RifE 1.20 Ideas, Requests, and Feedback

Unless the AI is friendly with you, it will declare war on you if you are weak.

I play on emperor and my best friend seems to always stab me in the back after centuries of being pleased or friendly. The most recent time he was so weak his hunter invasion force turned around the very next turn to (unsuccessfully) defend his capital from my iron champions. I decided it would just be quicker to capture all his cities then research Feudalism.

It was much quicker.
 
I play on emperor and my best friend seems to always stab me in the back after centuries of being pleased or friendly. The most recent time he was so weak his hunter invasion force turned around the very next turn to (unsuccessfully) defend his capital from my iron champions. I decided it would just be quicker to capture all his cities then research Feudalism.

It was much quicker.

To be honest, the fact that the AI tech trades unless it is furious is what makes it better. This is an easy change, but time consuming and mind numbing, otherwise, I would do it myself:p
 
Would it be possible for me to make a request for a new Scion (only) emergent or minor leader, I've be kicking around some ideas, but I'm horrible at programing.
 
Civilization Idea incoming :D

Morphers

General Concept: Divine creatures (sort of) morph resources into certain forms.

Creatures are split in 2 parts.

Living creatures and some sort of golem creatures.

The civ would be completely fallow like infernals with the exception that they gather food. so neither happyness, nor health, no city shrinking and no growing.

cities are populated by collecters.
they gather food and raw material.

so food goes up in your cities but the cities cant grow.

instead the city produces living units with food and "golems" with hammers.
when the unit pops out then its not a unit yet. it needs some sort of soul.

thats where the morphers come in.
they collect these entities from material. living material provides entities for living units, all raw materials for golems.
they absorb the soul of the material turning it into some generic form which grants lower yield for some turns and then the soul returns to the resource again.
the soul is kept inside a soul gem and is carried back to the city and can be inserted into the unit.
every resource provides different boni to the units and thus some resources will be better than others depending on what you want to have. (but no resource is useless. this is what i dislike about other fallow concepts. they dont make use of the resources surrounding them)

now you might ask what's about population. i would say that both forms have one basic unit that acts like manes do and can add population to cities.

hero would be the first morpher and available from start with an upgrade at alteration and another one at divine essence.

palace mana: force (for golems ;D) creation (for living beings ;D ;D) and metamagic (for inserting souls into beings)

this concept could even be commerce-free and rely only on specialists as the collectors are just interested in material to build up new entities

what do you think about it? im astonished that i came up with something which seems that good :D
 
Unfortunately, as described it would need DLL work. For instance, being fallow with regards to population but still gathering food. Or having a unit produced with just food.

Not a bad idea, but I have a bit much on my plate at the moment to add the required code; More than willing to provide advice if you want to do it though. ;)
 
Civilization Idea incoming :D

palace mana: force (for golems ;D) creation (for living beings ;D ;D) and metamagic (for inserting souls into beings)

what do you think about it? im astonished that i came up with something which seems that good :D

As usual ;), take your hammer (your text editor) and your food (snacks to keep working late), and use metamagic (inserting ideas into python/xml) so that you can have something to start with and receive help from everyone here :)

Especially that the idea is interesting.
 
I might try it.

Already looked for some sort of leaderhead but couldnt find a suitable one.

wanted to have at least leaderhead and some custom hero graphics.
Have none of them but found suitable diplo music for them :D

Would any1 of you mind to upload a CvgamecoreDll.dll from the normal bts assets folder? i corrupted mine when using the quickfix thanks to wrong copypasta.

i'll do some brainstorming now and might start reading those tutorials once again :crazyeye:
 
HA!

found something. not brilliant, but not bad either.
What do you think about this leaderhead?

1st impression shaper.jpg



What i dislike about it:
It seems sort of a bad character and is too much of a shaped form.
Mby if you look around and see some picture with nature and machines combined with some grey eminence or something: THIS would be the ideal leaderhead.

Maybe if i get this Warhammer mod started i might find some art to steal from :D of course only for the hero.
(yes i know this is inefficient :lol:)
 
Minor suggestion:
How about some appropriate music for The White Hand? The spread music is "order" (right?) and the background all seems to be the default FfH.
 
Minor suggestion:
How about some appropriate music for The White Hand? The spread music is "order" (right?) and the background all seems to be the default FfH.

Can't do music without an Era. Can't (well, won't) do an era without appropriate Art. Now that I have a program capable of saving DDS files in a format fit for skins, rather than just buttons, I'll try my hand at it but promise nothing. :lol:

@Pohlman - I like your civ idea, but please make a new thread for it rather than post in Ideas. :p The thread is rather large, and as I lack the power to make new stickied threads (have to ask a mod to do it), I'd prefer to keep discussions about things like that in separate threads. ;)
 
i know i know.

i think that he means religion music when the religion is founded or spread in a city not a whole theme. :D


and what program do you use for this dds stuff? irfan view needs plugins although it shouldnt, for installing it for gimp i would have to read through 1000 pages installation hints etc
 
i know i know.

i think that he means religion music when the religion is founded or spread in a city not a whole theme. :D


and what program do you use for this dds stuff? irfan view needs plugins although it shouldnt, for installing it for gimp i would have to read through 1000 pages installation hints etc

Paint.net is free, and has native DDS support. For skins, you use DXT3, and generate Mipmaps (the part I couldn't do before; Without them, it looks odd at different scales, and the game autoscales it when it's far away and so on.).

I dislike Gimp; Only time I used it before was to convert Banners to .dds format, as my old converter only handled certain sizes.
 
I have a crazy but funny idea of changing Windmill and Watermills in a crazy way.
- No yield of itself by default
- +1 food to each Farm on adjacent tile (non-cumulative)
- Can not be put closer than two tiles one to another
- +1 gold of own yield for each 5 (or 4) food produced by Farms on adjacent tiles
- If any of adjacent farms produces any plant resource, Mill spawns Bread resource, with bonus to food and health. When Mill is pillaged, Bread is deleted.
- Some other boni, which seem appropriate and balancing

This would lead to creation of clusters of farms around single Mills, which is quite a sight for a sore eye)
 
I have a crazy but funny idea of changing Windmill and Watermills in a crazy way.
- No yield of itself by default
- +1 food to each Farm on adjacent tile (non-cumulative)
- Can not be put closer than two tiles one to another
- +1 gold of own yield for each 5 (or 4) food produced by Farms on adjacent tiles
- If any of adjacent farms produces any plant resource, Mill spawns Bread resource, with bonus to food and health. When Mill is pillaged, Bread is deleted.
- Some other boni, which seem appropriate and balancing

This would lead to creation of clusters of farms around single Mills, which is quite a sight for a sore eye)

That seems interesting.

Recently I had been wondering about "wood" as a psuedo-resource. Without it, things like ships and siege weapons would take twice as long to build. Some buildings might build slightly faster with it. The only way to get wood is to have a lumbermill in the city radius or be connected to a lumbermill by a river. Each lumbermill can only provide wood for one city.

Randomly a lumbermill might reduce a forest to a new forest (or ancient forest to forest.) The lumbermill would not produce wood if in a new forest. Under FoL, this reduction would not happen, but it takes twice as many lumbermills to provide wood for a city.

Chopping down a forest or jungle could provided a temporary wood resource for a city instead of providing hammers.
 
I have a crazy but funny idea of changing Windmill and Watermills in a crazy way.
- No yield of itself by default
- +1 food to each Farm on adjacent tile (non-cumulative)
- Can not be put closer than two tiles one to another
- +1 gold of own yield for each 5 (or 4) food produced by Farms on adjacent tiles
- If any of adjacent farms produces any plant resource, Mill spawns Bread resource, with bonus to food and health. When Mill is pillaged, Bread is deleted.
- Some other boni, which seem appropriate and balancing

This would lead to creation of clusters of farms around single Mills, which is quite a sight for a sore eye)

That does seem like a good idea.

I am very much in favour of introducing more 'refined' resources and associated improvements into the game.
 
Some ideas:
High Armeg Counter also spawns Angelic chars to harrass evil, so the world gets more unstable not just more evil.
Have quests and items that can only spawn on islands, to encourage more use of water based units (kinda like in original FFH).
Dwarf civs only can only make cities in hills/mountains - but they are actually underground.
Dwarf roads - Underground travel.
Evil alignments must always declare war against good.
 
Some ideas:
High Armeg Counter also spawns Angelic chars to harrass evil, so the world gets more unstable not just more evil.

The demons spawned from the high armageddon count actually do attack the evil civs though, except if they've made peace with the demons (through either a ritual that requires city destruction or being sheaim or infernals following the Veil), so it's not like the evil civs are safe during armageddon.. although I do think that the inclusion of other factions being involved with the rising counter would be a cool idea. :crazyeye:

Dwarf civs only can only make cities in hills/mountains - but they are actually underground.
Dwarf roads - Underground travel.

I think that the dwarf civs we see above ground in erebus are ones that have expanded onto the surface and so any cities they make are predominantly surfaced based than necessarily linked to underground mines - although there's no reason why some of them wouldn't be. The Khazad already have some flavour for hills, due to dwarven mines and their world spell so this possibly represents that. The luichirp have been surface based since the age of ice i think? It might be possible to get a unique version of the Nexus wonder for the Khazad which represents an underground travel system though and put onto a different tech line, since they wouldn't be teching up the arcane line anyway.

Evil alignments must always declare war against good.

Don't think this is great though, it really limits the player and I'm sure there's points where good sides will fight since they don't all have the same agenda.
 
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