The barbs in this game are ridiculous.
One game ended in <100 turns due to a very angry lvl6 18 str griffon. Funnily enough ~5 civs died before I did.. I suspect I wasn't the first to be crushed by it in that game.
And if all of you modders haven't already read this then i aggressively suggest for all of you to do this ASAP, for the good of all.
The barbs in this game are ridiculous.
One game ended in <100 turns due to a very angry lvl6 18 str griffon. Funnily enough ~5 civs died before I did.. I suspect I wasn't the first to be crushed by it in that game.
Have read about jotnar fort->city conversion - great! Lead me to the fork of ideas to be incorporated for all nations:
First: when the castle is about to upgrade into a citadel you get a case pop-up to choose whether it to become that or a new settlement with walls;
Second:to add a city pop limit for building walls about 8, and to add a new building line of fort->castle->citadel giving all the bonuses of improvements in addition to those of the walls and palisade (which i somewhere within Orbis proposed to rename/remodel into a 'stake perimeter' to flavourify its coexistence with walls) and auto-appearing within the settlement when you build new city on top of the existing fort/castle/citadel (as to represent quite realistic tendency of cities forming around the safety of castles)- to negate possible balance/AI tweaks issues and make stake claiming with forts more viable.
And yet another idea about city siege: it is almost impossible within classic Sid's ruleset (my opinion on which you probably already know) to emulate land blockade, because it would require to place about 20 units on each workable square and reinforce stacks in 8 adjacent squares to protect them from sallies. So the usual situation with city siege is that the mighty Stack of Doom barely inadequate for direct assault looms over and on adjacent unoccupied squares farmers and miners unperturbed continue their work. A Sid-specific code of honour? Away with demagogics, approximate formula is that:
For each 2 hostile units within city work radius minus the number of city garrison (units with movespeed more than 1 counting as two) a random plot (starting with those closest to hostile stack(s)) is rendered unworkable which should represent besieging forces raiding the countryside and encircling settlement with their camps and fortifications. Then that 'food storage' stuff shall at last find its use in addition to being a growth meter. Which imo is quite stupid: in MoM growth is a separate race-based value, with food serving as a cap for total pop and (not quite certain)modifier.
And if all of you modders haven't already read this then i aggressively suggest for all of you to do this ASAP, for the good of all.
There are problems with the growth of the animals in the game. This has been acknowledged (and will be corrected in the next version) by the RiFE team.
This problem bothered me too. As much as I can tell from Valkrionn's numerous cryptic posts, the next release of RiFE seems to be quite ambitious, so these simple problems might not be addressed for a while. I did a few passes on the animals and I came up with a mini-mod that lowers the strengths and first strikes of animal units. While I highly recommend playing with this mini-mod, this doesn't completely neuter the animals so if they really are upsetting you just turn off animals altogether.
Weaker Minotaurs and Cyklops are part of the unicorn- uh, I mean, flavor-mod.
http://forums.civfanatics.com/showthread.php?t=357891
As a skeptic, I clicked the link and was presented with a list of PDF files regarding Might and Magic.
Why is it so important that modders read this? Your message is not very clear.
I did not bother to click through to these PDFs, which I may have in fact read before, but I can't be bothered to read again without context.
is it possible to give the mechanos adeptus the ability to dispel mana nodes similar to the metamagic 2 mostly because if you play with the extra mana nodes option or the mana node conversion option they could be really screwed especially if played by an ai
I have noted that there are forts (growing into castles and citadels) placed on game start at some chokepoint locations. While existence of the watch towers can be flavourified as "natural observation points used by ragged surviving hunters" these massive uninhabited constructions building themselves out of thin air are certainly require total removal or at least some far-fetched explanation.
Also could you please return an option to disable building improvements without techs? Hate to see AI building forts and quarries while they still stuck at researching agriculture and crafting.
Whoa whoa whoa! My spirit flares with a thirst for dispute; i think its worth a whole thread in Fall from Heaven Lore, which i shall soon create!Erebus is NOT emerging from a stone age. It is emerging from a Dark Age (Technically, Ice Age, but just as in Europe, you have a powerful empire that crashes, leaving barbarism and ruins).
I ask only for a switch on/off, as it is now in Wildmana (if i haven't confused it with something else)As for barring improvements without techs... No. It's a mechanic that I think fits Erebus (Again, recovering from dark age, not discovering for the first time), and one that I like. It's also a mechanic that we are balancing for, meaning the ability to turn it off would throw that work completely out of whack.
City ruins existence in game appears to me as a quite non-realistic (thankfully these are optional) because of this, see "moraine".
Also it would be good to prevent lion and the like lairs from appearing on ice with "End of Winter" turned on (which imo should be set as a default flavourwise)
Whoa whoa whoa! My spirit flares with a thirst for dispute; i think its worth a whole thread in main FfH group, which i shall soon create!
I ask only for a switch on/off, as it is now in Wildmana (if i haven't confused it with something else)
Dwarven mine from its description is but a minor improvement from ordinary mine, but in game it costs about six times more to build, and replaces ordinary mine, causing almost the same need in worker hordes as elven cottages in ancient forests with their 100+ turns to build.
"Mine becomes dwarven mine in 25 turns for dwarven and/or Arete civs"
The Dark Ages werent a time of forgotten knowledge or decline, they were a statism after a decline, Rome fell and in then everyone was too busy for anything else to done, technology wasnt forgotten, there was just no improvement on it. In alot of ways there were advancements, but not in culture or theoretical science as with the invasions from without and the heresies from within and the memory of the abject instability of the fall still strong in the minds and hearts of men there was no time for anything but the fight and so everything else suffered. But it wasnt lost, it just didnt get any better. But thats a historical quibble and still drastically simplistic.
Alright so the on top thing. Something as an Idea ive been thinking on for the mod that maybe you might like the sound of.
A Ritual-Chain either for the Clan of Embers or for anyone with a new religion, Bhallite, Rememberance of Bhall, Bhall Cult or something along those lines, which are an attempt to rivive the goddess inspired by the other resurrection and the illians ascention. seeing those success those who remember the flames seek to do the same. First Ritual maybe giving additional fire mana, the Second converting the nodes in your cultural borders to fire ones and giving an applicable promotion to all units.
And the Thrid and Final, in all its discription appearing as though it will resurrect the goddess, instead spawns barbarian fireballs or one-turn elements at every node, flames in every tile with any percent of the culture of the civ that does the rital and mass unhappiness, health and productivity in all cities for six turns or so. An attempt to do something which cant be done with dire consequences.
Additionally with Patria being a vast Magical dictatorship rather than an organised military empire surely comparisons with Rome cannot be made, the remanents of Patrian law survivng into the age of rebirth wouldnt resemble in the least those remanents that survived of roman law. They would be about the rights of the Magicians than the public individual, not the Authority of the state but the authority of the individual Wizards. And the chaos and corruption that Kylron turned himself against. But a great many of the after the fact additions paint them all too much as Rome. Whereas the History of Fall from Heaven from the base game gives the impression of a wild society held together by vastly powerful magicians not an organised military, but a disorganised tyrrany of many. And so surely the likes of the scions are incompatible with Patria for being too compatible with Rome. but thats another quibble, the point of this post was the middle one.
Dwarven mine from its description is but a minor improvement from ordinary mine, but in game it costs about six times more to build, and replaces ordinary mine, causing almost the same need in worker hordes as elven cottages in ancient forests with their 100+ turns to build.
"Mine becomes dwarven mine in 25 turns for dwarven and/or Arete civs"