strategyonly said:I mentioned Frankenstein because i thought vampires, werewolves and Frankenstein all go together and i see that in Phase 2 there will be vampires, right?
kzoocauchy said:Personally, I miss silver. Is there any chance you could make mithril take over aluminum's placeholder and bring back silver in the future?
Oran-ge said:Hey, what with the long wait for FFH 1.0, and the large number of new fantasy unit models coming out, is there any plans to release another update for FFH before 1.0 that includes these new units and maybe the new units you already put in 1.0?
If you just include the models and the unit stats, you don't have to make engine changes. Not only would this give us some new units to play with, you could also get feedback on how well the new units go together with the mod.
Oran-ge said:I think you misunderstood me, I meant to ask if you had any plans to releasing another update to 0.95g before FFH 1.0, like a 0.98 or 0.95h or something, with the new units in there.
So you won't use any of the new models that are being made now into unique units for FFH?
Kael said:There were 156 units in the version of phase 2 that I put out yesterday, there are 118 in 1.0. Except for a handful of summoned units all of those new units are UU's. And I still have a ton more to make.
Mr.Earl said:The idea of vampires and werewolves cam long before Frankenstein. If you really want to add somthing to the Horror/Fantasy catagory, a Grim Reaper world unit might work.
Lightzy said:Personally, I don't like that.
What I really loved about FFH was that there were few units, and each with very specific roles.
Unless incredibly well done, more units would just be clutter.
Even the 'big' ammount of unique units currently available is too much for me. once it becomes heavy crossbows and phalanx and immortals and heavy chariots it gets boring for me. units sharing roles, not being unique or powerful enough to make difference in gameplay anyway, etc.
Its understandable that there will be upgrade lines for the same purpose of the unit (archer --> longbowman), but where they differ they shouldn't be sharing purpose.
There should also be substantial diversity in costs.
some units should be extremely powerful but expensive, while some units you should be able to mass produce and flood the field with, even though they're relatively weak. or maybe that should be unique mechanics for the races/religions, dunno.
I miss the fast, cheap, weak (ie goblin) race![]()
Lightzy said:Personally, I don't like that.
What I really loved about FFH was that there were few units, and each with very specific roles.
Unless incredibly well done, more units would just be clutter.
Even the 'big' ammount of unique units currently available is too much for me.
naf4ever said:Played the last couple of games with Octopus Overlords. Here are few things I noticed:
Some people have mentioned the slavery civic seems gimped as the unique OO civic compared to the others, i dont think it is but it could definitely use some tweaking:
1) Sacraficing people to pop rush things is really inefficient but more so in FfH because in general units and wonders in this mod cost more. Sacraficing one pop in the vanilla game would net you 30 hammers and hence let you rush a whole archer, here its half an archer. Not too mention in version 1.0 when the drown will cost 90 hammers it would require you to sac 3 people just to rush one of these. Hurrying wonders is even more dreary.... I think the nature of pop rushing is already extremely detrimental as is. It destroys your economy and production base and because you cant sac more than half of your pop at a time its intrinsically safe from abuse. Few people are going to sac the max pop they can two turns in a row thus reducing thier population in that city by a whopping 75%. Here are some ideas for improvement:
- Increase the amount of production that is generated from sacraficing a person. Personally I think it could be rasied to 50 or 60 hammers per/sac'd pop considering many of the units in FfH cost 2 to 3 times as much as in vanilla civ. I dont think this would imblance things too much since like i said the nature of sacraficing your own pop and reducing your overall economy and production in that city makes this method of hurrying safe from exploting and constant usage. I dont think this would impact wonders too much since most of the wonders in this mod are very expensive and would require sacracfing 20+ people in one turn to even see a moderate advance in the construction progress.
- Perhaps get rid of the unhappiness from sacraficing people. It seems uneeded for a method of a rushing that already has its own restraint and disincentive system built in. Also based on the tidbits of their storyline i read in the pedia I dont think the Octopus Overlords get real emotional when they have to sac few peasents here and there
2) Besides pop rushing which is the main feature of this unique civic (yet is hardly ever used), being able to catch slaves seems like the other big perk. This seem pretty well thought out already and the production sac bonus the slaves get for buildings, though small, is a nice additive feature. The cost to upgrade them to lunatics though could use some modifying. At the moment it costs 195 gold to upgrade a warrior to a maceman or stygian guard. It costs 250 gold though to upgrade a slave to a lunatic. This value could be reduced down to 150 or even halved to 125 without too many problems, heres why:
- Lunatics arent that great in the first place. In order to build or upgrade to them they have a prereq of an advanced metal like iron or mithril not to mention the construction of an additional building, the asylum. In combat they are inferior to similar level units like the maceman or stygian guard because of thier no-defense modifier and their enraged ability is erratic.
- The cost reductions i mentioned above might seem to make the upgrade a bit cheap, but consider that this upgrade is only possible with the slave unit which you cant exactly mass produce unless you are constantly fighting. And if you are, you're most likely using up all your gold maintaining your army or maintence from cities and so dont have much to blow anyways. Usually about the time im ready to turn a few slaves into lunatics I barely have a few hundred gold as is and am usuallly using losing more every turn from all the fighting...
- There needs to be a reason to upgrade slaves into lunatics. Usually most people have lots of warriors mulling about their empire from earlier on. The current upgrade cost of slaves to lunatics makes it an inefficient action to pursue when you could just upgrade all your idle warriors to far better units for much cheaper. Reducing the lunatic upgrade cost will help make the slavery civic, slave unit and lunatics more defining and useful features of Octopus Overlords.
At the moment most of the unique civics of all the religeons offer something different and usually better than the other civics of the same category. But with Octopus Overlords I usually find myself switching to something else besides slavery as soon as i can. I think the above changes will help make slavery a more prominant feature of OO empires.
-naf
Kael said:I halved the cost of upgrading the slaves to lunatics like you suggested. I will think about changing the production bonus. I do still think the cities should have unrest from sacrificing people, even if their religion is for it there are parts of the population that wont like to see others killed off.
ditb said:Dumb question time:
If it says version 90 when I load up the mod, I am not running the 95 version right?
I am 99.9999% sure that is the case, but the download is so giant that I wanted to make sure. Thanks in advance!
Dave