Nox Noctis

[to_xp]Gekko

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please correct me if I'm wrong: currently, the nox noctis effect makes all of your units that are INSIDE of your borders invisible, UNLESS they are in a city, right?

and IIRC, there were some people that were quite annoyed by the fact that with nox noctis built, their troops would be useless as chokepoints defenders cuz enemy units just went straight through them.

wouldn't it be good to have units become visible both in cities and in holdfasts ( castels, forts, citadels, watchtowers... ) ? it seems to make sense to me: if a unit is sitting on a fort, it means it's defending and so it should become able to defend that tile. this would be really useful since you still get all the normal benefits of invisibility, but if you got a certain tile that you want fortified, you can build a fort on it and place units in there.

looking forward to other people's opinion about this, and forgive me if this has already been suggested somewhere else by someone else :D

edit: btw, I still believe that the best way of handling the nox noctis' invisibility would be to allow units affected by it to choose between "sleep" --> remain invisible , or "fortify" --> become visible. I'm just not sure about how easy this would be to code.

edit2: another general tweak that isn't closely related to the nox noctis but would be very good imho: don't let automated workers build forts. they always put them in highly useless places and force me to grab them and tell them to do something useful instead.

moreover, they should NEVER build a new improvement over one that provides a resource ( aka don't cottage my silk plantations, please ) , nor build a new improvement over one that develops over time ( aka don't farm my towns, and don't cottage my citadels, please - to avoid seeing 50+ turns of development wasted by a single stupid worker ) . this way unticking "automated workers leave old improvements" would be an option, and automated workers would be much more efficient, making micromanagement less needed, which is always good imho.
 
totally agree with the OP, in fact i believe it was already suggested in the previous thread about this subject. This would allow the nox noctis to truly be an asset to the holding civ, instead of just a shift in defence tactics
 
btw, I still believe that the best way of handling the nox noctis' invisibility would be to allow units affected by it to choose between "sleep" --> remain invisible , or "fortify" --> become visible. I'm just not sure about how easy this would be to code.
 
:bump:

And yet another Gekko-thread. :p But I have to admit that the idea concerning castles and such is neat. I don't like the sleep/fortified idea though.
 
problem with sleep/fortified: healing within borders would cause your unit to become exposed ;)
 
@Demus: well, I'm pretty sure that a coder could very well take care of that problem ;)

but I do realize that the sleep/fortifies idea is harder to code in than the holdfasts one. that's why I suggested the holdfast idea, that should be pretty easy to add to the game :D
 
thanks :P

btw, another general tweak that isn't closely related to the nox noctis but would be very good imho: don't let automated workers build forts. they always put them in highly useless places and force me to grab them and tell them to do something useful instead.

moreover, they should NEVER build a new improvement over one that provides a resource ( aka don't cottage my silk plantations, please :D ) , nor build a new improvement over one that develops over time ( aka don't farm my towns, and don't cottage my citadels, please :lol: - to avoid seeing 50+ turns of development wasted by a single stupid worker ) . this way unticking "automated workers leave old improvements" would be an option, and automated workers would be much more efficient, making micromanagement less needed, which is always good imho.
 
not sure about that... Nox Noctis got changed in the latest FF patch though, now you can choose individually for each unit if you want it hidden or revealed. sounds like something that would work quite well in the main mod indeed.
 
[to_xp]Gekko;7329477 said:
not sure about that... Nox Noctis got changed in the latest FF patch though, now you can choose individually for each unit if you want it hidden or revealed. sounds like something that would work quite well in the main mod indeed.

Is this a one-time choice or a toggle button on units for hidden on/off?
 
toggle button I guess. I didn't try it yet tbh but I'm pretty sure it can be set on and off whenever you like. you should ask xienwolf ;)
 
It is a toggle-when-you-please capability. Though it relies on some fairly intricate work I did with the promotion system that I imagine Kael wouldn't want to adopt in the main mod. I personally do not think that it (the main change to promotions which toggling Nox-Noctis relies upon) results in any slower performance, but I have hardly tested it, so cannot say for certain.
 
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