Patch 7.3x : General Suggestions Thread

[to_xp]Gekko;8928884 said:
it would be great imho to have Orthus tag along with some other barbarians instead of wandering around alone, it makes him too vulnerable ( dangerous, but vulnerable :lol: ) . I see he usually waits until he has combat 5 and some drill promos ( due to AI_HERO I guess ) , but that also means that by the time he arrives, you've long known he's coming and set up suitable defenses which usually slaughter him kinda easily.

I'd much rather see him attack sooner with some friends, and then retreat as soon as things don't go as planned for him, to come back later stronger :D

How about having Orthus have the ability to summon 1-turn-expire or 2-turn-expire goblins or orcs? Same can be put in for the "new" Goblin hero. Just have him (them) set to autocast.
 
base FFH issue: Illusions completely heal after killing a unit. problem: they never kill a unit cuz they withdraw at 90% damage. is that something that can be fixed? it really sucks to know that they have an ability which is then utterly useless in practice :lol:
 
[to_xp]Gekko;8928369 said:
The War Machine could get moved to the metal line, construction line is very un-Doviello-ish to research and machinery is very expensive. perhaps it could be moved to Iron Working and make weaker?
IIRC it is not a bug nor an unbalanced effect, it is Kael-ish design !!!! In the lore the war machine is made by a doviello that thinks in really undoviello-ish ways :D
Maybe a way would be to make it a small warmachine at "iron-working", a medium at "engineering" and the actual one at "machinery", each version upgradable to the next version for a cost.
This would give incentive for the doviello to search the construction line with each tech while not destroying the lore/effect of an un-doviello-ish behaviour leading to the best Doviello unit.
 
some things which would be nice to see in 7.40:

1) pirate coves spawning on the coast just like any other barb lair :D

2) bring back sea monsters and let their lairs spawn everywhere in the ocean! we could use a smaller scaled version of the leviathan as a new one. I'd make sea monsters generally stronger than ships, but slower. minileviathans would be stronger than sea serpents, but serpents would be faster. sea turtles would be the elephants of the sea world :D

3) bring back war chariots and watermills. more interesting mounted line and more choice of improvements :D

4) new Great Beast, a giant wolf named Xien ( from Magistermod ;) )

5) bear riders as a horse archer UU for the clan ( I'm pretty sure RifE has them )

6) Kuriotates: workboat UU, flying, needs fishing and KotE, cannot leave cultural borders. City of a thousand Slums UB, gives +1C for each tile and/or bonus health/happy. also, their number of cities could scale better with map size. I'd make them start at 1 for duel and get one more for each size increase.
 
[to_xp]Gekko;8934607 said:
some things which would be nice to see in 7.40:

1) pirate coves spawning on the coast just like any other barb lair :D

2) bring back sea monsters and let their lairs spawn everywhere in the ocean! we could use a smaller scaled version of the leviathan as a new one. I'd make sea monsters generally stronger than ships, but slower. minileviathans would be stronger than sea serpents, but serpents would be faster. sea turtles would be the elephants of the sea world :D

3) bring back war chariots and watermills. more interesting mounted line and more choice of improvements :D

4) new Great Beast, a giant wolf named Xien ( from Magistermod ;) )

5) bear riders as a horse archer UU for the clan ( I'm pretty sure RifE has them )

6) Kuriotates: workboat UU, flying, needs fishing and KotE, cannot leave cultural borders. City of a thousand Slums UB, gives +1C for each tile and/or bonus health/happy. also, their number of cities could scale better with map size. I'd make them start at 1 for duel and get one more for each size increase.

4) Honestly, he'd have to have an interesting mechanic. I don't particularly like just tossing him in as a standard hero. Though who's to say I haven't thought of a good one.... :p

5) Bear riders as a UU for the Clan? Hope you mean the Doviello. If so, yes, we do. :p

6) Ripping off my Wyrmfisher unit, I see. :lol:
 
hey, Avahz has a flying kurio workboat too :p

actually, I think bear riders suit the Clan more than the Doviello. seeing as goblins ride feral wolves, they seem likely to ride feral bears as well. and they need it way more because they only have wolfriders and chariots as mounted units :D
 
[to_xp]Gekko;8935302 said:
hey, Avahz has a flying kurio workboat too :p

actually, I think bear riders suit the Clan more than the Doviello. seeing as goblins ride feral wolves, they seem likely to ride feral bears as well. and they need it way more because they only have wolfriders and chariots as mounted units :D

Ah, but his workboat only came about after I suggested he merge mine. So it's still stealing from me at root. :p (Not that I mind in the slightest, in fact I encourage it. Unless it hasn't been released yet, which is why Grey Fox hasn't released his work as a BtS modcomp yet. :lol:)

I don't know that that would work, honestly, but that's just me. As for the art; It doesn't exist, in that case. Would have to switch the rider in the mount, which would take some reboning.

Personally, I'd put the Orcs on Wargs, and the Goblins on Wolfs. THAT art is quite easy to find, it's already in RifE. :lol:
 
would it be possible to tweak the Ljosalfar worldspell a bit?

right now it's pretty sad since it's very annoying to have to give orders to a crapload of treants and lose all your ancient forests.

imho Treants spawning from it should start fortified so you only have to give orders to them if you want to. plus, I'd make it a % chance to spawn a treant, but get rid of the "ancient forest degrades to new forest" . that way it will be less uber, but it also will not destroy your economy.
 
roads get wiped out because desert acts like a road for the malakim

is it possible to have the Elves (Ljossalfar and Svartalfar) have the same ability but with Forest/Ancient Forest? Then we could remove the ability from the workers to build roads and add a Bloom Forest like ability to them (takes longer to cast then with priests of leaves).

This would give the evles even more flavor :)
 
Ah, but his workboat only came about after I suggested he merge mine. .... :lol:)


SSSHHHHHSH :p I didn't add it as a unique unit, what I did was a a "build" workboat spell to the flying Queen of the Line Airship the Kurios have (or any other Queen of th line with the Flying promo) . Comes late, but it adds a mid game boost. The spell works with the skeleton python so that only one workboat per queen of the line can be "built", it ain't cheep, and takes 5 turns.
 
why would one even disable this option?

edit: i played an other mod: dune
and it had the option to start as a minor faction meaning every civilisation would start at war with every other faction. you could however make peace later in the game through certain techs such a system would be nice to have too.

an other proposal (i know it is klischée): good vs bad: all civilistaions with the same alignment are automatically allied, factions with a different alignment are at war; no peace possible
 
I changed the harpy event, great bard cost 50 gold and AIvalue 1000. they choose him if they have enough money, no issues at all. suggested ;)
 
Ride of the Nine Kings currently requires Horses, I guess that should be horses OR nightmare ;) ( or just get rid of the prereq altogether, it's silly anyway... if you got Warhorses and are trying to build the wonder, you OBVIOUSLY have horses :lol: )

Ophanim maybe should lose the nightmare requirement? that would definitely be weird, an Ophanim with nightmares :lol:

the goblin chariot should probably lose the horse/nightmare requirement since they ride a wolf.

Kocrachon too, they need horses but they are... some kind of weird monster?
 
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