RifE 1.20 Ideas, Requests, and Feedback

I have an idea for the D'tesh.

As of right now I'm not sure if any of this is implemented or how it works now, but I was thinking about the D'tesh and water.

Besides a small amount of commerce, water tiles and water resources are utterly useless for the D'tesh. Now obviously they don't have a strong affinity for water, but there doesn't seem to be any reason why the master of Death wouldn't have found a way to gain some power over these resources as well. That is what led me to the following idea.

The D'tesh should have a water UU, at first I was thinking workboat, but I think that comes to early and doesn't quite fit the feel of the civ. So that leads me to ...

Arcane Barge UU - "Pyre Barge" - (same required techs)
- can build "Floating Pyre" improvement on water tiles.
- lots of other ways to go with this to make it unique - Death Affinity/ Death Magic instead of Fire/ Unique spells-summons (I'm open to exact details on this aspect)

"Floating Pyre"
- improvement gives same yeilds as pyre (including increased yeilds at Necromancy, Arcane Lore)
- can only be built on water resources (fish, crabs, shrimp, whale)
- provides Infused Ash
 
Is Lord D'Tesh really supposed to have +4 Death combat, +1 Death affinity AND additionally the same again from his Opalus Mortis promotion? That's +10 Death combat with only the palace mana. Might be a bit over the top since he has Chanelling III and Immortality as well.
 
"Floating Pyre"

Fire and water doesn't exactly mix.

Call it Undead Fire instead and make it clear in the lore that not even water quenches it. It burns underwater.

Yeah, Undead Fire isn't exactly an inspired name. Neither is Unholy Fire, Cold Fire, Dead Fire...
 
Would it be possible to make City Ruins turn into a lair to be explored instead of the randomness of the event that is currently in the game?

I was thinking about a timer (like fort growth); City ruins (no reward/guardian) (not explorable), Old ruins (low level reward/guardian), Aged ruins (mid level/reward guardian), and Ancient ruins (high level reward/guardian).

I'm not sure if the guardian should spawn like a mana guardian, or be popped on initial exploration of the ruins. It should be leashed to the ruins (range 0) and must be defeated before any reward.

Any thoughts?
 
Is Lord D'Tesh really supposed to have +4 Death combat, +1 Death affinity AND additionally the same again from his Opalus Mortis promotion? That's +10 Death combat with only the palace mana. Might be a bit over the top since he has Chanelling III and Immortality as well.

Yes, though I may need to look at it again. The D'tesh as a whole are rather squishy if you get to them; Lord D'tesh is meant to reverse that.

Would it be possible to make City Ruins turn into a lair to be explored instead of the randomness of the event that is currently in the game?

I was thinking about a timer (like fort growth); City ruins (no reward/guardian) (not explorable), Old ruins (low level reward/guardian), Aged ruins (mid level/reward guardian), and Ancient ruins (high level reward/guardian).

I'm not sure if the guardian should spawn like a mana guardian, or be popped on initial exploration of the ruins. It should be leashed to the ruins (range 0) and must be defeated before any reward.

Any thoughts?

Was thinking of something along that line, actually. Mainly because Seven05 requested it for ErebusContinent. :lol:
 
Increase the city and civic maintenance costs.. so much gold in RIFE that unlimited scale empires are not just easy, they're required. It hurts the kurios and the scions.
 
Or we could just make it easier for Kuriotates and my precious... I mean the Scions, to make huge emipires. If I remember castles and citadels are going to be directly buildable so that should help both, and hopefully the Scions are getting something to help their population growth (cause the cathedrals just aren't cutting it.)
 
I hereby request compatibility with BUG mod. I have BUG mod installed in my assets folder, as opposed to a standalone mod, and when I now fire up RifE, I see no interface within the game at all, only the game-map.
 
I hereby request compatibility with BUG mod. I have BUG mod installed in my assets folder, as opposed to a standalone mod, and when I now fire up RifE, I see no interface within the game at all, only the game-map.

That's already done; Personally, I really dislike mods that install data there as it just seems wrong to me, but I've already changed the ini to prevent the loading of data from that directory.
 
http://img696.imageshack.us/i/civ4screenshot0000j.jpg/
civ4screenshot0000j.jpg
 
any more thoughts on the D'teshi Arcane Barge UU, I proposed? Sorry I don't have any art in mind for either the UU or the improvement, but now that you have all your newfound art skills maybe you could do it yourself. ;)
 
Sorry, had been busy working on a secret project; Now that it's finished, I have time to reply. :p

I'm not sure exactly how best to accomplish it, but the D'tesh DO need something for the ocean; I think what you proposed is likely the best method, as it gives them an interesting unit as well as the pyres. Not sure if they'll be floating pyres or not, that part I'll have to think about. ;)
 
How about making ai build more workers generally(also scripting them to not change improvement on given tile until say 50 turns after building the previous one - because they often just would build different improvements all the time)? it seems like atm - ai leaders wont bother with more than 1 worker per city at most(sometimes they have just 1 woker per 3-4 cities in my games). Their countryside would just stay that way until very late in game. Nothing to say that it slows them down very much...
 
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