Phase II gameplay discussion thread

loki1232 said:
Just creating him with the world builder.

Also, last time i checked the angel civpedia entries are also screwed up.

I couldnt reproduce the Vampire crash. And the problem with the angel pedia entries is because I forgot to include the art in the pack. They will be fixed in the next version.
 
loki1232 said:
I think that you should make golden ages a little longer. 10 turns perhaps.

I like the idea, but its 8 by default and 10 doesn't seem like much of a change. How about 12, a 50% increase in duration?
 
Kael said:
I like the idea, but its 8 by default and 10 doesn't seem like much of a change. How about 12, a 50% increase in duration?

Okay, this will encourage me to use the GP's for golden ages now. Gotta love the SDk.
 
Okay I've been playing and found some bugs.
a) The ritualist wasn't able to build temples.
b) No promotions are available to the undead units. This includes vampires, so I got erally annoyed in my calabim game.
c) Anything you can do to increase teh number of animals out there would be welcome. I found almost none.
d) I literally built a city that had 6 sugars in it's fat cross. Please do something to spread resoruces out.
e) Great mod I can't wait for the next one. I noticed in the spells thread that some of the spells have the + mark, meaning they are in. WIll you release them this weekend?
 
loki1232 said:
Okay I've been playing and found some bugs.
a) The ritualist wasn't able to build temples.
b) No promotions are available to the undead units. This includes vampires, so I got erally annoyed in my calabim game.
c) Anything you can do to increase teh number of animals out there would be welcome. I found almost none.
d) I literally built a city that had 6 sugars in it's fat cross. Please do something to spread resoruces out.
e) Great mod I can't wait for the next one. I noticed in the spells thread that some of the spells have the + mark, meaning they are in. WIll you release them this weekend?

Yes, i will be putting out a new version tomorrow. This is everything that has been added since last weekends version:

*1. Updated to Civ patch 1.60.
*2. Updated Talchas's spell system (greys out spells when they cant be cast)
*3. Fixed the fact that only 1 meteor was being created.
*4. Caster is correctly destroyed by the Lichdom spell.
*5. Haste sound replaced.
*6. Added the Promotions file to the FfH Editor.
*7. Added Orc and Undead promotions.
*8. Added the rest of the "Light" spell spheres.
*9. Added the Blade Dance spell (sorcery 1, air 1).
*10. Added the Transmutation spell (divine 1, earth 1).
*11. Added the Sand Lion spell (summoning 1, sun 2).
*12. Added the Sand Lion unit- can only be summoned on desert tiles, can see invisible
*13. Added the Defile spell (sorcery 2, entropy 2)- curses the tile.
*14. Added Talchas's Spell spreadsheet to the FfH Editor.
*15. Added the Enchanted Blade spell (sorcery 1, enchantment 1)- promotion boosts melee and dwarf units.
*16. Added the Flaming Arrows spell (sorcery 2, enchantment 2)- promotion boosts archer and elf units.
*17. Added the Spellstaff spell (sorcery 3, enchantment 3)- spellstaves can be destroyed to regain a caster casting ability.
*18. Added the Taskmaster unit (Balseraphs, replaces maceman)- chance to capture slaves on combat win.
*19. Added the Harlequin unit (Balseraphs, replaces ranger)- 25% withdrawl, -1 strength, can cast confusion.
*20. Added the Battlemaster unit (Doviello, replaces maceman) can upgrade Axemen to Macemen in the field.
*21. Added the Acrobat unit (Balseraphs, replaces hunter)- 25% withdrawl perk.
*22. Added the Hope spell (sorcery 2, spirit 2)- increaes culture output of the city.
*23. Added the Inspiration spell (sorcery 2, mind 2).- increases research rate of the city.
*24. Added Elven, Dwarven and Orcish slaves based on the unit defeated.
*25. Added the Freak Show (Balseraphs, requires Carnival, allows Elf, Dwarf, Human and Orc cages).
*26. Added Human Cages, Elven Cages, Dwarven Cages and Orcish Cages.
*27. Added the Forcewave spell (sorcery 3, force 3)- pushes all enemy units within a tile away fromt he caster unless they are in a city.
*28. Added the Orc Spearman unit (Clan of Embers, replaces warrior)- reduced cost.
*29. Added the Wizard unit (Amurites, replaces mage)- starts with a Spellstaff.
*30. Added the Firebow unit (Amurites, replaces longbowman)- can cast ring of flames and learn fire spells.
*31. Added the Guardsman unit (Bannor, replaces axeman)- reduces maintenance in cities he is in.
*32. Added the Raider unit (Hippus, replaces horseman)- increased strength and movement.
*33. Added the Wind Knight (Hippus, replaces knight)- can cast blade dance, learn air spells and no terrain costs on movement.
*34. Added the Lightbringer (Malakim, replaces prophet)- sentry 1 perk.
*35. Added the Pyre Zombie (Sheaim)- explodes when it dies.
*36. Added the Dwarven Hammerfist unit (Luchuirp and Khazad, replaces maceman).
*37. Added the Mud Golem unit (Luchuirp, replaces worker).
*38. Added the Bloodpet (Calabim, replaces warrior).
*39. Added the Feed ability to vampires (current feed ability renamed to Feast).
*40. Added the Sanctify spell (sorcery 1, creation 1).
*41. Added Losha Valas unit (Calabim hero).
*42. Added Talchas's Spell Pedia.
*43. Added Inquisiton as a spell instead of a build ability so it no longer destroys the Inquisitioner.
*44. Added the Ogre unit (Clan of Embers, replaces maceman).
 
WOW!!!!
Um quick thing.
I think that the taskmaster should also start with subdue animal, since that way he can capture human's and elves and whatnot for the carnivals.
 
Okay my first thing is that the breeding pit is screwed up. There is no picture. Also, both it and the Freak show list no effects when you put your mouse on them.
 
A few More bugs:
The conjurer starts off summoning only sand lions, and he doesn't gain any XP frm it so its hard to level him. He doesn't even gain any xp when his lions kill something.

The feed ability doesn't work.

Who can i transfer vampirism too? It didn't work to saverous, but it did for hemah.

That vampire hero doesn't gain immortailty from killing, not sure if she is supposed to.
 
OKay another thing is that i think it would be cooler if the spring spell created on oasis instead of turning a desert into a plains. Also, why does scorch only work on plains? I think it should work on any square, but have a chance of failing.
 
loki1232 said:
Okay my first thing is that the breeding pit is screwed up. There is no picture. Also, both it and the Freak show list no effects when you put your mouse on them.

Cosmetics like text and stuff wont be added until we have a final copy for the functions (otherwise i will be spending a bunch of time adding and changing them, and i will miss some and they will go out with obsolete descriptions).

I got the breeding pit fixed, thanks.
 
loki1232 said:
A few More bugs:
The conjurer starts off summoning only sand lions, and he doesn't gain any XP frm it so its hard to level him. He doesn't even gain any xp when his lions kill something.

He should get xp sometimes when he conjurers one. And yeah, I gotta get the summoned monster xp passed back to the caster, still working on that.

The feed ability doesn't work.

Right now it only works on bloodpets (i need the ability to target creatures to be able to open it up).

Who can i transfer vampirism too? It didn't work to saverous, but it did for hemah.

The victim has to be at least 6th level and alive. I think Saverous is a demon so he wouldnt qualify.

That vampire hero doesn't gain immortailty from killing, not sure if she is supposed to.

Very good catch Loki, this actually will keep werewolve,s disease, and subdue animals from working too. Eventually this tracked back to a tab instead of a space in the livingUnitCombats definitions. Crazy whitespace sensative programming language!!!
 
loki1232 said:
OKay another thing is that i think it would be cooler if the spring spell created on oasis instead of turning a desert into a plains. Also, why does scorch only work on plains? I think it should work on any square, but have a chance of failing.

Thats the way I was going to do it origionally but I choose this way because:

1. I thought it would be confusing to the casual player when the spell didnt do anything.

2. It also creates a nice balance with the spring spell (players can grab a rank of water to recover from the damage a a fire player did to them).

The reason it only works on plains is because it provides a natural limit to the spell power and makes the tiles strategy a little more interesting. A city on grasslands now has the additional advantage of being protecting from scorch, while a city surrounded by plains may be vulnerable. and I thought it would keep the spell from being overpowered by players using it to decimate ai lands.
 
loki1232 said:
It dooesn't work on bloodpets though...

Right you are, k got it fixed. Let me know if you find more issues.
 
I think that more promotions should be open to the vampires. All you need is one quick growing city and you can get a vampire wtih all the promotions in no time. Also, they aren't able to learn any spells.

Also, how are you doing adding in the nodes? I'm very excited.
 
loki1232 said:
I think that more promotions should be open to the vampires. All you need is one quick growing city and you can get a vampire wtih all the promotions in no time. Also, they aren't able to learn any spells.

They will be able to in the next patch (a couple spells).

Also, how are you doing adding in the nodes? I'm very excited.

All of the nodes are in, all of the palaces are in. The starter spheres have been taken away from arcane units so they now get the starting spells based on mana in their city. This is the stuff I've added to the next version so far:

*1. Added the Brigand unit (Hippus unit, replaces horse archer).
*2. Added the Orc Archer unit (Clan of Embers, replaces archer).
*3. Added the Orc Maceman unit (Clan of Embers, replaces maceman).
*4. Added the Charmed promotion (charmed units can't attack).
*5. Changed the Promotion OR prereqs into AND prereqs.
*6. Added Buildings to the FfH editor.
*7. Added all the Civ specific palaces.
*8. Put in the real caster experience point system.
*9. Added all of the "Light" mana resources.
*10. Added all of the "Light" mana improvements.
*11. Global Define for caster xp modifier.
*12. Added Global Defines to the FfH editor.
*13. Added the Dwarven Smithy building (Khazad).
*14. Added the Palisade building.
*15. Added the Chancel of Guardians building (Elohim).
*16. Added the Reliquary building (Elohim).
*17. Added the Righteous Cause spell (Divine, Law3).
*18. Added the Eternal Flame wonder.
*19. Added The Nexus wonder.
*20. Added Donal Lugh (Bannor hero).
*21. Added the Enforcement Office building (Order speciality temple).
*22. Spell Spheres are now handed out correctly to starting adept units.
*23. Added the Halls of Granite building (Runes speciality temple).
*24. Added the Runevault building (Runes speciality temple).
*25. Added the Runeguard unit.
 
Not a bug or really feedback, but seeing Michael Jackson is disturbing! :p
 
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