version. I think it's a good place to give them some extra flavour. ;)
 
Personally, I wouldnt' remove them; In fact, I massively expanded them for RifE, most civs have a unique version. I think it's a good place to give them some extra flavour. ;)

Yeah I noticed recently. A very nice touch to say the least. If sometimes a bit overpowered and "zany", which makes it a perfect fit for your mod. I keep being amazed at just how different the game experience is compared to Orbis. :D
 
Few more minor things I wanted to mention before but forgot ;)

- there is no free xp building for melee units. Archery, arcane, mounted units all start with 3 xp from training yard and 2 xp from their specific building, but melee units get only 3 xp from training yard. Maybe new building, barracks for melee units or changing training yards to affect only melee units ?

- summoned wraiths (Death III) with summoner trait last 2 units, so can gain XP but can't spend it. Spectres and other summons can spend their XP.

- Doviello have no unique berserker unit. For me, Doviello should be first one to get unique berserker :>

- Weaponsmith is only (I think) building that is required to train unit. It add +10% military production, but I don't think it's necessery to keep it this way, as other building are no longer required to train appropriate units.

- Did I mentioned Grigori bookstores already ? ;P
 
here's sort of a summary about what i feel is wrong with the current fort commander system, pretty much reiterating what i wrote above:
1) fc's are the only unit in the game that doesn't need to be built, that's created out of thin air. it defies the logic of the game and the player's expectations that merely possessing a tile is enough to grant a free unit
2) fc's are essentially little more than cannon fodder by the mid-game. if you're lucky enough to control a fort early, the free experience the commander gets might be enough to give you a unit that can withstand an attack or two, but once that original fort commander is defeated, the subsequent fc's are incredibly weak and impossible to level up to a point to be effective. they just become a pointless formality after turn 200 or so, in the era of horse archers and heavy infantry.

and here's my proposals for a new system along with what i see as its main benefits:
1) the fort commander unit is removed from the game. once an enemy fort is 'occupied,' any unit can cast the 'claim fort' spell, granting the player immediate control of the tile, with a cultural boost every 10 to 25 turns (i don't have a solid grasp on the mechanics of cultural control, i defer here to an expert)
2) any archery unit (or perhaps it should be limited to a single archer unit per fort, which would make it easier for the AI) may cast the 'garrison' spell. this takes one turn to cast and grants +2 defense and +2 air attack (and guardsman?) and sets movement to 0. city garrison bonuses would apply as well, and obviously a 'leave fort' spell is also required and should also require one turn to cast.


in effect, this is how one expects a fort to function, the unit stationed in a fort is making a trade-off: it is tougher to attack and has the benefit of superior positions from which to bombard the enemy, but is unable to meet its foes head-on with out losing its bonus.

moreover, this system solves the problem of fort commanders being badly outdated by the midgame. no longer are fort commanders a base 3:strength: unit facing off against base 6:strength: foes, instead, a powerful defender like an arquebus or a city-garrison III crossbowman could be stationed in a strategically located fort, allowing fort-commanders to maintain combat parity through the ages.


edit: like dominicus reported, loki is extremely vulnerable right now, every time i've sent him out of my territory he gets eaten by wolves within a few turns. imo he should not get the 'winded' promotion when withdrawing
 
I think Ahwaric would appreciate any suggestions you might have. The Sidar are plenty powerful in Orbis with all the free xp buildings available. But I agree that they are sort of bland and boring to play. A UU replacement of the Ratcatcher, possibly gained when you convert a shade into a GP, would be very thematic and useful. The main problem with spies are that they tend to accumulate xp very slowly, and die after a few uses. So a UU spy that gains free xp on par with a mage unit perhaps?

When the times comes when I am not so busy with work I will write a few of my ideas. I will also write a full page rant on why the fade game mechanic sucks massive ass.
 
Am I the only one whose AI FCs never use their ranged attack? They are a great feature, but feel like such a cheat.

Secondly, AI doesn't know that they are allowed to build forts in the wilderness. Another exploit for me.

Also, experienced FCs make a rather impressive dent on the Four Horsemen and the great apes. In general, very effective on strong units. And since the AI often retrets to heal after losing some health, the FCs can be a very easy way to prevent even big AI stacks from reaching their destination.

Generally, ranged attacks start giving massive exp after a couple of levels, producing invincible archers (and mighty FCs) rather easily. Especially without the 100 xp limit from barbarians.

I have to disallow the use of many game features from myself to not to feel like I'm playing with a Godmode on.. One more example, since I've never experienced an AI Tsunami, I don't like using it myself. Why aren't they using it? (Perhaps they are these days, it is very rare to encounter them in current versions) Is it the possible loss of tile improvements, or friendly units withing range? Shouldn't spells like that be replaced for something the AI can use? Make the Tsunami act like the new Fireball, ie, like a Pillar of Flames?
 
Hello and first off thank you for the great modmod. Truly an awesome game coming together here.

I was thinkin' a really great unit to include in this game that had some mechanics similar to this:

forget completely about Bts airship

this new "air ship"
-ignores terrain movement cost, can pass oceans, peaks
- can carry units (probably about 2 max) similar to the promotions galleys have( longshoreman etc...)
- is immune to melee units (for obvious reasons) or perhaps any unit that doesnt have ranged atk
-cannot capture enemy cities or perform regular attacks
-It would be a mid-late game unit with maybee a unit limit to prevent abuse
-perhaps the prerequisite tech would be machinery (didn't think this part out entirely)
-and upgraded version of the unit would be available in 2 or more of the end techs ( gunpowder tech allows an air shop that can bombard/ cause collateral dmg, strength of will allows them to cast some rank of fireball, etc..)

the two main reasons I thought of this were

1. I think its silly that dwarves and some barb units are the only things that can pass a mountain range (the entire game?!?!). with all the choke points setup in Erebus theres gota be a way across them peaks!
2. From a classic fantasy game stand point, all the early Final Fantasy games had airships :crazyeye: which I loved.

this whole concept may be impossible, or I may be missing some tactics that you may have incorporated into this modmod. But I think the inclusion of an air ship would make my day :goodjob:

keep up the good work

-Z
 
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