[MOD] Fall from Heaven

IMO, great commanders are less valuable than other great people- they weaken the philisophical trait. Please make a great specialist out of them, or give them another ability or a stronger ability- perhaps increase their hurry to the same as a great engineer. I'd still prefere an engineer over a commander if you did that (especially after my 7th command post is built!).
 
It might also be advisable to make the actual code of laws series tech better in addition to cheaper, I reckon :)
 
kevjm said:
IMO, great commanders are less valuable than other great people- they weaken the philisophical trait. Please make a great specialist out of them, or give them another ability or a stronger ability- perhaps increase their hurry to the same as a great engineer. I'd still prefere an engineer over a commander if you did that (especially after my 7th command post is built!).

Maybe they could create equipment or shards of equipment instead of rushing production...

I also wanted to ask if you could bring volcanos back, assuming it's possible with some python and new terrain...
 
some quick thoughts on the civs. on the ones in the add on now i dont like three of them as working civs. merfolk they are seadwelling makes little sense. same with the overlords.

the undead this again makes no sense since undead dont breed or try to make weapons again no sense.

possible replacements if you want sea like races how about an amphibous race like frogloks give them the ability to travel in water with the melee forces

another idea that needs to be added as a civ are gnomes gnomes thinner less hairy cousins of dwarfs i think should be able to make a gnomish tinkerer that works like an apprentice but works faster

third replacement something ugly and gross for the undead their are lots myabe ogres or trolls would work

also is their a way to change the abrbarians names to unussed races?

like trolls, ogres, kobolds, Bearmen, grimlins.

jsut simple nasty races and change the names of towns to troll villege or stuff

also another quick thought should centaurs be able to build mounted units from the start? and not be able to build any other kind LOL have their UU be some sort of mounted mage or shaman
 
In my original design doc, I had it down that scorched earth only gives the GC points when at war, or while peace treaties are in affect.
Just saying.

I agree with Sam that those naval things would actually be really cool. Maybe some quest would give you a magical bridge that allowed you to connect all of your cities on the map.

IMO GC's should rush unit production, not bulding.
 
@ Chaotic wanderer

I think the undead units are controlled by humans and humans worship the overlords
 
merfolk they are seadwelling makes little sense. same with the overlords.

The Merfolk, granted, don't seem -too- sensible (unless, mayhap, it refers to a more amphibious version that -is- capable of walking on land). The Overlords (that is, the race and not the religion) are not of this world though; from what I recall of Age of Wonders II, they're from the depths of the shadow dimension, I think, though here they could be just about any form of colonists from deeper dimensions of time and space and so forth.

how about an amphibous race like frogloks give them the ability to travel in water with the melee forces

Currently, the Drown already have such an ability, I think. I'd imagine a frog-like race might have such an ability for their UU, perhaps?

the undead this again makes no sense since undead dont breed or try to make weapons again no sense.

They don't breed but they -do- increase their numbers; they put corpses to work, bring forth the souls of the departed and give the dead life. They reproduce from the dead of others, essentially, through necromancy and so forth. Additionally, they also obtain followers, supporters and cultists of other races, seeking purpose, power or immortality.

ugly and gross for the undead their are lots myabe ogres or trolls would work

Why would it have to be 'ugly and gross' exactly?

also is their a way to change the abrbarians names to unussed races?

I think I prefer Barbarians representing nomadic tribes, bandits, pirates and so forth. That said, perhaps it'd be possible to have barbarian units more akin to bandits, picking on lone travelers and so forth and aiming specifically to pillage whilst avoiding direct confrontation with cities (lowered city strength akin to Assassin?) whilst others are direct city raiders.

should centaurs be able to build mounted units from the start?

That'd be a bit advantageous early game but, once spears come about, it quickly becomes highly unfair against them as their units would easily fall to spears.

Edit:
One final point- is it possible to get the Workboat to upgrade to some kind of Tug or sea-going vessel? It really ticks me off when I actually get whales within my city limits in the sea but I -can't- get my Workboat out to build some whaling vessels.
 
The way I see it, centaurs are not a race. Instead they will be random barbs/animals on the landscape, which when killed allow centuar units to be built. I can imagine cenuar swordsman, archer, and mage. Maybe worker as well. However, the quickness with which you captured a centuar would determine how soon you can crush you enemies beneath the hooves of you centaurs.
 
However, as to being able to be mounted from the beginning, I think that should be the ability of the Horse Lords in Kael's design doc.

Maybe they should also get mounted archers and spearmen, and in fact maybe their entire army would be mounted.
However, The units that would't normally be horsemen would be more reistant to spearmen and the formation promotion.
 
Maybe they could create equipment or shards of equipment instead of rushing production...

I'm curious as to how that might work; would it perhaps give an item promotion akin to Orthus' Axe to one/some/all of those in the stack that the Commander is in?

As an alternative, and this is just me thinking crackpot ideas again, perhaps a Great Commander could provide a set bonus when tagged with a stack or, again as another alternative, be provided with a set of 'spells' in the form of 'tactics'; such as Forced March (increases move by +2 or +3 but lowers strength for a turn owing to weariness and exhaustion), Battlecry (temporary bonus to strength), Defensive Positions (provides increase in defence, gives a first strike (or chance of one) but lowers attack strength) and Rush (allows multiple attacks per turn, temporarily increases attack strength, lowers defence, decreases withdrawal chances). The Commander itself wouldn't have any actual attack capabilities and could be capturable (though, since I'm unsure a commander would work against his own country, this may a 'Disgraced Commander' who could build a Command Post, and use 'tactics' but couldn't rush units or recruit or something like that).

I don't know if this is any good or just me reading to deeply into things ><
 
Maybe the great commander should be able to join cities where he gives +5% military production, and +2XP for untis built in the city, as well as +5% city defense.
If that is too weak then also give +1 great commander point?
 
I like that idea (bonus' to the stack), would make them useful for the whole game like a specialist- perhaps give them a 'field commander' option instead of/as well as the rush option, so you couldn't use it the whole game like you suggest and then finish a wonder with it. But I think the bonus or bonus' would have to be small for balance.
 
Field Commander, eh?
Heh, now, I think this is a really odd idea, I guess, but why not make Great People a little... upgradable? ^^;

That is, upon getting a Great Commander, he starts out with no specific options but you could upgrade him to either Field Commander or General; the General would be able to recruit/rush buildings/produce Command post but the Field Commander could have the 'orders/tactics' and be able to build Forts?

A Great Bard might become an Artist (can add to culture of city as Great Specialist or produce Great Work) or an Entertainer (adds to happiness of city by building something akin to the theater? Specialist adds less culture then Artist but contributes a bit more to economy or possibly happiness?)

A Great Sage could become a Scientist (usual variety of GS) or a Doctor (adding a Hospital buidling or 'Red Cross' style building to city, Specialist adds either +1 to health or some science/money?)

Merchant/Industrialist (or Aristocrat?)
Engineer/Architect
Prophet/... hm... Avatar? Oracle? Heretic? Soothsayer? For some reason, part of me might like to see the other Prophet being some kind of mage or something to do with the Apocalypse?
 
Oh... damn, well, I guess since I don't know how the AI would handle it, the upgrading GP idea is out of the window.
 
Kael
I ran into a bug in .90 where my summoned meteor swarms were staying around and not being unsummoned. It happens even after exiting civ4 and reloading. I can send you my saved game if you want. Let me know.
 
well if you just didn't let the AI use some of the options, it'd be fine- and if it captures a field commander (if that is possible), make it so it's just sent back to a city/the capital perhaps?

EDIT:It seems no more clumsy than what is done with the spell casting (is genius in it's simplicity)
 
the commander is good enough.
if you don't so many commanders build other wonders or use specialists :)
did you ever even use the commander special ability? heh :) won me a really tough war.
 
Fr8Train said:
Kael
I ran into a bug in .90 where my summoned meteor swarms were staying around and not being unsummoned. It happens even after exiting civ4 and reloading. I can send you my saved game if you want. Let me know.

I think we got this one (although to be honest a programmer much better than I dropped in and fixed it for me). I keep a current list of known issues in the first post and you can look forward to 1.0 being the first version that doesn't have this bug (it has been around since the begining).
 
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