QuasiEvilScott
Chieftain
- Joined
- Jan 31, 2006
- Messages
- 65
Ok, so this mod is awesome, as we all agree thus far.
I have a hope/wish of you Kael if you might be willing to go this route.
I would love it if there was more mutually exclusivity in the choices one makes throughout a game of FFH. Specifically, if one goes the dwarven path...then they should have a harder time going the elven path. Similarly, if one is going to be all about ashen vale, then the order (buildings and units) should be unavailable to build.
I have it in mind that you could create several different tech tree paths, each representing a philosohpy, religion, or strength weakness. For example, when playing i decided to go "guardian of nature" and all foresty. THe problem i discoverd was that my apprentices still liked to build farms, remove forest, and generally turn my property into your typical mideval country side, flush with workshops, windmills and extensive roads. Now if this is how your gonna do it, cool, im just happy someone has done this much thus far. BUt i think it would be incredibly neat if those civilizations (perhaps 3-5) who are inherantly foresty, or anyone who chooses fellowship of the leaves as a state religion, would get bonues directly from the forest, and perhaps looses bonuses from farms. IT would be nice if a true "guardian of the forest" had his/her lands saturated in jungle and forest, barly any roads, and a bunch of units that moved quickly through forest without the need of said roads. Conversely, your typical morals would be all about the farms, plains, grasslands and generally human domains. THe frostlings (if your using these civs in the end) undead, and other "dark species" should/could make use of Tundra (it looks like wasteland to me, perhaps even change the title from tundra TO wastelands as its a more generic approach and offers greater flexablity in desigining your world). THe undead could even have a unit that MADE tundra out of plains or grasslands. That would be awesome, the undead horde slowly spreading the taint of their prefered land over the world. Dwarven and mountanious species could have something similar for Hills, or if possible, access to use and travel through Mountainpeak regions.
The whole of this idea is my wish to see each civ involved have the potential to be COMPLETELY different in look, feel, and method at the end of the game. If one had 5 civs, perhaps the Dark elves, the Undead, the Dwarfs, the Centaur and Humans, one would see different units, different terrain, different civics and wholey different technologies in EACH of the civilizations.
Example: (of five mentioned races above)
-Centaur and Humans would possess mostly Farmlands (plains and grassland and flood plain), with some hills and have normal looking civ IV improvements and Units (crossbowmen, knightlike units, etc). However, the centaur, becuase of their race, would have replacements for the mounted units taht would be generally superior. Both would most likely follow the normal tech tree provided in FFH.
-The Dark Elves would have lands in the woods, and most of their territory would be covered by forest or jungle. Because they had access to and chose to continue the "Dark magic" tech tree (one i envision as being only accessable because of a starting technology and is seperate from the other main tree) they have access to darker themes, like perhaps undead units, werewolves, abominations, and other sinister sounding stuff.
-The Undead would have most likely also followed teh "dark magic" tech tree, as they prolly aslo had some starting technology allowing them to continue it, unlike the elves, however, this civ thrives in tundra(wasteland) and seeks to spread it however they can. I envision many units that wuold function much like an apprentice AND a combat unit. And perhaps units that would create undead units upon defeating another (like a necromancer or something).
- The frostlings may also wish to spread tundra and arctic lands, as it is their domain in which to play, however, unlike our undead friends, they've not chosen (if this is approrpaite thematically) the "dark magic" tech tree but instead the "chaotic" tech tree. Their abilities would be completely different from the undead and others, as their technology pursuits arnt even accessible by the former civs.
- The Dwarves would most likly seek to hole up inside their mountain/hill bunkers. (I'm not sure youd want to allow dwarves to make hills...they seem more defensive and not expansive to me) But they would make use of hills and be able to support large populations. Perhaps the Dwarves could have access to the "chaotic" tech tree as well, or if not that, then perhaps the "Order" tree, or whatever system of themes you desire.
Fundamentally, every civ should have access to the main tree - however, i suggest splitting up the units and buildings and wonders, etc, that you have already created into mutually exclusive paths. This would limit each civilization and force choices. The most boring thing, for me, about vanilla civ, is that when the tech threshhold reaches swordsmen, everyone who has iron uses them. WHen it reaches rifleman, EVERYONE uses them. Even tanks, planes, and modern weaponry, EVERYONE Uses them if they have the resource. In this, the possession of a resource is a boon and a defficiency, NOT a unqiue style amung a civ. I would love to see the Elves(or fellowship of leaves) and Undead(or ashen vale) fighting over the same resource of Reagents, NOT becuase they both want to make mages and get happy faces, but becuase one wants to build buildings that require it and protect their forests, and the other becuase its a crusial ingrediant to dark rituals that allow the summoning of deamonic things.
Your use of religions deserves commindation, but i would suggest making those a little more exclusive as well (for founding purposes) and the seperate tech tree idea can do that. I would still fully expect my "order" city to have the problem of being infected by the "ashenvale" if my rival had the opportunity to do so.
-El Scotto
I have a hope/wish of you Kael if you might be willing to go this route.
I would love it if there was more mutually exclusivity in the choices one makes throughout a game of FFH. Specifically, if one goes the dwarven path...then they should have a harder time going the elven path. Similarly, if one is going to be all about ashen vale, then the order (buildings and units) should be unavailable to build.
I have it in mind that you could create several different tech tree paths, each representing a philosohpy, religion, or strength weakness. For example, when playing i decided to go "guardian of nature" and all foresty. THe problem i discoverd was that my apprentices still liked to build farms, remove forest, and generally turn my property into your typical mideval country side, flush with workshops, windmills and extensive roads. Now if this is how your gonna do it, cool, im just happy someone has done this much thus far. BUt i think it would be incredibly neat if those civilizations (perhaps 3-5) who are inherantly foresty, or anyone who chooses fellowship of the leaves as a state religion, would get bonues directly from the forest, and perhaps looses bonuses from farms. IT would be nice if a true "guardian of the forest" had his/her lands saturated in jungle and forest, barly any roads, and a bunch of units that moved quickly through forest without the need of said roads. Conversely, your typical morals would be all about the farms, plains, grasslands and generally human domains. THe frostlings (if your using these civs in the end) undead, and other "dark species" should/could make use of Tundra (it looks like wasteland to me, perhaps even change the title from tundra TO wastelands as its a more generic approach and offers greater flexablity in desigining your world). THe undead could even have a unit that MADE tundra out of plains or grasslands. That would be awesome, the undead horde slowly spreading the taint of their prefered land over the world. Dwarven and mountanious species could have something similar for Hills, or if possible, access to use and travel through Mountainpeak regions.
The whole of this idea is my wish to see each civ involved have the potential to be COMPLETELY different in look, feel, and method at the end of the game. If one had 5 civs, perhaps the Dark elves, the Undead, the Dwarfs, the Centaur and Humans, one would see different units, different terrain, different civics and wholey different technologies in EACH of the civilizations.
Example: (of five mentioned races above)
-Centaur and Humans would possess mostly Farmlands (plains and grassland and flood plain), with some hills and have normal looking civ IV improvements and Units (crossbowmen, knightlike units, etc). However, the centaur, becuase of their race, would have replacements for the mounted units taht would be generally superior. Both would most likely follow the normal tech tree provided in FFH.
-The Dark Elves would have lands in the woods, and most of their territory would be covered by forest or jungle. Because they had access to and chose to continue the "Dark magic" tech tree (one i envision as being only accessable because of a starting technology and is seperate from the other main tree) they have access to darker themes, like perhaps undead units, werewolves, abominations, and other sinister sounding stuff.
-The Undead would have most likely also followed teh "dark magic" tech tree, as they prolly aslo had some starting technology allowing them to continue it, unlike the elves, however, this civ thrives in tundra(wasteland) and seeks to spread it however they can. I envision many units that wuold function much like an apprentice AND a combat unit. And perhaps units that would create undead units upon defeating another (like a necromancer or something).
- The frostlings may also wish to spread tundra and arctic lands, as it is their domain in which to play, however, unlike our undead friends, they've not chosen (if this is approrpaite thematically) the "dark magic" tech tree but instead the "chaotic" tech tree. Their abilities would be completely different from the undead and others, as their technology pursuits arnt even accessible by the former civs.
- The Dwarves would most likly seek to hole up inside their mountain/hill bunkers. (I'm not sure youd want to allow dwarves to make hills...they seem more defensive and not expansive to me) But they would make use of hills and be able to support large populations. Perhaps the Dwarves could have access to the "chaotic" tech tree as well, or if not that, then perhaps the "Order" tree, or whatever system of themes you desire.
Fundamentally, every civ should have access to the main tree - however, i suggest splitting up the units and buildings and wonders, etc, that you have already created into mutually exclusive paths. This would limit each civilization and force choices. The most boring thing, for me, about vanilla civ, is that when the tech threshhold reaches swordsmen, everyone who has iron uses them. WHen it reaches rifleman, EVERYONE uses them. Even tanks, planes, and modern weaponry, EVERYONE Uses them if they have the resource. In this, the possession of a resource is a boon and a defficiency, NOT a unqiue style amung a civ. I would love to see the Elves(or fellowship of leaves) and Undead(or ashen vale) fighting over the same resource of Reagents, NOT becuase they both want to make mages and get happy faces, but becuase one wants to build buildings that require it and protect their forests, and the other becuase its a crusial ingrediant to dark rituals that allow the summoning of deamonic things.
Your use of religions deserves commindation, but i would suggest making those a little more exclusive as well (for founding purposes) and the seperate tech tree idea can do that. I would still fully expect my "order" city to have the problem of being infected by the "ashenvale" if my rival had the opportunity to do so.
-El Scotto