Lev Davidovich said:
Quick question - I want to play a custom game with certain of the as yet unplayable civs as AI's (Hyborem, Morgoth, and Faeryl - just can't wait to be able to play them myself) - Is there any way to play with all 21 civs or to select those unplayable civs as AI players in a custom game?
The max civs on one map is 18. It is possible to enable the infernals in the editor, on the Civilizations tab just change bPlayable on the Infernals column from 0 to 1.
Also what kind of effects does alignment have on the game?
Its biggest impact is that it modifies the attitude of other leaders (good leaders hate evil leaders, good leaders like each other, etc).
Not enough admiration for Kael and the other programmers.
You should create some kind of account for fans to donate some money in appreciation of the product. Who needs gaming companies - we can do it with community infosocialism!
I could very much see elements of this game expanded into a paper and pencil RPG campaign (like for GURPS).
Ideas I had about the game:
-Would love to see infernal succubuses and or Fausts that can seduce other players units into selling their souls to and joining the Infernal.
We may play this mechanic up a bit in "Fire".
- Would love to see high-level summonable abberations and Things-That-Must-NOT-BE-MENTIONED for the Octopus Overlords
We have a lot of new model art already on the list so we probably won't be adding more soon (im sure the art guys feel really overloaded).
-Human or other race civs of varying parallel to real world cultural flavor - ie esp. Asian, Middle-Eastern,Indian, and Russian.
We talked about this a bit and opted to stay away from earthly cultural themes. I didnt want to have a civ that reminded players of japonese or greek style because I think it brings the player out of the world we have created. I want them to look at a unit and think "thats a Fall from Heaven Amurite design" not "thats a middle eastern design". And fortunatly since our art team is so good pushing them to make something unique always comes up with amazingly cool results.
- An original polytheistic religion (ie like greek, norse, hindu)
I guess it depends on how you look at religions. From my view the religions of FfH are polytheistic (sort of, its an unusual mythology). But instead of having a religion represent the "greek panthenon" its closer to say we have a religion that worships zeus, one that worships poseidin, etc. Some of those religions get along with each other, and some dont.
-Would love to see other cultures be able to develop the Cult of the Dragon esp. the Amurites
That probably wont happen. The Cult is designed as special flavor just for the Kuriotates and the Sheaim.
-More random preprogrammed events such as plagues, famine from drought and locusts, comets hitting the planet, magical and naturalcatastrophes, etc..
Im okay with events and we will be playing with them in the future. But I want events that open up strategic challenges, not ones that just knock the player around. There has to be a fun way of interacting with the mechanic. So if we have famines its not fun for the player because its random and he cant interact with it. If we allow the player to react to it by casting spring, then he can interact but its not a very interestign interaction. It becomes busywork as he has to react to famines by sending adepts to cast spells.
Im not saying famines cant be used, just that they have to make the game mroe fun before we would add them.
-The ability to customize choice of Leaders traits and Civilizations units
Sorta a design your own civ model? Yeah, that would be incrediably difficult to do technically and to balance. We balance at the civ level. Meaning that we dont try to even out the UU's between civs, or the traits between civs, or the unique buildings between civs. Instead we make the civs very different from each other and when its all done make sure it works out. If players had the ability to pick the Amurite Buildings, Sheaim Traits and Bannor units they would be unstoppable.