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RifE 1.20 Ideas, Requests, and Feedback

Yeah, balance doesn't really need to be considered on victory buildings.

In that case, how's about making the Tower of Mastery give you access to a magical Nuke-equivalent? I'm pretty sure there's a Python modcomp 'round these parts that lets you essentially turn it into a Planet-Buster, turning a 5x5 area around the blast radius into water tiles. HILARITY ENSUES!

I feel like if we're talking UNLIMITED POWAH (which the Tower of Mastery seems to imply), we may as well go whole hog. :crazyeye: :crazyeye: :crazyeye:
 
In that case, how's about making the Tower of Mastery give you access to a magical Nuke-equivalent? I'm pretty sure there's a Python modcomp 'round these parts that lets you essentially turn it into a Planet-Buster, turning a 5x5 area around the blast radius into water tiles. HILARITY ENSUES!

I feel like if we're talking UNLIMITED POWAH (which the Tower of Mastery seems to imply), we may as well go whole hog. :crazyeye: :crazyeye: :crazyeye:


Mmmh, if we suggest a lot of cool effect and it becomes hard to choose, you could add multiple powers, then allow arcane units to cast one of say 5 "UNLIMITED POWAH", when in the City. Maybe add a delay between casting...

Don't know how much work would be needed to add that, so just a mere suggestion here. But the idea of Archmages casting world shaking spells from the top of the tower of mastery sure looks cool!
 
How about we not give nuke powers to the tower of Mastery >.> I'd be fine with it allowing to train archmages in spell casting spheres for x number of turns. Anything that reduces micromanagement is good.. 5 turns for each new spell? That should make up for the lost time from leveling up a newly created mage.

Honestly I'm game for changing the way that spell casters learn spells to something more simplistic, like receiving x bonus promotions for the number of nodes you have, so you don't have to keep switching them around when upgrading. Heck even just changing it to a base 2 free promotions at mage level and another 3 at archmage would go a long way to prevent micromanagement hell =x
 
5 turns for each new spell? That should make up for the lost time from leveling up a newly created mage.

Sorry but... All of your options sound like MORE micromanagement to me :p

Any of the proposed effect so far would be nice, but what I was intending with my earlyer post is, some kind of power, unlocked only when the unit is in the city.
Each 5 (arbitrary) turns, a number of shaded options appear in your unit menu and you can cast one spell. How is that a lot micromanagement?

No sarcasm intended, I'm not sure I understood your post myself :p

Edit: Oh, that said, I still prefer the "Upgrade mages with lost spheres idea", just, please, let's do this with all your mages in the city at once and with all the spheres, OverP maybe, but the Idea of sitting them all for x turns is simply a joke, at later turns...
 
Why not give arcane units in the city an obscene XP growth rate that increases when coupled with the channelling promos. So archmages with channelling I, II and III will have a much faster XP growth than adepts, which helps them keep ahead of the new units, and mitigates the increased XP required for each level.
Basically a set of 3 promotions autoacquired if in the city with the ToM and each requires either channelling 1, 2 or 3 on top of that.
Oh, and a bunch of awesome spells would be very cool indeed. I honestly don't see the problem with having these spells, although maybe like nukes using too many will cause the world to crack or something, making everyone lose.
 
I was referring to the micromanagment inherant in creating powerful archmages by adjusting all your mana nodes to 2x for each adept, 3x for each mage, 4x for each archmage (and then likely again for lich). And um.. I was referring to the notion that building the tower of mastery should automatically equal game over as being bad. I did take it off of the list of winning strategies after all. All 4 archmages suddenly become omnipotents? No thanks. Firing nukes that obliterate your opponent? Again.. no thanks. I like the xp thing. Though it sounds like a new mechanic is already in the works. So fun times ^^
 
Not already in the works, but already done. Just hadn't considered applying it in this direction. :p

This is just another proof of how wicked Valkrionn is in truth! He's casting us bad mojos trough terrific gameplay, run for your life and your psiche people :crazyeye:!

edit: the kind of bad mojo an archmage-level caster could send from a ToM... Does Valk actually posses a real tower of mastery? The mistery deepens...
 
This is just another proof of how wicked Valkrionn is in truth! He's casting us bad mojos trough terrific gameplay, run for your life and your psiche people :crazyeye:!

edit: the kind of bad mojo an archmage-level caster could send from a ToM... Does Valk actually posses a real tower of mastery? The mistery deepens...

Actually, I'm hard at work finishing up 1.3. I just don't want to release small incremental changes; It will be a rather large update.

Unfortunately, due to some other changes it will also be a FULL update, not a patch... But after this one, we should be good to go with just patches up till 2.0. ;)
 
Actually, I'm hard at work finishing up 1.3. I just don't want to release small incremental changes; It will be a rather large update.

Unfortunately, due to some other changes it will also be a FULL update, not a patch... But after this one, we should be good to go with just patches up till 2.0. ;)



About mods in general, I have an ETA always established in my mind: "when it's ready :p"
I think no one but the peoples working in a project can establish the developement strategy and timing, so, if you feel this is the way to go in order to give us the fruit of your hard work, then you have my blessing and my thanks (as long as they are worth something to you... :p) !
 
will there be more galley and trireme type ships, or maybe sprite changes for certain civs ships, using more galley and trireme sprites for ships like the frigate and such?
i think the kazad ironclad ship would make a great quadreme or such if it was retextured.
 
I know that you're not giving an ETA on the version, but is there any way you could give a hint as to what civs are mainly impacted? I'm starting a new game soon and am trying to decide who to be. Thanks!
 
Hadn't I already? :p

  • Clan
  • Bannor
    • Related changes, though the Clan have been adjusted for it far more.
  • Sheaim
    • Adjustments for the Gate, reason to allow hell terrain spread, new UU
  • D'tesh
    • Check the thread. Far too many here. :p
  • Grigori
    • Without going into specifics... Better usage of the new Adventurer spawn mechanic, and a few new related mechanics.
  • Dural
    • (NOT IMPLEMENTED YET) Some Greek flavor to differentiate them from the Grigori.
  • Mechanos
    • (NOT IMPLEMENTED YET) Ordo removed, new units, balance adjustments.
  • Frozen
    • Updated to the latest version... Far better balanced.
  • Doviello
    • Updated for all the new animals, some minor adjustments made (Recon of a high enough level can use Mesmerize Animal, for example)
  • Archos
    • Updated spider mechanics, gained a new mechanic which will encourage settling in areas that otherwise would not be utilized.
  • Kahdi
    • Removed. Nixed. Killed off. However you want to put it.
Think that's it, aside from barbs... May be wrong, however. :p
 
will there be more galley and trireme type ships, or maybe sprite changes for certain civs ships, using more galley and trireme sprites for ships like the frigate and such?
i think the kazad ironclad ship would make a great quadreme or such if it was retextured.

Kinda.

Not for 1.3, but 1.5.... Unit lines will be restructured. ;)
 
Hello again.
So my last multiplayer game as Scions of Patria caused me to think again. There are a lot of critters who can see invisible units and Themoch is very crunchy and immortality does not work all that well...

How about allowing councillors to be ressurected? Is it possible? Or has the respawning of immortal units been fixed?
 
Hadn't I already? :p

  • Clan
  • Bannor
    • Related changes, though the Clan have been adjusted for it far more.
  • Sheaim
    • Adjustments for the Gate, reason to allow hell terrain spread, new UU
  • D'tesh
    • Check the thread. Far too many here. :p
  • Grigori
    • Without going into specifics... Better usage of the new Adventurer spawn mechanic, and a few new related mechanics.
  • Dural
    • (NOT IMPLEMENTED YET) Some Greek flavor to differentiate them from the Grigori.
  • Mechanos
    • (NOT IMPLEMENTED YET) Ordo removed, new units, balance adjustments.
  • Frozen
    • Updated to the latest version... Far better balanced.
  • Doviello
    • Updated for all the new animals, some minor adjustments made (Recon of a high enough level can use Mesmerize Animal, for example)
  • Archos
    • Updated spider mechanics, gained a new mechanic which will encourage settling in areas that otherwise would not be utilized.
  • Kahdi
    • Removed. Nixed. Killed off. However you want to put it.
Think that's it, aside from barbs... May be wrong, however. :p

Thats a nice list of updates there, for the new units for the Mechanos will that include my new Steamtank and Goliath if they can get finished up on time, and what other new units will be introduced?
 

No problem. ;)

We'll be more specific with all the changes as we get closer to the release... The Clan had a rather fundamental change, but for the better IMO.

Hello again.
So my last multiplayer game as Scions of Patria caused me to think again. There are a lot of critters who can see invisible units and Themoch is very crunchy and immortality does not work all that well...

How about allowing councillors to be ressurected? Is it possible? Or has the respawning of immortal units been fixed?

Immortality has been fixed. ;)

/]rchon;9190931 said:
Thats a nice list of updates there, for the new units for the Mechanos will that include my new Steamtank and Goliath if they can get finished up on time, and what other new units will be introduced?

If they are finished and animated, yes.

As it is, it will be a revisit of the Naval line... Some Thopters. ;)
 
From my understanding, the Jotnar are supposed to be a dwindling, even dying, race of giants living among/enslaving goblins. I love the new 3-tile mechanic you've added, as it makes more sense in the lore aspect of the civilization, but I must ask- Why are most of their units shown in groups of 3-5? It doesn't make very much sense to me, as to how a dying race would amass an army with more soldiers per squad than any human civilization. I would like to see more models like the Jotnar Berserker- one intimidating giant. It gives off the feel that your unit is powerful, but you must use them wisely.. Basically it reinforces the main point of the Jotnar lore and play style.

I like the models very much, but their are just too many, in my opinion.
 
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