Xanikk999
History junkie
Kael did you look at my UU suggestions 2 pages back? What do you think of them?
ChaoticWanderer said:trapping animals in your land
prob no way to fix it but you can trap animals against your land and the coast so they cant move then when your land envelops them they stay in your land at that point just a simple way to catch animals LOL or maybe a bug
Xanikk999 said:Ok let me think about my ideas for units kael.
Dwarven Defender
Base unit is Axeman. (Even though its called defender it can be used for offensive roles)
4 Str/1 Movement 100% VS melee 25% Vs Archer 10% City defense double movement over hills.
I would also make the unit a tad more expensive since its pretty good.
Overlords Unique Unit
Dread Sorceror
Base unit is mage
4 Str/ 1 Movement and replaces Mage . Causes Collaterol Damage. Can enslave units.
Frost clans Unique Unit
Ice Warg Chariot (Could include Wargs from D&D to pull the chariot but i made up Ice Warg)
Base Unit is chariot.
Str 7/ 2 Movement and double movement through Ice and tundra replaces chariot. +25% Vs Archer
Srathi Unique unit (Cant spell today)
Swamp Raider.
Base Unit is warrior but it will look like a reptilian warrior.
Str 3 and nothing else. Thats all it needs to be very powerful that early on.
And i think that would be pretty cool.
Halfling Unique Unit
Halfling scout.
Base Unit is scout.
Str 2 +100% vs animals and 3 movement to represent halflings quick reflexes.
I can understand the unease about inserting whole modpacks into your system from a implementation standpoint, but I personally believe the Foreign Advisor mod is worth it if only for how nice it is to be able to see everyone's relation to each other at a glance. My own personal opinion, of course.Kael said:If you are talking about FfH1, then no. There won't be aby new components added.
If you are talking about FfH2 then we are hoping to incorporate the next version of TheLopez's mercenary mod. I am also considering some interface improvement like the Exotic Foreign advisor and the Special Domestic advisor.
In general for each person that loves a component there is someone else who hates it and FfH is so far off the normal codebase that it often takes quite a bit of work to get modpacks to work (even if they slip nicely into other mods). So we tend to avoid modpacks unless there is a huge advantage to including them.
Hahahahaha, I knew the Balseraphs sounded like the coolest idea for a civilization. That's crazy.Kael said:The balseraphs actually have a unit like this called the Taskmaster. He captures of slaves even if the slavery civic option isn't selected, allowing the Balseraphs to fill their freak shows with all sorts of victims regardless of their civic options.
rhuntar said:Are the religions going to remain the same for next phase?
Starship said:Hi Kael,
I've about wrapped up my scenario, and I was hoping to petition a few possible add ins for 2.0.....
A generic hero unit for the different races of FFH. Nothing special, not even on the tech tree, just allow it access to all possible promotions. I think this would be a worthwhile addition for not just my scenario, but for all scenarios.
Also, I know you are putting together some sort of quest system. My request is if it would be possible to make a quest site that comes complete with guarding monster, and significant reward. (something like Orthus's Axe)
Maybe some sort of special Improvement feature that could be sprinkled like reagents, only so many a map.
Just a couple thoughts....
Also, in playtesting I've found that immortal units only resurrect once....Is that on purpose? I kind of like it, so it's not really a bug. I'm just not sure that's how you intended.
Thanks
Woah, what's the sixth religion?!? Some kind of dragon cult? And are they arranged from the most 'good' to the 'baddest'? You got me quite intrigued.Kael said:Hmmmmmm...
Agifem said:A little suggestion : add more cultural buildings.
Progor said:Hey, I really think Sevopedia (http://forums.civfanatics.com/showthread.php?t=148253) and my new upgrade to the unitUpgrade mod (http://forums.civfanatics.com/showthread.php?t=170501) would be an excellent addition to this Mod. If you wanted to send me the latest version of Phase 2, I'd be happy to integrate the greatly enhanced Civilopedia into it for you. There's some screenshots of how my UnitUpgrade mod looks with Phase 1 at the end of the Sevopedia thread, if you'd like to check it out. Send me a PM or post in my UnitUpgrade thread if you'd like me to do it for you.
Zherak_Khan said:I thought the same for a while, but I actually kind of like how it means you will have to actually put some thought into getting the culture. Just like you, I spent quite a while going with Creative trait (Cre/Fin, Titutia), but when I was starting to do a few creative strategies (excuse the pun), a wonder-intensive cultural victory strategy actually, I went with Ind/Fin instead, and found a few okay ways to gain culture:
Prophets. They actually work, if you have polytheism.
Carnival + Animal.
True, if you're doing a Bronze -> Iron -> Mithril warmongering techline, you aren't going to get a lot of culture. Which means you'll have to give up Spiritual, Agressive or Financial to get the culture. I like it, but that's just my opinion.
PriestOfDiscord said:I can understand the unease about inserting whole modpacks into your system from a implementation standpoint, but I personally believe the Foreign Advisor mod is worth it if only for how nice it is to be able to see everyone's relation to each other at a glance. My own personal opinion, of course.
Hahahahaha, I knew the Balseraphs sounded like the coolest idea for a civilization. That's crazy.
One thing I was hoping you would go into more detail if you have the time is some examples of new civ traits you have added in. I remember you mentioned that there were going to be well over a dozen new ones besides the ones already added in like Seafaring, Arcane, and Magic Resistant.
Chalid said:I like to have the promotions and unit upgrades included. But i fear it will need to be reworked if it should be used for FfH2. One think are the Unique Units. I'd say about 50-70% of our Units are uniqe don't know if that will be handled very well. The promotions might need reworking, too as we use And instead of Or prerequisites. On the other hand.. hm that should make no difference.
About the Sevo Civilization mod i'm not so sure. I think that one is not to everyones liking.