AU_Armageddon said:I just d/led and played this twice.
It's very impressive for a first effort, sincerely, but the balance is non-existant. I started a game on Monarchy (epic, large, continents) and after my first couple axe-men had 3 of your doubled city attack bonuses while the army formed I could see that was game, wiping out 2 civs and set up to storm over the world by 500BC.
So I restarted on Emporer (epic, large, archipelago snaky continents) and just gave up now at about 500AD, with over 20 cities and the world clearly conquered.
It's these doubled bonuses. The computer can't deal with em. My first axe-man was level 9 and literally unstoppable, let alone the rest of em. The adepts coming out with 2 movement, 70% withdrawal and 100% collateral damage out the gate in 3 turns apiece on epic is insane.
This was without reading the techs or civics or having any idea at all of what's going on. With that understanding this would be easily beatable on deity. And thus, unfortunately not much fun SP. The AI coding options coming with the patch would probably be able to rectify this.
World be a blast against other human players at the moment, but finding skilled human players keen to sit down with me for a 10 hour game of this mod is not something that's gonna happen.
Nice effort. Was very refreshing. I look forward to trying it again in 3 months to see how the playability has come along.
Rando said:Kael, any other goodies we can expect in.70? (wondering about some of the great new unit skins I have seen - hellhound, etc.)![]()
Rhianni said:Beautiful. My favorite mod on here. Played it till 2:00 am last night heh.
Not sure if these were reported in the previous 10 pages but here are a few bugs I found...
1: Yes AI is pretty easy. I was on prince and in 1st place whereas usually I am in the middle of the rankings. The #1 thing I found is that the AI doesnt upgrade units much. They were still using warriors and just having an archer or two in their towns while I had macemen. Some might be able to go that fast in the tech but again normally the AI keeps pace with me on prince setting.
2: Conjurors do not do collateral damage.
3: Apprentice -> adept upgrade cost is only 5 gold?
4: I couldnt find a way to build some of the religion units like the elven archers. I am assuming this is because my state religion was the dwarves?
5: Movement really starts piling on. horseman can get +1 movement at the begining with training yards and then win 1 fight and get another +1. 5 movement units are a bit much. Keeping them as a level 2 or 3 upgrade before getting it like in the regular game would be a bit more normal.
6: More spells please! Those are fun.
7: Beserkers say in the rage tech description that they need iron or mithril but when you go to build them they need mithril.
8: I dont know much about cthulhu but I think it would be fun if they have a giant squid or sea monster boat.
9: Each religion could use a few more units (unless I missed something). I built dwarves and at no time saw any upgrades for them later on.
Sareln said:First off Kael, great mod. I like it quite a bit already, and this is before you've even really gotten into the graphical.
I played through today and noticed that the various inquisition stuff doesn't work properly. Inquisitors can not purge cities, and the great wonder Purge the faithful doesn't clean out any religions whatsoever. I don't know if you've already addressed it for 0.70, but I thought I ought to throw it out there for you.
CIV version : 1.52
FfH version : 0.60
Rhianni said:Ahh. You posted a few minutes before I did with most of my stuff answered already.
On the technology advisor screen, on the rage technology. When hovering the mouse over the beserker icon it says it requires iron or mithril. Not a big deal but in the game I played I didnt have mithril and went for it because I thought it would be iron. In hindsight it probably should be just mithril because of how powerful it is. You have a lot of changes listed so it could be that I missed it in your notes or you changed it already
When hovering the mouse over the conjuror unit its description says it does collateral damage. The technology advisor screen has it correct and does not list it there.
About spells. When casting them they currently have to be cast in your area and destroy the terrain type. I see the post where you can cast spells anywhere now. Will it still destroy the tile improvement? This could cause an imbalance in letting magic units summon something and destroy an tile improvement in 1 turn. Then again if you dont get the gold for it it may be a trade off.
Chammadai said:Kael,
in version 0.7 does researching one religion specific tech prohibit you from researching the others? If no, then there's a simple way to abuse it to get most of them - switching religions (made even simpler when spiritual). Dwarven Mining is one cool tech which is always worth having.
Second problem is with the Accuracy - will mages and archmages be allowed to have Barrage? Cause without it they still won't be able to choose Accuracy. And since now they don't do collateral damage it would be pretty useless anyway. Maybe you could change the requirement for Accuracy to Combat I?
Looking forward to 0.7
*10. Promotion Accuracy requirement for City Raider I removed. (recommended by Levty)
Trillster said:Congrats on a wonderful mod! I'm a relatively new civ player, having been introduced to III and fallen in love with IV. Very much looking forward to the next release and the much mentioned phase 2. There's a lot of scope here on top of a huge revamp of the original concept, with potential for a whole new style of Civ. I particularly hope your wish for new models comes true soon.
Browsed the thread and came up with the following:
1. My personal bugbear with the mod gaining enough commerce to sustain research at an acceptable rate. By the time I'd reached the classical age I was down to 20% research, which was still costing a lot more than I was making. This may be a problem with my approach to the game tactically, but it happened all three times I played the mod. Perhaps the early techs could be a little less expensive to research to make the first era pass a bit more fluidly. Given the size and complexity of the tech tree, I don't think this would be too bad a thing.
2. Glad you changed the names of some things. I found it unnerving when my peasant workforce started demanding an Anarcho-syndicalist Commune. I didn't know what that was, and I'm supposed to be the Boss.![]()
3. Some Spell Ideas
Vitalize the Land -> What I was hoping when I first saw the icon was "perhaps it'll turn Desert into something, maybe an oasis?" Deserts are always a pain in the ass. Having a ray of hope in that direction would be good.
Enchantment Sphere -> If your equipment idea doesn't work out (its a goodie). Being the opposite of the mind sphere, perhaps a few degrading effects?
1. Glamour - +X smileys to target city for X turns
2. Weakness - Chosen unit/tile has strength reduced by 30% for X turns
3. Amnesia - Chosen unit loses last promotion/all promotions (perhaps particularly good vs. mages)
Law
2. Divine Commandment - -X unhappiness in chosen city until dispelled
3. Cursed Contract - Chosen unit may not attack your civ until dispelled (pretty powerful)
4. Props on the reskinning of the fighter plane for the hawk. Very creative use of available resources. Hawk and hunter combo rocks.![]()
Thats it for the moment, I'm off to play some FFH. More thoughts as and when they occur. All the best!
durwoodx said:OK, having played about 14 hours in the past two days...
Even though there are some balancing issues to be addressed, I have to concur once again with the general sentiment: this is EASILY the most enthralling mod I've ever played. I can't wait to see what it's like further down the line.
Oh, and I've been pimping to the #gg irc/Bovine Conspiracy folks and they are mightily impressed as well.
Cheers!
Sareln said:Oh yeah Kael - nice touch with the summoning/spell casting times though they would be nice documented.
It seemed that spellcasters/summoners take 2 turns in flatland/deserts and one turn in any sort of hill. Flavor-wise this is cool, because it means I'll have my archmage or something on a nearby hill flinging fireballs (or meteors as the case may be) at the enemy.