RifE 1.20 Ideas, Requests, and Feedback

I think that the Frozen civ should only be summonable by civs that have the white hand as their state religion. Maybe even have another tech like the Infernals have to summon them. Problem is that I've noticed that the AI of civs seem to think its great idea to summon the Frozen. I doesn't make sense for certain civs to summon them, Lore wise and gameplay wise.
 
I think that the Frozen civ should only be summonable by civs that have the white hand as their state religion. Maybe even have another tech like the Infernals have to summon them. Problem is that I've noticed that the AI of civs seem to think its great idea to summon the Frozen. I doesn't make sense for certain civs to summon them, Lore wise and gameplay wise.

Next version, whoever summons them gets several Ice Golems in their capital, so their will be a decent benefit to it; Making it a White Hand ritual could work as well, though.
 
I think that is a good idea and definitely to keep it within the white hand really doesn't fit many civs why would they bring back the thing they have escaped from unless they did worship the god of winter.
 
Just based off the new deep water graphics, as well just general awsomeness, how about a hero of Sphener , Mardos and Mithril Golem calibre for OO? The obvious option would be some kind of Cthulu beast, or perhaps "taming" the Leviathan, but I was thinking of something a bit different. How about a dreamer of immense skill. Thinking of the classic scary small child so beloved of Japanese horror.
 
So i played a really fun game as Amurites last night, and i really like what you've done with them in RifE. blade dancers and spell swords are fantastic. and tower mages are crazy fun.

however, i think its a little too much for spell swords to be able to learn all the lvl2 spells. my stacks ended up being roaming fireball factories that stood two tiles away and bombarded cities then mopping up any defenders left with chanters.

i would like to see the spellsword unit limited to just spells that enhance its combat capabilities (body, enchantment, shadow, ect.) so i actually FIGHT with my champion UU.

also, tower mages with twincast COULD be too much with double mobility 2 fireballs... but damn are they ever fun. :lol:
 
Palisade (builds 50% faster with stone) add some forest-specific lumber resource? red wood, ironwood... treant corpses... and 'buildspeed bonuses'/'build available' upon types of terrain present in ring? (see MoM)
 
A forest grew on the coast?
Exactly. I dont mind having +1 hammer on coast, just add some flavour to it)
Addendum: and that sea forest spreads much faster than upon land. On turn 175 it had taken over almost all revealed coastline and prevents kelp from expanding. Morale: don't fiddle with sea terrain types))
A side note on kelp: it does requires a certain conditions to be met to be available for harvesting, as such:
-advanced technology as in Alpha;
-aquatic species;
-water breathing spell
I cannot figure the reason for such a major thing as a new terrain type instead of good old ocean.
Kelp? bonus resource (non-improvable by boats) is an obvious solution. Besides, it'll make sense for kelp to be an unique resource (as pearls) for kthulhuanites.

I used RIFE 1.20 setup over which i had installed 1.22.2 flavour patch
 

Attachments

  • Civ4ScreenShot0001.JPG
    Civ4ScreenShot0001.JPG
    112.9 KB · Views: 79
Palisade (builds 50% faster with stone) add some forest-specific lumber resource? red wood, ironwood... treant corpses... and 'buildspeed bonuses'/'build available' upon types of terrain present in ring? (see MoM)

Not types of terrain, but boosts from bonuses in the city's vicinity (workable radius) would be feasible. And I'm planning to add an Ironwood bonus, but as of now it's just used as an Archery weapon and would be rare.

Exactly. I dont mind having +1 hammer on coast, just add some flavour to it)
Addendum: and that sea forest spreads much faster than upon land.

I'm not sure how the hell a Forest spawned on a coast... Only features which are allowed there are Haunted Lands, Kelp, Kelp Forest (requires FoL, Ancient Forest analog), and Reefs.

Forest has the following terrains allowed:
Code:
<TerrainBooleans>
                <TerrainBoolean>
                    <TerrainType>TERRAIN_GRASS</TerrainType>
                    <bTerrain>1</bTerrain>
                </TerrainBoolean>
                <TerrainBoolean>
                    <TerrainType>TERRAIN_PLAINS</TerrainType>
                    <bTerrain>1</bTerrain>
                </TerrainBoolean>
                <TerrainBoolean>
                    <TerrainType>TERRAIN_TUNDRA</TerrainType>
                    <bTerrain>1</bTerrain>
                </TerrainBoolean>
                <TerrainBoolean>
                    <TerrainType>TERRAIN_MARSH</TerrainType>
                    <bTerrain>1</bTerrain>
                </TerrainBoolean>
            </TerrainBooleans>

Could you post a screenshot and the version of the mod you used? I'm assuming the latest, 1.22.2?
 
I'm not sure how the hell a Forest spawned on a coast...
CIV4FeatureInfos.xml:
Under <Type>FEATURE_FOREST</Type>
i can see this:
<bNoCoast>0</bNoCoast>
And as the code you had shown lies under tag <OnUnitChangeTo/> there is a doubt these variables are for spamability (i see that file a first time:)). They rather seem to define into what described feature can become after its removal.
Or maybe all that is said above is nonsense and your new oceanic terrain type simply missing from many old definitions (that may be nonsense too:))

Not types of terrain, but boosts from bonuses in the city's vicinity (workable radius) would be feasible. And I'm planning to add an Ironwood bonus, but as of now it's just used as an Archery weapon and would be rare.
What did i meant that if city has a workable forest plot within radius it would be feasible for that city to receive a small bonus on all 'wooden' production. Additional discouraging for maniacal tree-killers, along with those marvellous new camps for all.
And screenshot is above ^
 
CIV4FeatureInfos.xml:
Under <Type>FEATURE_FOREST</Type>
i can see this:
<bNoCoast>0</bNoCoast>
And as the code you had shown lies under tag <OnUnitChangeTo/> there is a doubt these variables are for spamability (i see that file a first time:)). They rather seem to define into what described feature can become after its removal.
Or maybe all that is said above is nonsense and your new oceanic terrain type simply missing from many old definitions (that may be nonsense too:))

Adding a new terrain would have no effect on anything else; It's simply not supported. Also, those tags definitely define what terrains the feature is allowed to spawn on, it's placement in the file is simply coincidental.

The bNoCoast tag is just used for Oases and Ancient Forest, not jungle/new forest/any other features. I'm fairly sure it's used to make sure the feature can't border coast, not that it can't be placed on coastal terrain, but I'd have to check that.

What did i meant that if city has a workable forest plot within radius it would be feasible for that city to receive a small bonus on all 'wooden' production. Additional discouraging for maniacal tree-killers, along with those marvellous new camps for all.
And screenshot is above ^

Honestly, that's a bit much I think.
 
Always wondered why jungles are -1 0 0... There is such an abundance of life, an edible life (though some resentful Sids may refuse to eat THAT) so jungle should provide +1 0 0 and a chance of -1 pop bcs some of that life loves to eat too...
 
Noted bugs and other annoying things, that post shall be updated.
- Sailing pop-up on discovery window contains 3 links on whaling boats and boats pedia entry states 3 sailings as requirements
- Join City (great scientist) button is blank due to the new Disciples button art. Daresay that Nevendaar is not exactly Erebus and D&D, and old icons were prettier. Have a grim foresight next time something from Sims: Makin' Magic gets imported - both FfH and that are magic, right dudes?..
-Skeleton crew promotion available to every nation before discovery of necromancy - rename it for truth and sense's sake... On second thought, imo it adds nothing of interest to the game, and thus shall be discarded entirely
 
Sea economy
Why pearls are available only to Lanun?
Fishing boats as perma-improvement are as awkward as Dune mod harvester imp-s. To occupy a whole city queye with workboat which will add 1 food to single square then disband - ...
So if this mod had set upon the path of being close to alpha - which economic system is best imo for all civ-clones - then make workboat a unit like supply crawler and/or sea formers - so it can (with some tech - why not the seafaring?) plant kelp and provide access to resource square by performing special action "to fish" template for which can be obtained from 'blockade'.
 
Back
Top Bottom