What improvements do YOU want for this mod?

All the features that makes the the world dangerous and interesting to explore are what makes FFH for me. The survival/reconstruction phase after the Age of Ice is what makes the imperial phase epic and IMO it would be even more so the harder it is to get there. Time Victory is an absolute must to disable in my games. I run with Living World, Raging Barbs, Barbarian World and "Raging Wildlife", forgot it's name :)

Maybe it's just my setting/playstyle but I want every new city I build to be a challenge to achieve. I absolutely loved the kind of power Barbatos could extort over my progress but I can see as he how him being unique combined with his power making him unbalanced. However I would love to see minor civs acting as tribes being in the way of all civs. Make them at peace with the Barbarians, unique and slightly more organized than the random barbarians. There is an FFH-adaptation of Jdogs Revolutions being made currently, the BarbarianCiv module would be awesome for creating this. Have a Barbarian city build a wonder that spawns the Sailors Dirge and LeChuck. Transform that city into a sprawling ghost-pirate city that terrorize the seas (possibly being at peace with Lanun ;) ). Make that city a minor Civ that never build a new city, just let it be a local terror. Balance would be about letting these things happen with time and not right away. Maybe the Clan of Embers could manage to bribe the Lizardmen tribe to assault the ghost-pirates...Also, with these features slowly populating the parts unexplored by the regular civs, colonization will be way harder later on.

The new goblin clan is awesome, more like that please. I would like to see localized tribes for different areas like Lizardmen tribe for jungle, more Hill Giants (!) - make a tribe of them. Corrupt Dark Dwarves sitting on an artifact (The Drilling Machine) that can attach to a gem/gold mine to increase output with some risk of spawning a Balor for instance. Have the Leviathan build a nest and spawn his offspring making those waters terrifying to just approach.

The new lair system is excellent, add more unique lairs and unique items/heroes/events for them. I would like to see it having more options and different consequences.

Events, events, events. Allways fun. Also, more chain-events and quests would be nice.

Lastly, the AI. I know it's being worked on but one of the things that's the most urgent in my eyes, is the AI:s complete inability of intercontinental warfare.
 
I've been wanting to squeek in a new artifact. Sitting there playing tonight, had an intersting ideal for what it could do. Something Haven't come across yet, that could be fun to play with.

Bloodstone: World wonder, requires body mana to build. Requires Sorcery tech

+3 culture in the city where it is built. Can be moved like the Infernal Grimorie. A unit carrying the bloodstone has the option to sacrafice it, giving themself the Hero promotion.

It might need tweaking, but thought the ideal had some potential. Essentialy allowing any race the shot at one adventuer in a game. Ideally the Bloodstone building should do just enough to make you hesitate a moment.
 
Came to think of something else. Continuos Recon with the birds is a pain in the arse, just like the planes in vanilla. An "auto-recon" function where you can assign it to recon the same tile every turn would make for some less microing and they'd actually be good to use for fogbusting. It's just too annoying as it is to use them for that purpose atm. Just like the planes, bah Firaxis.
 
Came to think of something else. Continuos Recon with the birds is a pain in the arse, just like the planes in vanilla. An "auto-recon" function where you can assign it to recon the same tile every turn would make for some less microing and they'd actually be good to use for fogbusting. It's just too annoying as it is to use them for that purpose atm. Just like the planes, bah Firaxis.
Yes please to this! I had Birds on constant recon on two different mountains to keep one big chunk of useless land from being Barb-land for god knows how long.
 
Pretty uber? Finally useful (except against players using invisible units i.e. in MP)!
 
There was one mod that handled recon automatically for BTS but it lacked interface and was buggy, as soon as airlifts came into play the continually woke up fortified units in the city instead ending up being more microing. Can't remember it's name though.
 
Something, that seemed strange to me, is, that sometimes evil civilisations choose the order or the empyrion as religion and turn good as well, as the other way round. In fact that is an interesting opportunity to push the world faster to armageddon, or prevent that, but it does not fit to some civs.

Considering the backround of leeders like Alexis or Os Gabella it does not seem appropriate for them to choose good religions. A master soccerer turned mad by touching the spiritual remains of Agares world is not going to worship Junil. So, if it is possible, at least Calabim an Sheaim should be prevented from choosing a good religion, as well as the Mercurians should be prevented from choosing an evil religion.
 
IMO the biggest unsolved issue of the mod ist Hyborem. I'd just love to see the AI trying to conquer the world with Hyborem - but as far as I know she won't manage that ever after all. If I'm wrong, if I just don't have enough game experience, please let me know - but to me it appears, that Hyborem is a very nice and entertaining feature for the player, but worthless for the AI.
So, how could you change it?
The most importent basis for this would be the possibility, to grant the player and the AI different recources. A simple example: AI starts with more Units than the player does if playing Hyborem.
But I don`t know, if that is really possible, so before I will make more suggestions, this question should be answered.
 
IMO the biggest unsolved issue of the mod ist Hyborem. I'd just love to see the AI trying to conquer the world with Hyborem - but as far as I know she won't manage that ever after all. If I'm wrong, if I just don't have enough game experience, please let me know - but to me it appears, that Hyborem is a very nice and entertaining feature for the player, but worthless for the AI.

Yeah. The whole concept is excellent, and all - and rampaging around Erebus as the Infernal Hordes is great fun - but under AI control, Hyborem as he is now is just a bad joke. Usually just founds one city in the middle of a frozen wasteland and sits there for the rest of the game. A few AI-only events or such could help this part of the mod along greatly.
 
I had a game where he controlled about 15 cities (before I extinguished him), but yes usually he sits around and does not very much. Hyborem has "UNITAI_CITY_DEFENSE", so he won't go out with some of his archers and conquer cities in a very quick time like a human player would do. (I will try to see what happens if you use UNITAI_ATTACK for him)
By the way has anyone yet won a cultural victory with Hyborem? With Liberty (or any other civic granting infinite artists) it seems to me like a quite funny way to win (Though I never tried it)
 
A new magic mechanism that involves a number of spellcasters to be able to work together to cast really powerful spells could be a nice addition. Say a really powerful summoning spell for instance, with an extended duration. The casting time could be set to 100 turns, so that 20 mages could finish the spell in 5 turns, and you could gain control of a really powerful ally for an extended duration (10 turns, 20 turns, whatever). The casters could be made to die after they cast the spells as an added touch and balancing mechanism (so that you can't spam such spells around).
 
A new magic mechanism that involves a number of spellcasters to be able to work together to cast really powerful spells could be a nice addition. Say a really powerful summoning spell for instance, with an extended duration. The casting time could be set to 100 turns, so that 20 mages could finish the spell in 5 turns, and you could gain control of a really powerful ally for an extended duration (10 turns, 20 turns, whatever). The casters could be made to die after they cast the spells as an added touch and balancing mechanism (so that you can't spam such spells around).
Cool idea. Would especially be very flavorful for the Sheaim. 20 cultists that sacrifice themselves to summon a demon. Or 100 cultists that make the world end...
 
Without a doubt, I would like to see improved AI for use of magic and spells. It's one of the biggest parts of the game, and the AI is totally ineffective with it. AI mages are seemingly never a threat.
 
several things i've noticed while playing:

1) lanun computers never make pirate coves... ever

2) if the elves are in guardian of nature civic they won't remove jungle around cities, even if it's on top of resources (assuming because it's counting as a national park for them)

3) If you block a passageway, like by placing a lone warrior at one of the many bottlenecks in the erebus map type, as long as you keep it there no barbarians from the other side will try to come for your cities anymore or anything. I've done this blocking 2 squares but haven't tried a larger blockade than that. it's really kind of cheap because i've stopped the literal flow of hordes this way.

4) If a computer is blocked from expanding by peaks they won't ever expand. I've played over 1500 turns watching a computer that got stuck in this little coastal section that could only fit 3 towns but because he isn't connected by a land route to any other land. I've seen this one many times, and their programming is set like if you surround them by cultural borders, it's not smart to make towns on the other side of your borders because they're cut off and it treats the lack of a land route the same way.

5) computers using loki don't turn your cities to theirs. they always just cast a puppet every turn.
 
I had a thought about improving forts - could they work something like the space stations in the Final Frontier scenario. You would sacrifice a worker to build the fort, which could then be upgraded to castle or citadel and give some cultural influence. Unlike the space stations they would have no direct combat strength and could be captured, their benefit would be in giving promotions to units in the fort, withdraw and heal benefits and possibly movement penalties to enemy units in adjacent tiles (zone of control). I like playing on large maps and this would provide a way to expand and secure my borders/resources without loads of uneconomical cities.
 
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