RifE 1.20 Ideas, Requests, and Feedback

I used :
gc.getPromotionInfo(effectList).getDescription()

but I get strange result.
I thought getInfoTypeForString returned an int ?
 
yes I did.
Actually I now see that's it's working but every concerned promos share the same description (copy/paste mistake) :)

Thanks anyway !
 
is it intended that scorch is able to turn jungle into forrests, the water 1 spell desert into plains, grassland, wetland?

This was playing as the ljosalfar, kinda makes getting nature III a waste of time.

I think this was intended. But you are right, Nature III is much less useful with these terraforming spells. Especially since it's harder to use. It terraforms nine squares instead of one, but you can't cast it on grassland. It was funny in a tragic sort of way when I discovered this by turning four of my flood plains into just plain plains. By "vitalizing" the terrain my people were starving to death.

Maybe Nature III should turn a forest into a new forest and spawn a treant. Or an ancient forest into a forest and spawn a super-treant. You probably should only be able to create super-treants in your own borders so you can't use this to pillage features.

You can turn hills into wetlands too, by the way, which gives them a 50% defense modifier (25% for hills, 25% for wetlands) without trees to get in the way of your archers or leave you vulnerable to woodsman promotions and pesky treants. This probably should be changed.
 
I like the idea about spawning treants, in base FFH Yvain and druids already have that spell I think, could be tied to nature 3 instead.
Perhaps make it spawn as many treants as the type of forest the tile has, 1 in new forest, 2 in forest 3 in ancient, leaving a unforrested tile.

Perhaps just druids and Yvain can get all the trees in a tile to wake up (within borders for balance) other nature III just wake up enough to reduce the forrest one lvl.
 
Using Scorch on a tile with an Ancient Forest guarantees you will get a nasty Treant. I think this used to be a chance, but it is 200% now.

Also, I've seen an occasional Animal spawn (ex. Wolf) or even a Satyr when using Scorch on other terrain tiles with no Ancient Forest. It has a low probability of happening though.
 
Using Scorch on a tile with an Ancient Forest guarantees you will get a nasty Treant. I think this used to be a chance, but it is 200% now.

Also, I've seen an occasional Animal spawn (ex. Wolf) or even a Satyr when using Scorch on other terrain tiles with no Ancient Forest. It has a low probability of happening though.

Scorching a forest/jungle/whatever has a chance to spawn a Defender; Forest has a low chance to spawn animals (Wolfs to Satyrs), Jungles have a low chance to spawn barbs (Lizardmen and Goblins), Ancient Forest is guaranteed to spawn a Treant, and Burnt Forest has a good chance to spawn Mistforms.
 
I think this was intended. But you are right, Nature III is much less useful with these terraforming spells. Especially since it's harder to use. It terraforms nine squares instead of one, but you can't cast it on grassland. It was funny in a tragic sort of way when I discovered this by turning four of my flood plains into just plain plains. By "vitalizing" the terrain my people were starving to death.

Get Spell Extension I & II and Vitalize will hit an area the size of a kuoriate city. So it can still be useful to terraform new conquests (especially Illian lands) quickly and micromanagement free. Also, it can be cast on Grasslands, sort of. Just cast Drought once.

That said, it hasn't been upgraded lately to work with the terraforming upgrades. It should probably changed to require Sun I, Water I and Channeling II to make it a mage level spell that combines the two earlier in an easier to use package. Maybe drop the range by 1 as well.
 
I think I read somewhere a complaint about the Grigori being a weak civ to play. It's been awhile since I played them (I let the computer randomly select who I will play), but I drew them in my current game.

I got one of the minor leaders and was surprised to see he had only one trait - Financial. He had Agnostic, too, of course, but IMO that is just a negative that does not contribute much.

I think this is the only leader I have played with one trait. I kept waiting to somehow pick up another trait, but nothing. Is this correct? Only the Financial trait?

I have been getting Adventurers rather quickly - in fact, too quickly as I don't have enough Gold to upgrade them to regular units. I have 5 before Turn 175. Maybe that makes up for the lack of another trait?
 
I haven't played the Grigori yet to see the changes RiFE makes, but it sounded like they will get more adventurers in general. I think that's a civ change and has nothing to do with the leader.

The leader you have is a "Minor Leader." They usually start off with less traits, but they have a chance of being offered a new trait depending on what choices they make. For example, if you found a religion you have a chance of being offered the Spiritual trait, destroying a civ might grant you Aggressive and researching Drama would offer you Creative. If you search on the forums there is a list of everything, but this really needs to go into the Erebupedia as a "Fall From Heaven Concept."

I meant to ask, some leaders are listed as Minor and others as Emergent. What is the difference?
 
Minors are just additional normal leaders that are not the standard ones that are introduced by FFH or Fall Further.
Emergent Leaders are the ones that gain traits.
But that will change next version anyway.
I'm not allowed to say more. :P
 
Because I got annoyed at the buildings list in city screen not being in alphabetical order, it now is. Attachment is a patch file (unified diff format) with the altered code.
I also cleaned it up a bit while at it - mainly use of the += operator: "foo += expression" instead of "bar = expression; foo = foo + bar".
 

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I just played four games this morning as the Elohim. I lost every one in under 60 turns.

The first game I refused to cast sanctuary to protect myself against barbarians. They of course squashed me on turn 20ish.

The second game I was going to cast sanctuary but didn't realize that there were two minotaurs (instead of one) and a giant attacking my city. All three warriors died and my city was captured by Bhall on turn 26. Elohim don't seem to have any penalties on defense, in fact they get +10% in their homeland, but still I don't think I won a single combat in the first two games.

The third game I cast Sanctuary when I got rushed early. As soon as the spell dropped I was gang rushed, but the giants decided to pillage all of my towns. I repelled the first wave, but I was down to a warrior and a scout and I saw another horde coming so I conceded.

The fourth game I cast Sanctuary early again to save myself. Turn 55 Sanctuary came down and I had eight warriors defending the city. Auric Ulvin casts Samhain, Hafgan the Butcher casts For the Horde and immediately DoWs me. In four turns my city falls under the might of Clan cyklops and frostling wolf riders.

They aren't viable with the overpowered barbarians and animals because with their pacifism they aren't really able to strike back to kill a weakened attacker. But I still don't understand why I was getting beaten so badly. Is defender bugged somehow? I really think I was losing more combats than I should have. Frostling wolf riders were crossing a river to attack my city and were still winning every combat. Perhaps it was just an unlucky morning for me.

I wish I could offer more feedback on them but I've yet to make it to Orthus. :/
 
I think I read somewhere a complaint about the Grigori being a weak civ to play. It's been awhile since I played them (I let the computer randomly select who I will play), but I drew them in my current game.

I got one of the minor leaders and was surprised to see he had only one trait - Financial. He had Agnostic, too, of course, but IMO that is just a negative that does not contribute much.

I think this is the only leader I have played with one trait. I kept waiting to somehow pick up another trait, but nothing. Is this correct? Only the Financial trait?

I have been getting Adventurers rather quickly - in fact, too quickly as I don't have enough Gold to upgrade them to regular units. I have 5 before Turn 175. Maybe that makes up for the lack of another trait?

Lots of new stuff coming for the Grigori. ;)

As for the leader... That's Goodreau. He'll have an entirely different trait next version, the Financial was really just a placeholder.

I haven't played the Grigori yet to see the changes RifE makes, but it sounded like they will get more adventurers in general. I think that's a civ change and has nothing to do with the leader.

The leader you have is a "Minor Leader." They usually start off with less traits, but they have a chance of being offered a new trait depending on what choices they make. For example, if you found a religion you have a chance of being offered the Spiritual trait, destroying a civ might grant you Aggressive and researching Drama would offer you Creative. If you search on the forums there is a list of everything, but this really needs to go into the Erebupedia as a "Fall From Heaven Concept."

I meant to ask, some leaders are listed as Minor and others as Emergent. What is the difference?

Well, that's debatable. What I added is a new counter variable on the player, which is incremented each turn (The variable is in the DLL, but all use of it is python currently) based on the buildings/civics/specialists (next version, at least) you have. So I moved it from the same
process as GP, to a parallel process. Only real major difference is that they'll only spawn in your capital, which is why we're adding more ways to get points; Before you could have them spawning from all cities. It also means that they can't 'pollute' their Adventurer points now, and can pursue standard GPs; but the next version, they'll have a specialist they really want to use which does not provide GP points, and instead adds to the Adventurer pool. ;)

Hopefully that made sense. ;)

As for the Minor Leader description... That's a valid description, but only of Emergent leaders. Minors don't actually gain traits, and are supposed to have 2 traits but some were neglected. In any case, that entire system will be changed. :p

Minors are just additional normal leaders that are not the standard ones that are introduced by FFH or Fall Further.
Emergent Leaders are the ones that gain traits.
But that will change next version anyway.
I'm not allowed to say more. :P

No, no you are not. :p

Because I got annoyed at the buildings list in city screen not being in alphabetical order, it now is. Attachment is a patch file (unified diff format) with the altered code.
I also cleaned it up a bit while at it - mainly use of the += operator: "foo += expression" instead of "bar = expression; foo = foo + bar".

I will definitely take a look at this; Buildings haven't changed a whole lot so far (think maybe 3 or 4 is it) so it should be an easy merge. I have just one question: Some of the buildings NEED to be out of alphabetical order, so they appear in the city screen below their 'parent' building, nicely indented (done in the textkey). What did you do with them? Talking about the Alcinus Keep addons and the Archos Palace addons, may be more.

I just played four games this morning as the Elohim. I lost every one in under 60 turns.

The first game I refused to cast sanctuary to protect myself against barbarians. They of course squashed me on turn 20ish.

The second game I was going to cast sanctuary but didn't realize that there were two minotaurs (instead of one) and a giant attacking my city. All three warriors died and my city was captured by Bhall on turn 26. Elohim don't seem to have any penalties on defense, in fact they get +10% in their homeland, but still I don't think I won a single combat in the first two games.

The third game I cast Sanctuary when I got rushed early. As soon as the spell dropped I was gang rushed, but the giants decided to pillage all of my towns. I repelled the first wave, but I was down to a warrior and a scout and I saw another horde coming so I conceded.

The fourth game I cast Sanctuary early again to save myself. Turn 55 Sanctuary came down and I had eight warriors defending the city. Auric Ulvin casts Samhain, Hafgan the Butcher casts For the Horde and immediately DoWs me. In four turns my city falls under the might of Clan cyklops and frostling wolf riders.

They aren't viable with the overpowered barbarians and animals because with their pacifism they aren't really able to strike back to kill a weakened attacker. But I still don't understand why I was getting beaten so badly. Is defender bugged somehow? I really think I was losing more combats than I should have. Frostling wolf riders were crossing a river to attack my city and were still winning every combat. Perhaps it was just an unlucky morning for me.

I wish I could offer more feedback on them but I've yet to make it to Orthus. :/

Yeah, Elohim may be a bit weak at the moment. They'll be far better off with the new barb system, though they'll be less able to explore than others. Check the last few posts of the Download thread if you didn't read my description. ;)
 
Lots of new stuff coming for the Grigori. ;)

As for the leader... That's Goodreau. He'll have an entirely different trait next version, the Financial was really just a placeholder.

Yeah, Elohim may be a bit weak at the moment. They'll be far better off with the new barb system, though they'll be less able to explore than others. Check the last few posts of the Download thread if you didn't read my description. ;)

Soooo, the computer randomly selected a leader for me with only one trait. Grrrr. Guess I'll have to wait for the next version to see how Goodreau is. But, again, no complaints with the number of Adventurers I'm getting, and IMO, the Grigori have one of the best World Spells around.

On the Elohim, I have been following your advice and not attacking when I am exploring as the units can defend better. The only problem there is that you will never capture an Elephant/Mammoth defending. :p

However, I'm not liking your reference to them not being able to explore as well as others in the next version. Unless something has changed, IMO exploration is more vital for the Elohim than any other civ. They need to go around and find all those unique features that give them the extra traits. How will they do this if their exploration 'skills' are nerfed even further? :confused:
 
Soooo, the computer randomly selected a leader for me with only one trait. Grrrr. Guess I'll have to wait for the next version to see how Goodreau is. But, again, no complaints with the number of Adventurers I'm getting, and IMO, the Grigori have one of the best World Spells around.

On the Elohim, I have been following your advice and not attacking when I am exploring as the units can defend better. The only problem there is that you will never capture an Elephant/Mammoth defending. :p

However, I'm not liking your reference to them not being able to explore as well as others in the next version. Unless something has changed, IMO exploration is more vital for the Elohim than any other civ. They need to go around and find all those unique features that give them the extra traits. How will they do this if their exploration 'skills' are nerfed even further? :confused:

That was just in reference to the new barb setup; Elohim units will be less likely to get through barb territory because they have -1 Attack. If you keep on the defense, though, you'd be just as able to explore as anyone else.

Edit: Back to the Grigori, the worldspell may or may not change. Haven't decided yet... It's main purpose was to allow for late game Adventurers, but it lost that use when Adventurers stopped being GPs.
 
I will definitely take a look at this; Buildings haven't changed a whole lot so far (think maybe 3 or 4 is it) so it should be an easy merge. I have just one question: Some of the buildings NEED to be out of alphabetical order, so they appear in the city screen below their 'parent' building, nicely indented (done in the textkey). What did you do with them? Talking about the Alcinus Keep addons and the Archos Palace addons, may be more.
I wasn't aware of such and I didn't see anything about such in the existing code, so I presume they have so far been implemented just with XML order (or whatever previously determined the order) and leading spaces in the building name? Regardless, it doesn't handle those yet, but all I need for that is a reliable way of detecting them.
 
That was just in reference to the new barb setup; Elohim units will be less likely to get through barb territory because they have -1 Attack. If you keep on the defense, though, you'd be just as able to explore as anyone else.

Edit: Back to the Grigori, the worldspell may or may not change. Haven't decided yet... It's main purpose was to allow for late game Adventurers, but it lost that use when Adventurers stopped being GPs.

hahaha, so what if the Shrine of Sirona, Odio's Prison, etc. are IN barb territory? Defense again?

The problem I'm finding is when your unit takes damage (either attacking or defending), you can bet before it can heal more barbs/animals will spawn right next to it. Especially bad is when a unit with 2 or 3 movement pts does this.

Anyway, an example in my next post.
 
I sent my Grigori Scout out into the Wilderness to capture a Bear. He was attacked and damaged by a group of 3 Trolls that spawned one tile away. He survived, but 5 turns to heal.

What you see in the screenshot is what happened in a few turns. That's 23 barbs, etc. zeroing in on my Hunter/Adventurer. Most of those 23 units have an Age of less than 6.

I know you said it is all random how barbs, etc. spawn, but the map is less than half full and here we have more than 20 barbs spawning very close to my wounded unit. Then, there is the matter of barbs being able to see through the fog of war to join in the fray too. :D

Anyway, after I took the shot, I had another 10-15 barbs appear. With 3 movement pts. I sent my Hunter around the Wilderness as much I could and enjoyed the hilarity of this troop of 40 barb units following. :crazyeye:

Maybe it is all random, but I have been able to repeat this 'feat' often. I think if you try it by sending a lone unit out into the wilderness you will see what I am saying.
 

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