Bestiano said:dear Kael
I won't start saying how great this modis, becouse it would take a whole page.
But still there are some minor things that could be improved.
1.) many civics do a lot of the same and don't give bonuses big enough,
not to mention the feedbacks involved in almost every civic.
I think there should be less civics avalible, each giving unique strong bonuses, each being good for a specific situation and involving combinations(like mercantilisn and representation) wouldnt be a bad idea. I also think compassion doesent fit in and should be removed and maby replaced with a mor fantasy civic like "Mage circle" or something
and here is the idea
The necromancers
allows to "draft" three best undead units each turn and say.. +2 happyness from necropolis.
The summoners
summoners get twincast and summoned creatures last for 2 turns
OR every 5 turns a random creature is summoned in the capital(if that is possible to mod)
the invokers
mages get twincast and and fireballs and meteors get 20% strenght(or something like that)
The enchanters
all units get a enchanted wepons bonus and blessed when constructed
The druids
workers can plant forests and forests give +2 food +1 hammer +2 gold
this is just an idea and I guess it could use some balancing but in general I think it would be a nicce addition.
2.) tech tree can become rather confusing in mid game. At one point there are simply too manny options avalible. I think the tech tree should be "thiner" but "longer". It can easely happen that I invent some classy mage techs before I even get to Iron working(I played it on noble just for information).
3.) I belive there is not enough rewarding units through the game.
just take a look at the regular civilization game: first good unit is an axeman with 5 strenght and last is modern armor with 40(if I recall corectly)
in FfH axeman gets 4 and last best unit is a meshber of Dis(I don't know if i spelled it corectly) with 22 and even that is a unique unit. To sum it up, I belive it would be better to make a bigger strenght diference among early-game units and late-game units.
Well This is my first post and I am not a forum typa guy
but this mod is sooooo great(inspite of the little problems mentioned)
that i just had to put my opinion forth
I would like to thank you Kael and all the others working on this mod
for all the hours of fun i had with this mod.
Chip56 said:Only if you play civ with creative trait
Secular said:About the phalanx and pikemen i'd say do what loki said. Just switch the names between the two of them.
Kael said:I want more of this as well. In phase 2 elven civs will have a special apprentice that is able to build improvements without tearing down the forest or jungle and unable to remove forests or jungles.
The biggest civ distinguishing factor planend for phase 2 are magic nodes. You have to make a choice when you improve a magic node to switch it to the type of mana you want. So if you make a magic node into a death magic node you will have access to death spells and units, etc etc.
Different civs will have different traits which will lend themselves to a certain magic type. But there won't be a frim set for the units. This isn't going to be heroes of might and magic or the MoM where the civ determiend the abilities. Instead it will be more like Magic the Gathering where you can team up elves and death magic, or dark elves and healing magic if you want. Play them in their traditional roles, or don't, it is up to you.
That said Im hoping to include an "alignment" for the civs that will help their relations with traditional allies and the ai opponents will be incented to prefer certain magic/tech/unit paths unless random AI is on.
Like Loki, I really like the reagents idea.
Kael said:Any recommendation on a new name for a phalynx?
QuasiEvilScott said:That all sounds quite awesome. A few things. I totally agree that cosmetics ought not be the main difference, i just did not want to imply my way or the highway (as its not my mod). I would hope that any units taht ARE different are in fact different fundamentally from one another. I DO think the "one" cosmetic only unit could be the warrior, each race/civ gets their own cute looking warrior but they call function the same. Thats just for the ease of recognizing who is who (the flags arnt unique enough, im constantly confusing one for another, but that is wholey cosmetic).
I love the magic nodes idea. But primiarily i want FEWER options. As crazy as that sounds. I just finished a massive game in which my capital could produce no less than 12 different units. I would prefer if units gave way to superiors (though i loved the differences in the religious units).
I TOO was thinking much along the lines of Magic the Gathering, mix and match. One should be able to mix and match, but if one went "purist" and went all necromancy, for example, it would be easy to tell via the landscape/units/buildings/city/improvements and whatever else one can imagine. I wouldn't want to limit a person's freedoms during any game, however, i think that unless there is SOME seperation via mutual exclusivity, then everyone winds up with the same units.
I think your main tech tree should be trimmed a bit, and perhaps just a more linar path for each unit upgrade would be accessible to all. THen each of (what i like to call) your "fun units" would be found in a very limited tech tree not easily connected to the main tree. I see like ...Choas Magic I, II, III, IV, and eventually V. Each teir could branch off, "Fire Magic" "Storm Magic" and "War Magic" could all be in teh Chaos Magic Tech tree, and each require "Chaos Magic I" to research. II, III, and so on would each have stronger versions and/or new concepts to research. One could even allow for progression down the path chosen, "Fire wall" could be an interesting technology in the Tier I catagory, which would require "Fire Magic" and would provide an interesting building structure (or unit).
The BEST part about using unique tech trees for each of the magics would be the innovation of combination. IF you have Death Magic II and Fire Magic II you cuold reserach Demonology I or something.
In this, not ONLY do you have forces/civs whom would soley focus on their "purist" magiks, but also those whom would seek to exploit combinations.
And oh yes, i know this is far, far down that road. Just wondering if it was plausible.
-El Scotto
P.S. Yes, let us avoid Heros of Might and Magic -- i instead like combinations, but i like having to EARN them, and usually at the cost of something else.
QuasiEvilScott said:Spartiatoi - The greatest of heavy infantry the ancient world ever saw.
EDIT: I dont like the "pikeman" referance, while guns can be of a fantastic nature, pikemen brings up too many swashbuckling movies for me. (not the cool pirate kind, the musketeer kind)
I would make phalanx the tier 3, and Spartiatoi teir 4. Either that or make em unique.
Note: For a cool book that will make you love the Spartiatoi read "the Gates of Fire"
noodlearm said:Hi all, this is my first ever post t this site.Been a long time reader and have used many other mods from this site, just never found a reason to post. This mod sounds really great but I can't seem to get it to load. I put it into the "mods" folder, it comes up under the load a mod, and the title screen with Fall from Heaven appears after reload, but when I try to play a new game, it just seems to start a vanilla game. I can't seem to figure out what I am doing wrong. I tried searching through the thread with the search tool to no avail and it is unpractical to read through the over 100+ pages. Any help would be greatly appreciated. Thanks again to everyone who takes their time to make these great mods.
Kael said:Yeah, the tech tree needs work. I think it was the first thing I got feedback on (from Woodelf about 200 pages ago). But I needed to see where everything was going to fall before I started to really modify the tree. Now that the features are locked I guess I can't wait any longer.
I agree with everything you said, especially the last line, it sounds like we are on the same page.
QuasiEvilScott said:Spartiatoi - The greatest of heavy infantry the ancient world ever saw.
EDIT: I dont like the "pikeman" referance, while guns can be of a fantastic nature, pikemen brings up too many swashbuckling movies for me. (not the cool pirate kind, the musketeer kind)
I would make phalanx the tier 3, and Spartiatoi teir 4. Either that or make em unique.
Note: For a cool book that will make you love the Spartiatoi read "the Gates of Fire" by Steven Pressfield
QuasiEvilScott said:P.S. THe conjurer is broken - OR, i have mastered its use, anything close to 5 fireballs or fire elementals a turn owns a city. It may take 3-4 turns, but that city WILL fall. If any units inside have fire resistance, that merely ELONGATES the amount of time for them to fall. Is there a way to HURT the conjurer after he casts his spell? This would prevent the repition over and over, but not require that it be a national unit. - either that or make it a national unit with a high limit (10?).
QuasiEvilScott said:Ok this one is short: (heres hoping)
Religions Vs. Races - I think you may have your "combination fun" right here. Keep the alignment idea you had based on religion, perhaps the "religions" are the fundamental starting point for any of the magic spheres/schema. Is it possible in the code to REQUIRE a certain relgion to be the state religion before researching a tech? If so...there's your entry level techs/religions. Also, if one ever wanted to branch out and try another magic sphere/schema, theyd have to switch religions to start it - or trade with someone who's advanced in it. The BIGGEST problem i see potentially, is that all the computers will TRADE their techs and everyone will again be on the same terms again. Balance should be maintained, but as we've all said - it shouldnt all be the same.
-El Scotto
Kael said:Yes, but the computer wouldn't understand the self damage and would kill off his own units before he even got to use them.
Kael said:I disable trade on the locked techs. And yes its possible to block or unblock techs on just about anything, including state religion (almost).
QuasiEvilScott said:Ok, so this mod is awesome, as we all agree thus far.
I have a hope/wish of you Kael if you might be willing to go this route.
I would love it if there was more mutually exclusivity in the choices one makes throughout a game of FFH. Specifically, if one goes the dwarven path...then they should have a harder time going the elven path. Similarly, if one is going to be all about ashen vale, then the order (buildings and units) should be unavailable to build.
I have it in mind that you could create several different tech tree paths, each representing a philosohpy, religion, or strength weakness. For example, when playing i decided to go "guardian of nature" and all foresty. THe problem i discoverd was that my apprentices still liked to build farms, remove forest, and generally turn my property into your typical mideval country side, flush with workshops, windmills and extensive roads. Now if this is how your gonna do it, cool, im just happy someone has done this much thus far. BUt i think it would be incredibly neat if those civilizations (perhaps 3-5) who are inherantly foresty, or anyone who chooses fellowship of the leaves as a state religion, would get bonues directly from the forest, and perhaps looses bonuses from farms. IT would be nice if a true "guardian of the forest" had his/her lands saturated in jungle and forest, barly any roads, and a bunch of units that moved quickly through forest without the need of said roads. Conversely, your typical morals would be all about the farms, plains, grasslands and generally human domains. THe frostlings (if your using these civs in the end) undead, and other "dark species" should/could make use of Tundra (it looks like wasteland to me, perhaps even change the title from tundra TO wastelands as its a more generic approach and offers greater flexablity in desigining your world). THe undead could even have a unit that MADE tundra out of plains or grasslands. That would be awesome, the undead horde slowly spreading the taint of their prefered land over the world. Dwarven and mountanious species could have something similar for Hills, or if possible, access to use and travel through Mountainpeak regions.
The whole of this idea is my wish to see each civ involved have the potential to be COMPLETELY different in look, feel, and method at the end of the game. If one had 5 civs, perhaps the Dark elves, the Undead, the Dwarfs, the Centaur and Humans, one would see different units, different terrain, different civics and wholey different technologies in EACH of the civilizations.
Example: (of five mentioned races above)
-Centaur and Humans would possess mostly Farmlands (plains and grassland and flood plain), with some hills and have normal looking civ IV improvements and Units (crossbowmen, knightlike units, etc). However, the centaur, becuase of their race, would have replacements for the mounted units taht would be generally superior. Both would most likely follow the normal tech tree provided in FFH.
-The Dark Elves would have lands in the woods, and most of their territory would be covered by forest or jungle. Because they had access to and chose to continue the "Dark magic" tech tree (one i envision as being only accessable because of a starting technology and is seperate from the other main tree) they have access to darker themes, like perhaps undead units, werewolves, abominations, and other sinister sounding stuff.
-The Undead would have most likely also followed teh "dark magic" tech tree, as they prolly aslo had some starting technology allowing them to continue it, unlike the elves, however, this civ thrives in tundra(wasteland) and seeks to spread it however they can. I envision many units that wuold function much like an apprentice AND a combat unit. And perhaps units that would create undead units upon defeating another (like a necromancer or something).
- The frostlings may also wish to spread tundra and arctic lands, as it is their domain in which to play, however, unlike our undead friends, they've not chosen (if this is approrpaite thematically) the "dark magic" tech tree but instead the "chaotic" tech tree. Their abilities would be completely different from the undead and others, as their technology pursuits arnt even accessible by the former civs.
- The Dwarves would most likly seek to hole up inside their mountain/hill bunkers. (I'm not sure youd want to allow dwarves to make hills...they seem more defensive and not expansive to me) But they would make use of hills and be able to support large populations. Perhaps the Dwarves could have access to the "chaotic" tech tree as well, or if not that, then perhaps the "Order" tree, or whatever system of themes you desire.
Fundamentally, every civ should have access to the main tree - however, i suggest splitting up the units and buildings and wonders, etc, that you have already created into mutually exclusive paths. This would limit each civilization and force choices. The most boring thing, for me, about vanilla civ, is that when the tech threshhold reaches swordsmen, everyone who has iron uses them. WHen it reaches rifleman, EVERYONE uses them. Even tanks, planes, and modern weaponry, EVERYONE Uses them if they have the resource. In this, the possession of a resource is a boon and a defficiency, NOT a unqiue style amung a civ. I would love to see the Elves(or fellowship of leaves) and Undead(or ashen vale) fighting over the same resource of Reagents, NOT becuase they both want to make mages and get happy faces, but becuase one wants to build buildings that require it and protect their forests, and the other becuase its a crusial ingrediant to dark rituals that allow the summoning of deamonic things.
Your use of religions deserves commindation, but i would suggest making those a little more exclusive as well (for founding purposes) and the seperate tech tree idea can do that. I would still fully expect my "order" city to have the problem of being infected by the "ashenvale" if my rival had the opportunity to do so.
-El Scotto
QuasiEvilScott said:Ok this one is short: (heres hoping)
Religions Vs. Races - I think you may have your "combination fun" right here. Keep the alignment idea you had based on religion, perhaps the "religions" are the fundamental starting point for any of the magic spheres/schema. Is it possible in the code to REQUIRE a certain relgion to be the state religion before researching a tech? If so...there's your entry level techs/religions. Also, if one ever wanted to branch out and try another magic sphere/schema, theyd have to switch religions to start it - or trade with someone who's advanced in it. The BIGGEST problem i see potentially, is that all the computers will TRADE their techs and everyone will again be on the same terms again. Balance should be maintained, but as we've all said - it shouldnt all be the same.
-El Scotto