darkonion said:Zherak Khan:
What music editor are u using and, by any chance, is it free to download? i need a good station to create some good sounding fantasy pieces i have come up with on my keyboard...
camthalion said:Hi FfH Devteam,
(doesn't that sound kinda cool?)
is the hawk unit still available in Version 2.0? If yes, will it finally look like a falcon instead of a plane?![]()
Chalid said:Nevertheless good point with the catapults. I would have nearly missed to give an additional consideration to collateral damage.
Mad Mike said:just an idea.
if u select a state religion (any-one) possibly it could make resurching the other one's void. or perhaps some races perfer certian religions and in that way u can only resurch certian religions.
Orc's might not like the fellow ship of the leaves but tollerate the other religions,and elves might love the leaves and distane the other religions.
just an idea .
Chalid said:Follow the link in my signature (Bird) for a preview of the new Falcon.![]()
DarthCycle said:Chalid, if I understand correctly, the AI is not building catapult because
1) it requires a building
2) in order to asses the usefullness of a unit, the AI evaluates its strength
So by the time the building for catapult is available, other buildings are already generating better units, hence, it doesn't built that building and can never build a catapult.
How about removing the building prerequisite for catapult and check if the AI builds any? If vanilla Civ, I think that's the case.
However, the FfH design aims for the following:
1) catapult for reducing defense
2) mage with spells for collateral
I think there has to be a non-mage unit for collateral damage. If catapult are not the unit for such a task, another unit should be introduced. However, this would reduce the already limited usefullness of catapult. IMO, catapult should keep their dual-purpose: reduce defense and collateral. Agreed, mage should be better at collateral, but there has to be a non-mage unit that fullfill this role.
The goal here is to have a gameplay incentive not the use the SOD again. That was one lame gameplay tactic in Civ3. With the current mechanics in place in FfH 1.0f, SOD are a viable option. And that's not a good thing.
DarthCycle said:Thank you both for the clarifications on this important aspect of the game.
When the first beta is released, you should provide a general guideline of what is expected from us in terms of feedback. What specific features should we test and try to break and what is out of scope. This should help the tester community to focus its effort on the right elements of the mod.
Samuelson said:Maybe you guys could make the catapult throw stones at the enemy like a mage casts spells, but the stones could only go 1 space. You could have throwing stones act like casting a spell, and you could even make it so that you can throw other things. Maybe the people with the religion that allows slavery could sacrafice one of their units and use it to throw heads that would be more effective than stones. This would kind of bring back the Civ 3 catapults instead of the suicide Civ 4 catapults.