Valkrionn
The Hamster King
Hehe, thank you.
Haha Valk I also appreciate your patience since I seem to ask things that have already been covered.
Like this: Shouldn't Thanatos' movement type be flying?
Evil Mercurians, Broader Alignments or something awesome about that new religion we are not being told?
Thank youBloody Hell - today's posts have been a traumatic read! I think Valk has, possibly, the most patient personality I have ever come across . . .
Citizen specialists aren't supposed to be really useful. They're default specialists from when you can't use other specialists.2 food in exchange for a single hammer renders citizen, which primary function imo to help in early development and compensate for lack of hammers on city tiles, close to totally useless. Cases when it is being used - auto or manually - are extremely rare. So raising its yield to 2 hammers and engineer's to 3 for a proportion shall ease the citybuilding on flatlands.
You mean citizen was created only to cover up the possible bug with population overflow??Citizen specialists aren't supposed to be really useful. They're default specialists from when you can't use other specialists.
Since there are Archos who can spam spiders and any civ can capture wild ones, "spider swarm" is not so rare a strategy. Rush hunting and husbandry, get some spiders and go feed on goblins, workers, stray units, weak border garrisons, any garrisons, whole empires, giants and whatever gets into the steadily growing swarm. Generally CP cannot do anything against strong invisible unit lurking within his borders as most it does is to send few units to replace eaten garrisons. Some script to include 1-2 recon units in every garrison is necessary - CP is generally undervalues and misuses recon units as it is.
Invisible giant spiders... i know only about "invisible" (as they dwell in other dimension) up-to-palm sized spiders who are unable to visit prime material plane on their own accord. There are already mistforms and invisibility+breeding/growth+HN+Fear (!!) is OP.
Invisibility as not being characteristical for spiders should be removed.
And although i appreciate prank with dire hamster as much as i did appreciated pink unicorn, jokes are good only when limited in duration. Dire badger 2 str?
2 food in exchange for a single hammer renders citizen, which primary function imo to help in early development and compensate for lack of hammers on city tiles, close to totally useless. Cases when it is being used - auto or manually - are extremely rare. So raising its yield to 2 hammers and engineer's to 3 for a proportion shall ease the citybuilding on flatlands.
Edited XML file that causes Kuriotate Pioneer to crank out of nowhere merely a fort not a whole citadel. Should be placed into Rise from Erebus\Assets\XML\Units.
/]rchon;9181703 said:Had some more ideas lately, with any RTS or civ building games Ive always loved using fortifications and such and I wanted to know something.
(1) Is it possible with this game to be able to have a worker construct linked defensive walls that you sorta have built like a road were the worker gets to an ordered point and is then given a spot to build to?
Id imagine a wall would work much like a mountain range in that only flying and certain other mountain climbing and crossing things could get over it.
Cause I think walls for one would be a great thing to have, I guess being a tile improvement, that you cant build anything over them or them over any other improvement without destroying the other which is fair cause its the same with forts.
/]rchon;9181703 said:(2) I was thinking about the idea of watch towers/defensive buildings. That would be like an improvement you can build, they have to be 3 spaces apart and can only be built within your territory, but I was thinking that unlike a fort/castle it doesn't give really any benefits to other units in its same tile or spread culture.
Instead its a defensive structure that would have a decent ranged attack rating and score. And each turn, if say theres a barbarian or enemy withing its range of fire it'll fire a ranged attack or 2 at them all without you ordering it, so a sorta automated structure that attacks things instinctively, maybe with some sentry bonuses and true sight.
Could even be a built stationary unit that doesn't actually move, if thats not possible for a improvement to do.
Found these files as sorta an idea of what I was thinking.
http://forums.civfanatics.com/downloads.php?do=file&id=3300
http://forums.civfanatics.com/downloads.php?do=file&id=11094
http://forums.civfanatics.com/downloads/ballista_hpS.jpg
http://forums.civfanatics.com/downloads/coastalgun_dy6.jpg
The first tower in the links could be the default one for everyone.
The big gun emplacement could be an improved one the Mechanos get when they research Blasting Powder and the Ballista could be an improved one other races get when they research Marksman or Engineering.
/]rchon;9181703 said:(3) Next idea was from Mechanos stuff. I had the idea that at some point they unlock a new unit that can be built, its essentially their version of a Fireball/Cruise missile which would be a long ranged flying bomb.
The model would be easy for me to make essentially a flying bomb sphere with a propeller or two and a rudder.
/]rchon;9181703 said:(4) That as a naval unit that they may get a Jules Verne type Nautilus submarine/submersible thats both always invisible, can only attack sea units and has a minuscule carrying capacity of like 1, idea is it could be a way of disrupting shipping but also the main idea is that it would be capable of carrying a handful of the above mentioned flying bombs.
/]rchon;9181703 said:(5) I did find it odd that the few actual seagoing ships the Mechanos could build were all regular wood and sails types that every other primitive bunch uses.
For purely cosmetic purposes which this would be easy to pull off, could the Mechanos Frigate use the original Civ IV Ironclad model, since Ive seen it already been done with all sorts of other units like warriors, archers ect?
/]rchon;9181703 said:(6) I find that as a race that Abhors magic that the Mechanos are even able to build Druids, Arcane Barges and all sorts of wizard and magical buildings and Nexus's. will those be restricted from them in future?
/]rchon;9181703 said:(7) Finally seeing as how they use their railway system as a way of moving the Mobile Fortress around and that they utilize the Nexus which doesn't really coincide with their anti magic lore. I thought maybe its time to bring in another railroad only based unit that can serve as a replacement to the Nexus for them though it wouldn't be instantaneous travel anywhere to the world it could be equally good.
It'd either been a steam train if the model actually exists or could be this.
http://forums.civfanatics.com/downloads.php?do=file&id=2879
Idea is that its got a low/decent attack but really isn't meant for combat its meant for using its large carrying capacity 6+ and its high movement rating 4+.
As a way of moving units around in an even faster manner then them trying to get to a destination themselves.
Thanks for making it past this wall of text.
Why not make a druid UU for the mechanos that upgrades from the techpriest?Arcane Barges and things like that, yes. Not sure on the Druid yet.
Mechanos are Da'Vinci Steampunk
Why not make a druid UU for the mechanos that upgrades from the techpriest?
Not sure if it suits a mechanical nation to have units that are all about nature, and the mechanos could do with a top tier divine-like unit. Could even have a leader that focuses on and provides benefits for the mechanos divine line.
Pleeeease, allow me some totally-unasked-for precision...
Its Da Vinci (without an accent...) if you refer to Leonardo da Vinci ("da" in Italian means "From" while "da' ", would be a contracted form (da + il), totally unapplicable to his name and "dà" is the 3rd sing. person of the verb "to give") the name means "Leonardo from Vinci", a little town/village near Florence (where I live).
If you refer to the civ. in Rise of Legend (I believe you are), IIRC those where just "Vinci", but I could be mistaken
Anyway, I would like to express you all my gratitude for your work, from what little tid-bit of Information I can find about the new patch(s) (Sir, you sure are evil about giving us some info) it looks like a lot of brainstorming went into the improvement of gameplay... I'm really excited, and I still have to find a single discussed change that I don't like!
Praise to you, and to the rest of Rife Team!
I noticed that Acheron got a huge boost, especially with the ability to move. I'm not quite sure I like that since I expected him to be held while his minions (sons of inferno) act as sorties against intruders. I understand that trespassing in his territory is supposed to be dangerous, but his new boost makes it nearly impossible, and I haven't been able to kill him yet. In fact, any stack that I was sending through his lands (he was at a choke point) was instantly obliterated.
Ironclad is already used. For the Khazad.![]()
I've actually been tempted to add something like this, may do it.Quote:
Originally Posted by /]rchon View Post
(7) Finally seeing as how they use their railway system as a way of moving the Mobile Fortress around and that they utilize the Nexus which doesn't really coincide with their anti magic lore. I thought maybe its time to bring in another railroad only based unit that can serve as a replacement to the Nexus for them though it wouldn't be instantaneous travel anywhere to the world it could be equally good.
It'd either been a steam train if the model actually exists or could be this.
http://forums.civfanatics.com/downlo...o=file&id=2879
Idea is that its got a low/decent attack but really isn't meant for combat its meant for using its large carrying capacity 6+ and its high movement rating 4+.
As a way of moving units around in an even faster manner then them trying to get to a destination themselves.
Thanks for making it past this wall of text.