Lord Yanaek
Emperor
- Joined
- Aug 15, 2003
- Messages
- 1,662
OK, one neat new feature of BTS is the ability to set teams right from the game creation screen. I really like it because i often play with another human player who only agrees to play in a team with me, never against me (i'm not that good, but she got the WRONG feeling she's a bad player ...) So our games are often we against AI civs. Before BTS, once we were able to make a team, we became nearly unstoppable, as AIs didn't form permanent alliances between each other anyway.
Now, we simply start out as a team, and i set the AI civs as 2 civ teams as well. That's a nice addition.
However it will bring some issues to FFH. If i simply put 2 random civs in a team, i could end up with one evil and one good civ in the team. Well, it can be strange to have Mao allied with Lincoln in standard civ, but it would be even stranger to have the Bannors allied with Calabims, or Elohims with Sheaims in FFH.
Is there a way, and a plan, to add some sort of function that checks for random civs in teams so that evil civs don't end up allied with good civs, or even have only civs sharing the same alignment be allies (evil with evil, neutral with neutral, and good with good).
I'm not sure all this team stuff really fits FFH very well but this function made our games much more interesting. In a recent game we barely won a space race victory a couple dozen turns before the end, and we would have lost on any other victory condition, it was much more of a challenge than civ 4 ever been before.
Now, we simply start out as a team, and i set the AI civs as 2 civ teams as well. That's a nice addition.
However it will bring some issues to FFH. If i simply put 2 random civs in a team, i could end up with one evil and one good civ in the team. Well, it can be strange to have Mao allied with Lincoln in standard civ, but it would be even stranger to have the Bannors allied with Calabims, or Elohims with Sheaims in FFH.
Is there a way, and a plan, to add some sort of function that checks for random civs in teams so that evil civs don't end up allied with good civs, or even have only civs sharing the same alignment be allies (evil with evil, neutral with neutral, and good with good).
I'm not sure all this team stuff really fits FFH very well but this function made our games much more interesting. In a recent game we barely won a space race victory a couple dozen turns before the end, and we would have lost on any other victory condition, it was much more of a challenge than civ 4 ever been before.