What improvements do YOU want for this mod?

There was a brief discussion about this in the Monsters thread, but it's worth mentioning here as well. Water-dwelling barbarians might be an interesting addition. I know we already have sea serpents, pirates, and giant tortoises. I was thinking more along the lines of humanoid barbarians, such as the Sahuagin or Kuo-Toa from AD&D.

Probably the easiest way to do this in FfH would be to have barbarian units spawning on unowned water tiles and starting with the Water-Walking promotion. They could attack ships, of course, but having them conduct raids on land would be needed, I think.

Kael has said that Erebus is a dangerous world, and this would be one way of showing that. However much the world develops, the deep waters are always untamed and a source of danger, so you always have to be on your guard.

I don't think I would want the barbarians to have cities on ocean tiles. The idea is that these guys live in deep undersea cities, which the surface-dwelling civs of Erebus can't get to. For that reason, I also don't think I'd want fog-busting to work on ocean tiles -- a ship on the surface can't see the Sahuagin or Kuo-Toa city way down on the ocean floor.

Anyway, just a thought.
 
A workboat replacement for the Kuriotates with the flying ability.

Nthing some way to get more Priests of Winter - repeatable white hand, upgrade form GP, Illian unique archmage resurrection spell, whatever. Just some way to get them

A checkbox in custom game that forces every unique terrain feature onto the map.
 
@Kael:

I fully understand that the more specific the request, the more helpful it is to you. For my part, I don't think major changes or additions are necessary. Much of what's been proposed in this thread really relates more to balance, anway, or so it seems.

On guilds, the only thing I would ask is whether you think any of the guilds from Ahwaric's Orbis Modmod might suitably be added to the main mod. I haven't played the Orbis Modmod yet, so I don't have first-hand experience with it, I was just curious. I know you don't want anything that resembles BtS corporations (converting one resource into another), and if you don't want to use guilds at all, you'll certainly get no objection from me, since the guilds we did have didn't have much of an effect on gameplay, for the most part.

Suggestions to add more events, by contrast, I think are easy to get a handle on. A lot of events were suggested in the Common Events thread, so maybe there's some material there that you can work with. A lot of events have already been added, I know, plus we've got the explorable lairs now, so we may not necessarily need too many more events, but if you see some good event ideas, I think FfH's fans would enjoy having them added to the main mod.
 
After playing a game as the Elves, I realised the single thing I want to most is an improvement to lairs. In the first 150 turns, I got:

2 diseases
1 poison
2 enraged/crazed
1 Demon spirit (+ enraged & crazed)
5! Unit disappearing
6ish Barbarian spawn
1 Gold (around 60)
4 Nothing

Looking at this, I'd say that either I was unlucky, or the game hates me. (And I know that's a lot of huts in the first 150 turns. I got so fed up of losing my hunter I just WBed him in each time)
 
How about an option called The Odds are Against You? When you start a game, the AI civs will be of the opposite alignment as you. It'd be kinda neat to be able to choose to be put in the role of the last bastion of good in the world, the sole subversive element in games, or the only race valuing objectivity and rationality... :P

EDIT- Ok, I need to post less and play more, methinks :)
 
Some of these suggestions appear too strong (eg oasis creation is outrageous, even more so at level 1); some alternative proposals:
Dimensional: level 1 escape (teleport caster to capital), level 2: teleport caster to own or friendly city (ie open borders agreement), level 3: teleport stack to own or friendly city (can only be initiated outside own cities by AI for obvious reasons)
PS: are these mana in the game today ?

Yeah some of the suggestions were a little strong, but a different spell or a weakened version could always be used.
But then again your suggestions for dimensional seem a little weak, I think they need some kind of offensive power, rather than just a teleport, especially for the archmage spells...

No, these mana aren't in the game yet. Dimensional used to be, with escape as the first spell and no other spells, but it was removed...
 
For the archery line, give them the ability to atack several squares away. This is implemented in the city defence mod in civIV bts. This would alow them to bomard without danger, making them much more powerful
 
I'd like to have "money" a little bit more importance in the game. Don't missunderstand me, a strong economy is something you want, but all all it makes no difference if you sit on a hill of gold or if you are close to zero gold. (The Kazad being the exception of course..)
Some Ideas to change this:

1."Buyable" buildings: Some buildings shouldn't be build via hammers, instead you should just build a (cheap) "constructor" unit, which after it's creation can cast a "spell" which consumes money & the unit itself to build the building.
Especially I had most "research" buildings (library etc..) in mind, because you don't really have to 'build' these buildings in most cases (at all, any existing building can be used as a library), it's more that you need a sage/wiseman who wanders around to find rare book and magical tomes. And this is an activity which costs more money than production.

2.Buyable promotions: some promotions should only be avaible if you pay some gold for them. Especially all promotions which are connectedwith better Equipment (like iron or mithril weapons)

3.Some units should only be avaible by producing an basic unit an then buy an upgrade for this unit.
A good example would be longbowman: you "train" regular archers and then pay for their better equipment.

4. (Don't know if this is possible) "Elite" units should cost signifcant more upkeep than militia or regular units.

And another Change I'd like to see (but I doubt that the crew wants them) are some changes in the names of some units and fractions.
E.g. "Doviello" is such an italian/mediterran sounding word that it is at least irritating to see it as the name of a kind of viking/barbarian fraction
Same goes for "Elohim" - there is an angel fraction in the game, but the word is used for some kind of holy guards, while the angels are named after the roman god of thieves and merchants^^. And then there's an archdeamon who sounds like a landscape from conan and the ancient greek "northpole" ...
 
There should be some way to play Buboes, Stephanos, Yersinia and the Avatar of Wrath (perhaps by some kind of ritual). I always think, o my god, how stupid are these Apocalyptic Riders, getting killed after 2-5 turns with these amazing abilities. Occasionally they raze a city, but that's it.
Or you create some kind of unique game mode in the line of Warlords, where you could play the Barbarian (with Autoplay). Start as one of the riders and you have a fixed number of turns till you die (something like 10 turns). For every city you raze you get some extra turns, so that you're forced to destroy all live on Erebus (except Hyborems fellows, but they aren't alive anyway)
 
I'd like to see air/flying be improved. It makes no sense to me that a Griffon high up in the skies should be exposed on the ground unless it chose to. One thing I saw mentioned in a Kuriotate Airship thread was the idea that you "cast a spell" that makes your unit Flying but does some damage to it as well, so that you eventually have to come down from flying and heal it off/repair it (and just to prevent it being exploitable, prevent settling down on top of mountains to rest, so that you actually are exposed).

Anyway, if you go into expanding air/flying options beyond the Kurio's Airships and captured Griffons (which I'd like to see), obviously that'd mean adding more units and stuff. As I saw mentioned in that thread, fantasy is already filled with a plethora of options. Giant Bats (Calabim), Unicorns [oops, i mean Pegasi] (Hippus maybe?), Winged Demons (Sheam) and so on, as well as enchanted flying machines and more steam-punk-ish options ala Kurio's Airships. Whether it's feasible to code a completely new battlefield for the AI to use is questionable however, so I could understand that not getting

I'd really like to see Air units be usable as siege support. As it stands, I usually just bring along some Mobility 1 Mages with Fire balls to Bombard City defences (and do collateral) rather than bring Catapults, because Catapults are too slow to get to their destination (and usually end up on the wrong end of enemy catapults riding along the enemy's roads for speed, followed by Assassins picking them off). With that in mind, I'd like to see Catapults be able to do their bombarding/collateral from range, as opposed to having to park next door to the city sort of like how they did in Civ3 (I mentioned that same kind of thing in another thread).

Anyway, other stuff I back-up:
I second someone again: a second leader for Civs with only one at the moment. I'd like more females leaders, too, and, perhaps more important, more female heroes. It seems like there is so few great female around! I'd greatly appreciate to give some ideas about those but since it is a lore-thing, I'm not sure.
I'd like a few more leader options too (particularly on the Svartalfar, who I like as a Civ but hate their leader's traits but that's another story).

As for female heroes, I rarely pay any attention to the gender of units but it couldn't hurt I guess for gender diversity, but each Civ and religion already has their heroes in place so adding female ones would require new civs/religions or adding a secondary hero to a few more civs.

One last suggestion, make archers CHEAPER.
I wouldn't mind that, as well as his other suggestions about making Archers a withdrawal "softening up" offensive unit. Bowyers is far from a priority for me, it'd be nice for it to be an attractive option.

An undead civilization! Seriously that would be so awesome! Why doesn't this mod have an undead civ yet? They would be so much fun to play. Anyways I really don't have any ideas as to what would be special about the civ with the exception of a bunch of undead units.
Aye, I like the Undead. I don't know how I'd like to see them implemented. I saw the mod-mod thread about them but I don't like the idea of them being a Fallow civ (as much sense as it makes). Then again, I still don't know how I'd want them implemented, but I don't like the idea of them being so strikingly different to the usual batch of civs. Regardless, I do like the idea of an Undead civ just from the perspective of their unit art and potential UUs.

I'm trying to think of a way to implement them, it kind of makes me think about the way the game's desgined. Traditionally, the undead don't need food, don't need "health", luxuries, etc. But that's more the mindless zombie horde undead. Do intelligent undead need to be fed at all? Do they need health resources to keep their cities from becoming a pit of disease or are they used to living in a pit of disease? Do they look down upon the mindless undead (and so would not want to use Diseased Corpses/The Drown)? Do they believe in a religion or have they gone agnostic after finding themselves not in heaven but back as corpses of their old selves? Do they get along with/embrace the living at all? All kind of comes down to how you see them I guess, but I can't see an Undead civ making the main mod unless the FFH team have some kind of lore idea of their own about them.
 
If Pegasi are added, the only source of them should be a unique feature sacred to Tali and only found on peaks. You should need at least Stirrups to harness them.
 
Increased event frequency: "Livelier/liveliest world" options to increase event frequency x2 or x4 times more than "living world" option. (I personally edit event frequency for my games as I enjoy events happening all around, but I think people could enjoy it as an option too.)
 
when archery units are in a stack and another unit in the stack gets attacked, can the archery units deal some damage?
 
I believe Kael said that there are 21 civilizations in the world to match the 21 spheres of magic in the world, as well as the 21 gods (though they don't all worship their respective gods, Basium especially). So I kind of doubt there'll be any more civilizations coming into the game through the main mod.

I like the idea mentioned that gave units a bonus withdrawal chance while within forts. This makes sense because the point of forts is to stay in there until your opponents leave, and then pounce out to strike then duck back in again.

For the Oasis creation spell, maybe it could be coded so that it couldn't be cast on a plot adjacent to another oasis? That should prevent too much insanity I think. For the Creation III spell, maybe it could create a random terrain-appropriate resource on the caster's plot, but remove the Creation III promotion from the caster?
 
Increased event frequency: "Livelier/liveliest world" options to increase event frequency x2 or x4 times more than "living world" option. (I personally edit event frequency for my games as I enjoy events happening all around, but I think people could enjoy it as an option too.)

I also play with x2 events, however they tend to get annoying in the beginning. A nice way to get more events only in the later game is to only raise the event chance once you adopt a state religion.
 
I would like a pre-reqs for buildings creating a building "tree" in cities.

While I would like a less overwhelming list of stuff to build, just adding prerequisites would interfere with the build que.
 
a gameoption that doubles the number of lairs on the map.

lairs that never disappear but just get cleanses ( i.e. don't spawn units ) for a while ;)
 
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