seamus75
Warlord
I downloaded 070 first than after your post about the patch I downloaded the patch - so as far as I now I'm running both.
Kael said:There are 2 new hero units coming for each religion in 0.80. They should add a lot of the flavor you are talking about. Im not big on renaming or reskinning unless the unit actually is functionaly different (it just ends up being more to track for a purely astheic purpose, or even worse, ties up a nice skin that I should be using in a more functional role).
NarsilFMJ said:There's a veritable plethora of Civ III images out there that you could use. Here's a few I found an resized.by embryodead,
by Ukas, and
by Ukas.![]()
Lightzy said:Played around with the mod even more today
ordered a couple more points and suggestions in my mind:
1) Unless you plan on adding many more elven/demonic/dwarfish/giant units into the game,I suggest that the slayer promotions be unified into a single promotion.
And in any case, they should give +60% or even +80% instead of +40%, because otherwise it makes a lot more sense to just take Shock/Cover.
2) Either: I think that the few starting buildings (market, elders, obelisk) could be made about 50% cheaper, to help new/newly captured cities off the ground a tiny bit faster
Or/And:
The negative values should be taken off of them.
I mean, you spend 30 turns building the damn thing, isn't that enough?
3) The aristocracy civ is so simple and yet so ingenious. well done!
4) Runes of Kilmorph religion should be boosted a bit..
Thing is, unless you found another religion and choose that one as your state religion, you'll almost always be the only civ with Runes of Kilmorph as state religion.
Is this intentionally done to isolate the kilmorph civ (as in 'solitary dwarves in their mountain homes') ?
BlakTooth said:The spawning chance for horses seems very low then. Is it the same as standard Civ4's? If not, might wanna tweak that up some.
Hell's Angel said:Hey Kael this mods on Gamespot for download... Good Job![]()
Dragonlord said:Regarding Mithril: has anyone ever actually seen any Mithril in the game?
I'm getting frustrated here: in all the games where I got to the point where I should be seeing Mithril (tech Mithril Working), I've yet to see a single Mithril - anywhere!
Most of the games were in 0.60 and Kael said he raised the probability of Mithril appearing - but in my current game in 0.70 I got the tech Mithril Working... of course, again none in my territory, though I own most of my continent - traded for current World Maps...and: no Mithril to be seen anywhere in the world!
What in the world is going on? Is the tech description incorrect, and Mithril is revealed with a much later technology, or does it really occur so seldom?
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Chammadai said:Fellowship spreads too fast. It would wise to decrease it spread rate a bit, lets say to 50%. It would still have the advantage over Runes and Overlords but shouldn't fill all the cities before Order or Veil appear and as I believe I've never seen a city adopt a second religion by itself it would be rather good for those faiths.
Kael said:I don't have access to the code that controls the barbarians spawn, I wish I could. I wanted to replace all the barbarians with orcs but I can't find any way to do it (short of disabling the barbarians and rewriting the process myself).
c.fe said:I don't know if I just misunderstood the problem, but as barbarians are a civ like the regular ones, you can give them a lot of UUs or if that's too much work just make two, three orc units and disable them for everyone except for the barbarians. If I understood your orcs-barbarians plans right...
forumforumforum said:i've played through this mod several times and i have to admit it was more enjoyable than the vanilla version!
while playing as The Fellowship of Leaves civ, i loved being able to 'role play' and create an empire filled with forests with the unique elf archers. however the tiles worked against me as they were less productive than other terrain modifications and enemy units were more difficult to defeat as they approached my cities. it seemed like my elf archers should have some sort of bonus to attacking enemy units in forests. have you thought of adding attack bonuses for elves attacking units in forests or dwarves attacking units in hills?
i know it's been mentioned before, but a bonus for working forests while under The Fellowship of Leaves would be fantastic![]()
seamus75 said:I like the idea of the ancient forest and the special advantages it would allow for the Fellowship - what are your ideas for the other religions? Fjords forthe Overlords?, swamps for the Vale? The ability to manipulate the lands surrounding the religions cities make sense as the people would want to create ideal atmospheres for their particular philosophies.
Any chance of tweaking the Barbarians a bit. I understand that they come in sequential tiers - animals, mythics, and strait barbarians. But is it possible to allow all three sets to exist simultaneously? The mythics just for fantasy flavor, but the animals particularly for the animal wrangling abilities of the rangers. Usually by the time I get that far the animals are long gone & forgotten.