RifE 1.20 Ideas, Requests, and Feedback

I think that would be entirely broken. Work a sage, but take an engineer instead for a Mastery building... Not a good idea at all IMO. We are thinking of having settled specialists provide GPP, so there is that at least.

I would like it if the unused GPP were held over as phantom points to counted to the probabilities for the next GP. This would make it much easier to get small numbers of key GP types, while making it harder to generate masses of a single type.

I think having settled specialists provide GPP should be Civic specific. Settled GPriests giving priest points in theocracy would make sense to me.
 
I would like it if the unused GPP were held over as phantom points to counted to the probabilities for the next GP. This would make it much easier to get small numbers of key GP types, while making it harder to generate masses of a single type.

I think having settled specialists provide GPP should be Civic specific. Settled GPriests giving priest points in theocracy would make sense to me.

i also think the civ4 gpp system is some kind of unfair and would love to see a better system...
as for now i just reload when i think the game betrayed me and it didn't gave me the gp i was aiming for (and wasted all my specialists micro management).
 
I know it's reworked, but more feedback:

-- the combination of strong early animals plus the ability to attack across borders nuked 2 of my cities before turn 50. One was a boar and one a hippogriff.

-- the chaos flare ruin result / mutation resulted in an incredibly strong warrior for me, on about turn 10. He got about 10 promotions and was able to conquer the Scions (2 cities, 7 velites, and 1 band) all by himself.
 
Fleeing a battle gives XP, you learn much from your defeats, if you can survive them.
Not gaining xp from a successful withdrawal would remove some of the flavor of mounted units.

Maybe that is true, but wouldn't you say the attacking unit should gain XP as well from the battle. As it is now, I think the fleeing unit gets XP, while the unit that caused the fleeing gets zippo.

Also, I think if you attack and your unit withdraws from the battle, you do NOT get any XP.

I just think it is inconsistent now. Either give the XP to both units (attacker and defender) or neither.
 
i also think the civ4 gpp system is some kind of unfair and would love to see a better system...
as for now i just reload when i think the game betrayed me and it didn't gave me the gp i was aiming for (and wasted all my specialists micro management).

You're right in that this 'cheat' does seem to work...but, IMO you shouldn't have to use it. I find if you save/reload, you will most of the time get the GP with the highest odds rather than the one with lower(est) odds that you did receive.

It really doesn't look like a random number generator to me, but I suppose it is. ;)
 
The stated odds are entirely correct (Statistics don't cooperate with people; We're all more likely to notice outliers than the average), trust me. I've checked. :p
Don't worry about amount of fleeing though, as we have plans for that. :mischief:
Hmm... That is an issue, but it's a simple fix. Both attacking and defending units gain 1 xp when a withdrawal occurs; Currently returns true for bFromCombat, can make that a false and prevent it from affecting GC points.
Commander points are gained whenever xp is gained from combat; So not from loss, no. At least not for you.
Anyway, consider that one done.
This is being done as well, though the limit to withdrawal is being done away with. No hard limit, instead other effects are coming in; We have plans. ;)
Currently any time you flee.

Thank you for your detailed response. I guess this is yet another one where we will have to hold on and see how this works out in the new version.

However, I get back to my original example - Workers.

V, I really think their fleeing rate is TOO high. I really think it is somewhere around 75%. Maybe you are right on the other units without the promotion.

And, again, I just don't see fleeing Workers generating Great Commander pts.

Also, as I mentioned in my other post, I don't think attacking units gain any XP when a unit flees. I have to test that again, though. Often it is annoying when I attack a unit with my 99.9% odds of killing that unit, only to see it flee into a city or a stack...and, even worse when I get 3 turns of damage to heal. But, hey, sh*t happens and you recognize it as a part of the game.

I think there should be a correlation between your chances of winning the battle and the amount of damage you take. For example, that barb Goblin should not cause any damage to your Level 15 Beastmaster...but it often does. When you are walking down the street and step on a bug you don't take on any damage (except maybe a messy shoe). Oh well, I suppose it is the ole Spearman vs. Tank Syndrome. :)
 
Actually you could make it so that the player can choose not to accummulate any GPP outside the ones s/he selects.

Say a city gets +4 Priest GPP, +3 Sage GPP and +2 Bard GPP. If the player had the option to ignore the Sage and Bard GPP and only acummulate +4 Priest GPP in that city, it wouldn't be broken at all imho.

I still believe it would be entirely broken; It's the same thing. It just takes longer.
 
Maybe that is true, but wouldn't you say the attacking unit should gain XP as well from the battle. As it is now, I think the fleeing unit gets XP, while the unit that caused the fleeing gets zippo.

Also, I think if you attack and your unit withdraws from the battle, you do NOT get any XP.

I just think it is inconsistent now. Either give the XP to both units (attacker and defender) or neither.

It's not inconsistent at all; Both units gain 1 xp in RifE. It's something I imported from Orbis when I imported the "One withdrawal a turn" thing.

Thank you for your detailed response. I guess this is yet another one where we will have to hold on and see how this works out in the new version.

However, I get back to my original example - Workers.

V, I really think their fleeing rate is TOO high. I really think it is somewhere around 75%. Maybe you are right on the other units without the promotion.

And, again, I just don't see fleeing Workers generating Great Commander pts.

Also, as I mentioned in my other post, I don't think attacking units gain any XP when a unit flees. I have to test that again, though. Often it is annoying when I attack a unit with my 99.9% odds of killing that unit, only to see it flee into a city or a stack...and, even worse when I get 3 turns of damage to heal. But, hey, sh*t happens and you recognize it as a part of the game.

I think there should be a correlation between your chances of winning the battle and the amount of damage you take. For example, that barb Goblin should not cause any damage to your Level 15 Beastmaster...but it often does. When you are walking down the street and step on a bug you don't take on any damage (except maybe a messy shoe). Oh well, I suppose it is the ole Spearman vs. Tank Syndrome. :)

I agree with you, workers should not be withdrawing that often; But again, we've already got some new worker promotions. PromotionBuilds was designed for a reason. :p

As for the last point... To do anything like that would completely destroy the ability to wear down a strong unit with a horde of weak ones, so it's not something we can do.
 
Is it possible to remove the event that poisions city population from the D'teshi? I noticed that I was constantly getting this event due to their wastelands everywhere tiles, and it seriously hinders any means of expansion given how rare slaves are at the beginning of the game. Plus um.. I thought they were undead... why are they getting poisoned?
 
Is it possible to remove the event that poisions city population from the D'teshi? I noticed that I was constantly getting this event due to their wastelands everywhere tiles, and it seriously hinders any means of expansion given how rare slaves are at the beginning of the game. Plus um.. I thought they were undead... why are they getting poisoned?

Yes, it will be blocked for them. Or have a unique option added. Just haven't gotten to it yet. ;)
 
Why do forts not count as cities for combat purposes? It seems like it would be a decent defense vs assassin hordes (which are already the counter to pretty much everything)
 
Why do forts not count as cities for combat purposes? It seems like it would be a decent defense vs assassin hordes (which are already the counter to pretty much everything)
I discovered Monks the game before last. I recall when I first got into FFH I was comparing stats etc and wondering what the good Monks were. But now with Guardsman, and getting stuck next to... I dunno it was Austrin or someone... facing those Assassin hordes, I was like: :hmm: Oh! Monks. :w00t:
 
I discovered Monks the game before last. I recall when I first got into FFH I was comparing stats etc and wondering what the good Monks were. But now with Guardsman, and getting stuck next to... I dunno it was Austrin or someone... facing those Assassin hordes, I was like: :hmm: Oh! Monks. :w00t:

Also, monks get stronger as they level; Can get up to 2affinity for Spirit mana.
 
not released yet, indeed.
By the way Valkrionn, i think it would be good to list the bugs corrected in the team version so that people stop reporting them over and over .

The issue with that is there are so many I can't list them without comparing the files to the 1.22.2 version, which would be a complete pain in the ass. Would prefer to just be able to say "Already fixed". :p
 
You know the alignment color in the civ list on bottom right of the screen? It is still yellow-gray-red for the good-evil axis, but doesn't reflect the law-chaos axis at all.

Actually, if it gave the full alignment (e.g., "Lawful Neutral") then we could color the first word based on the law-chaos axis, and give a different color to the second word based on the good-evil axis.
 
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