RifE 1.20 Ideas, Requests, and Feedback

Glad you like the Monstrous tag. Let me know if it's display is wonky or you'd like something else, it shouldn't be hard. :goodjob:

To tell you the truth, after reflection I think it would be better as part of Trait rather than Civ, and renamed "unsettled" or something similar. I was thinking of making a version of kuriokate leader without cities relaying on spread camp only, representing refugees civ.

(give the hand I ask the arm).

EDIT : I'm trying to add a ressource icon in GameFonts.tga. I edited the file, added the icon size 20x20 and saved it (uncompressed, origin up/left).
Now th gam crashhes on start-up :)
 
I was thinking that it is a little strange to have a fantasy mod with dragons that don't fly. Personally I think it would be awesome if you could build dragon units that act like fighters and bombers.....that is to say that they can guard your city from the air and launch bombing and strafing raids. Can anyone tell me why this has not been done by anyone yet or for that matter why the FFH2 team didn't do it? These giant walking dragons with wings just looks ridiculous and takes away from the fantasy feel because they are....well....walking.

Anyway that is my dream and request.
 
I was thinking that it is a little strange to have a fantasy mod with dragons that don't fly. Personally I think it would be awesome if you could build dragon units that act like fighters and bombers.....that is to say that they can guard your city from the air and launch bombing and strafing raids. Can anyone tell me why this has not been done by anyone yet or for that matter why the FFH2 team didn't do it? These giant walking dragons with wings just looks ridiculous and takes away from the fantasy feel because they are....well....walking.

Anyway that is my dream and request.

Urm... One, Dragons were intelligent creatures, incredibly rare, and made by the Gods during the first age. This means that they have slowly died, so there aren't a lot of them left.

Two, they do have the flying promo. :p

There was a Third point, but I forgot... :crazyeye:
 
A while ago i was thinking about adding "bombers", in the form of Ornithopters (borrowed from Dunewars) for the Mechanos. I was even thinking of adding drakes, harpies etc. to serve a similar role for other civs. It kind of fell trough, as I'm not even a halfway competent moder. Still like the idea, though.
 
If you post a thread with your ideas, somebody could point you to a good tutorial to help you learn how to mod?

It sounds really interesting. :)
 
To tell you the truth, after reflection I think it would be better as part of Trait rather than Civ, and renamed "unsettled" or something similar. I was thinking of making a version of kuriokate leader without cities relaying on spread camp only, representing refugees civ.

(give the hand I ask the arm).

EDIT : I'm trying to add a ressource icon in GameFonts.tga. I edited the file, added the icon size 20x20 and saved it (uncompressed, origin up/left).
Now th gam crashhes on start-up :)

Hehe, I can try to attach it to traits. Never done it before, but should be possible.

As for the TGA file, maybe upload it so I can check what's wrong?
 
:D
Urm... One, Dragons were intelligent creatures, incredibly rare, and made by the Gods during the first age. This means that they have slowly died, so there aren't a lot of them left.

Two, they do have the flying promo. :p

There was a Third point, but I forgot... :crazyeye:


1. Introduce a new storyline plot whereby a rogue god creates a new lesser race of dragons that can be controlled by the factions of Erebus.

2. A promotion just doesn't cut it with me. I wan't the dragons to be akin to aircraft. You could make them incredibly powerful, lethal, and difficult to acquire so that it would be like you built one dragon and that is the one you have for the game. They could even act something like a nuclear weapon only that they are not destroyed.

3. You could even make something that isn't a dragon yet is similar like the flying worm/dragons in Lord of The Rings.:D
 
:D


1. Introduce a new storyline plot whereby a rogue god creates a new lesser race of dragons that can be controlled by the factions of Erebus.

2. A promotion just doesn't cut it with me. I wan't the dragons to be akin to aircraft. You could make them incredibly powerful, lethal, and difficult to acquire so that it would be like you built one dragon and that is the one you have for the game. They could even act something like a nuclear weapon only that they are not destroyed.

3. You could even make something that isn't a dragon yet is similar like the flying worm/dragons in Lord of The Rings.:D

Sounds interesting, but not something I would really do.

It IS perfect fodder for a module, however, as everything needed (Art, text, units, so on) could be done via XML. Just look at how the Chislev Rock Raven works.



Also, I'd say use things like Griffins, Hippogriffs, Harpies, Eagles, etc, rather than Dragons. If you MUST have dragons, use Drakes. ;)
 
Sounds interesting, but not something I would really do.

It IS perfect fodder for a module, however, as everything needed (Art, text, units, so on) could be done via XML. Just look at how the Chislev Rock Raven works.



Also, I'd say use things like Griffins, Hippogriffs, Harpies, Eagles, etc, rather than Dragons. If you MUST have dragons, use Drakes. ;)


How come you wouldn't be interested? I can't do it now because I don't know how to program yet ( however I am working on that ).? It would be great if someone would do it but, if no one else will I guess I'll give it a try whenever I learn the neccessary skills.....could take a year or more.
 
Um, on minotaurs... can you please, please, please, please make them spawn later? As it is I often lose one or two civs in the beginning due to these damn barbarians and I have had to restart many games due to the fact that I've been swamped by them. So, in the future, could you push the minotaurs back just a little? Either that or give more starting warriors so that the AI has a fighting chance. :\
 
Um, on minotaurs... can you please, please, please, please make them spawn later? As it is I often lose one or two civs in the beginning due to these damn barbarians and I have had to restart many games due to the fact that I've been swamped by them. So, in the future, could you push the minotaurs back just a little? Either that or give more starting warriors so that the AI has a fighting chance. :\

Already being done for both Minotaurs and Cyklops, same method as Rinwell; Will have an initial improvement which does not spawn anything, which upgrades into one that does.
 
not shure why, but in 80 turns over half the civilizations are gone, im playing with scaling difficulty, so its gone from prince to deity, and i still see civilizations being wiped off the map O.o

this is going to be an epic game, i wonder whats killing them. are they killing each other?

edit: i guess it would help if i mentioned the custom settings i have....i have orchish swarms, wildlands, animal invasions, blessing of amathon, living world, wild mana, feral mana, flexible difficulty, flavor start, and well known faces active
 
AI is not so good at coping with the masses of barbarians and animals, especially in the early game. Most of the AI deaths have probably been from either barb or animal attack, lairs, or Rinwell.
 
im probably wrong, but it looks like your making a list of all the tile improvements to get an idea of what ones are redundant or needs improving to get them in line with more productive ones.

also now that i noticed, the jpg name seems to imply that your trying to make different tile improvments have more unique roles
 
Well, that's the obvious part of it. Each improvement type will have a specific role to play, so we don't have multiple improvements doing nearly the same thing (Mines/Quarries now, for example).

The part I was wondering about is more an implication of it. Mostly concerning the three mills. :lol:

Edit: To be clear, the chart shows the probably improvement 'niche' AFTER going through and cleaning them all, not their current yields.
 
well, i always thought that quarries/mines/workshops were all sorta redundant, but mines were always the best choice for hills. quarries i liked better than workshops, im not shure why, they just seemed more exciting, maby its their ability to find stuff?

ive always liked building 3/3/3 windmil/watermil citys, that was one of my primary strats with mecanos back in the day. are you taking their hybrid style and changing them to be sort of end game buildings with greater yields?

lol im still guessing
 

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