RifE 1.20 Ideas, Requests, and Feedback

I was thinking... how about a 'researcher guild'? Out of all the great persons, the great sages are my least favorite. Sure, the research academy which gives +50% :science: is nice, but it's really only useful for your 1-3 biggest cities with lots of science.

And since AV is the religion you rather avoid than found, his special building is rather useless too.
Sages are not bad, they just pale in comparison with the other great persons.

So how about another new guild which work just like the Masquerade/Stonefire etc...? Some kind of researcher guild that gives :science: and :gold:? The bonus could be increased by collecting rare resources like copper, iron, mushrooms, pearls, Scion artifacts, fruit of Ygdrassil (sp?)...

That's actually a good idea IMHO, I've felt too the limited usefulness of GS in the mid-late game (compared to other Gps, obviously...).
But actually I'd prefer something along the line of a new "Master building". Since we have one for each unitclass, how about a true magic items shop?
It would boost research and gold income, and allow you to buy things like healing salves (maybe only the minor version) ,all those nifty items that you only get once every 100 games (like the ring that allows to ignore terrains cost and such)... and maybe new toys, like recall amulet that allows a single use of dimensional 1 (escape), magicl statues that allows a single use of a summon and so on......

Just my two cents here!
 
That's actually a good idea IMHO, I've felt too the limited usefulness of GS in the mid-late game (compared to other Gps, obviously...).
But actually I'd prefer something along the line of a new "Master building". Since we have one for each unitclass, how about a true magic items shop?
It would boost research and gold income, and allow you to buy things like healing salves (maybe only the minor version) ,all those nifty items that you only get once every 100 games (like the ring that allows to ignore terrains cost and such)... and maybe new toys, like recall amulet that allows a single use of dimensional 1 (escape), magicl statues that allows a single use of a summon and so on......

Just my two cents here!

Thank you for reminding me about that! I had a similar idea a while ago, but I had forgotten all about it. Now that I'm learning modules, I will go cook something up. Allowing the purchase of some magic items is a good idea, I will use it.
 
Thank you for reminding me about that! I had a similar idea a while ago, but I had forgotten all about it. Now that I'm learning modules, I will go cook something up. Allowing the purchase of some magic items is a good idea, I will use it.

:)
Whenever you feel like starting a "More magical Items Brainstorming" thread I'll be there throwing around some of my crappy ideas...
 
im not shure this is intended or not, but i have been playing the mechanos alot, and i have found that because all their mana is turned into refined mana that, especially in big games, the mana affinity becomes pretty beefy. last game i had so much refined mana that i pushed about 1800+ beakers of reasearch and had some pretty scary units.

im thinking that for next game i will increase the difficulty, that should help alot, but i just thought i would mention incase it was not intended

also, orthos axe + the werewolf hero = LOL

check it out

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this was my last lan game with my friend
 

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How about the Blasting Powder and Machinery techs? Is the deadeye you are upgrading level 6?

...Oh. I didn't see it anywhere that the Unit needed to be level 6. Also, the Deadeye entry shows it upgrading to nothing.
 
I like a 'Master Enchanter' building, myself... Have it require Enchantment mana, and then have different items/promotions you can buy based on what mana you have.

As for the Mechanos... Yeah, have plans to tone it down. Until Xienwolf upgrades the affinity code, I think I'll have a promotion applied to all units that currently have the Refined Mana affinity. It will run a bit of python each turn, adding some ranged attack to the unit... exactamount will vary based on number of mana, and what I feel is balanced. :lol:

Maybe .25-.5 ranged attack per mana, with the first granting 2?
 
I like the idea of a Master Enchanter too! However, would you sacrifice someone to get it? None of the Great People necessarily fit. Sacrificing an Archmage with Enchantment III would be kind of sad. However, maybe if an Archmage with Enchantment III could sit in a city, cast "Enchanter's Forge" or something similar to have a fake building that vanishes if he leaves the city, could be cool. Pump out some odds and ends items, like weapons and/or armor with mana affinities, potions, whatever you care to blow gold on. They appear on whichever unit you selected to do the spending on, but can be dropped like an Orthus Axe maybe?

Anyhow, I know I commented on a variation of this topic way earlier in this thread, I just feel that a Spellstaff is such a boring pinnacle for the third tier of Enchantment. Give me something that resembles an event reward, dungeon reward, portable wonder like a Lyre etc., much more fun.

Edit: Y'know the Silver Circle and how the "Enchanter's Enclave" building can be built by the wandering guys? Maybe have those capable of creating some weak items like Healing Salves or something on a trial basis?
 
I like a 'Master Enchanter' building, myself... Have it require Enchantment mana, and then have different items/promotions you can buy based on what mana you have.

Mmh I cannot avoid thinking about my Amurites, wich usually end up with all the different mana (Thanks Wild Mana!!!), and what would the menu of a unit buying something in a city look like (cluttered!)
Maybe giving option based on the PALACE mana would be a better choice, it would also provide a distinguishing feature among civs...

About stationing an Archamage... I would never do that sincerely, the whole Idea started as a way to have some use for Great Sages in the endgame, but that's just an opinion, obviously :)

Sorry for any grammar mistake I made, I just woke up!
 
I like the idea of a Master Enchanter too! However, would you sacrifice someone to get it? None of the Great People necessarily fit. Sacrificing an Archmage with Enchantment III would be kind of sad. However, maybe if an Archmage with Enchantment III could sit in a city, cast "Enchanter's Forge" or something similar to have a fake building that vanishes if he leaves the city, could be cool. Pump out some odds and ends items, like weapons and/or armor with mana affinities, potions, whatever you care to blow gold on. They appear on whichever unit you selected to do the spending on, but can be dropped like an Orthus Axe maybe?

Anyhow, I know I commented on a variation of this topic way earlier in this thread, I just feel that a Spellstaff is such a boring pinnacle for the third tier of Enchantment. Give me something that resembles an event reward, dungeon reward, portable wonder like a Lyre etc., much more fun.

Edit: Y'know the Silver Circle and how the "Enchanter's Enclave" building can be built by the wandering guys? Maybe have those capable of creating some weak items like Healing Salves or something on a trial basis?

Mmh I cannot avoid thinking about my Amurites, wich usually end up with all the different mana (Thanks Wild Mana!!!), and what would the menu of a unit buying something in a city look like (cluttered!)
Maybe giving option based on the PALACE mana would be a better choice, it would also provide a distinguishing feature among civs...

About stationing an Archamage... I would never do that sincerely, the whole Idea started as a way to have some use for Great Sages in the endgame, but that's just an opinion, obviously :)

Sorry for any grammar mistake I made, I just woke up!
Just to clarify: the module I'm working on (should finish it today unless something goes wrong) is intended specifically to use Great Sages. I'm giving them several buildings, one of which will let you purchase (at really high prices) magic items that you might find in dungeons.
Mana will not be involved, but if I make new items there might be civ-specific ones. I'm specifically not touching actual magic because I'm still working on a separate overhaul of it (although an idea remarkably similar to the Enchanter's Forge is a part of it).
 
Tangential to the Enchanter conversation...now that Great Commanders are units that stick around and do interesting stuff after they build their special building it might be fun to do the same thing with the other Great Persons. Great Bard could be much weaker version of Pelemoc (boost friendly city or annoy enemy cities), Great Prophet could be a disciple unit, Great Sage could be an arcane unit, Great engineer could be a super-worker, Great Merchant could be a recon unit that explores enemy territory. Perhaps the Great Merchant could create a route as he moves...establishing trade routes.
 
Just to clarify: the module I'm working on (should finish it today unless something goes wrong) is intended specifically to use Great Sages. I'm giving them several buildings, one of which will let you purchase (at really high prices) magic items that you might find in dungeons.
Mana will not be involved, but if I make new items there might be civ-specific ones. I'm specifically not touching actual magic because I'm still working on a separate overhaul of it (although an idea remarkably similar to the Enchanter's Forge is a part of it).

Oh, but that's really what I had in mind plus several building!
What a nice clarification :) , would you mind some spoilers for the other building, or is asking too much...?
 
Oh, but that's really what I had in mind plus several building!
What a nice clarification :) , would you mind some spoilers for the other building, or is asking too much...?
The plan is:
Martyr's Ward - Provides some minor magical defenses.
Controlled Rift - Requires Pass Through the Ether, allows continual dungeon exploration.
Djinni Bazaar - Allows the purchase of magic items.
Maybe one more if I come up with a good idea before I finish.
 
@Vermicious - Sounds fine to me, with one point: Unlike the commanders, other GPs have useful city abilities. I'd make them choose... Say, allow them to upgrade? The upgrade will have some city affects, or be a mage, or whatever.

As for the master enchanter... Generic items wouldn't require a mana type. Poisoned weapons should need nature mana though, and so should other enhancements like it. Fire with fire, ice with ice, and so on.

How about this: After building the master enchanter, your units in the city can cast an 'Enchantment' spell. This opens up an event window, populated by those upgrades you qualify for. Some will be cheap, some expensive, and the best will be both expensive and require a wait time (apply temp hold promo). Some could even be one of a kind items, as doing it via event lets me use python... And could let me check all sorts of thimgs. Maybe apply a promo to a unit that kills a hero, allowing them a non-tradeable item...

Edit: Better example of python reqs. Could allow items for having killed a specific civ (Something allowing you to command undead for killimg D'tesh?) or for owning a UF. Or virtually anything else. :lol:
 
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