What improvements do YOU want for this mod?

Just another thing I would kind of like to see is some extreme-terraforming via magic.

By this, I mean being able to make Ice-bridges with Ice mana to cross water and by the same token, make moat-like "walls" with Water mana (Tsunami used to % chance do this iirc). Maybe further things up with Water-terraforming being able to be "pushed back" with Earth Mana spells and Ice being meltable with Fire mana spells.

The water thing particularly came to mind to me with the Kurios, who obviously don't want to settle next to the sea and have half of their city tiles be uninteresting sea tiles. If you could build an inland canal towards your city, it'd open up some water options at least. I could see the Lanun adoring something like this too to open up some more Pirate Cove spots.

I dunno if the AI is capable of using these correctly though, which is a consideration unfortunately (and always is when it comes to spells).
 
I would like to see the AI use the crusade civic with Bannor. I have never seen AI BAnnor go on crusade, even though it is such a powerful civic. The AI should be trying to win this game, and why no Bannor AI goes crusading is beyond me.
 
Wouldn't this fit the Kuriotates better as their agenda is tolerance towards other races?
The Grigori open their borders mainly for religious refugees (which of course is possibly connected with a multicultural society), so I would suggest to give only the heroes a random racial promotion. The Kuriotates on the other hand should get a random racial promotion for every unit (except of course for their mounted units).

Actually I think it would be better for the Grigori, the Kuriotates are primarily for the races that were persecuted by all the other civs, such as the centaurs, lamias etc. While any races like orcs or elves would be with the civ that uses that race, or the Grigori if they were not of their races standard religion, rather than the Kuriotates
 
This mod is almost perfect, I really don't play anything else any more. The one tiny thing that I find a little annoying however is the AI's inability to colonize over water, which means that teams on the Erebus mapscript that end up seperated entirely by mountains end up doing nothing for the whole game, and other areas containing no teams end up being free land to the player. When not playing FFH, I play normal CivIV on Emporer using the Perfect World mapscript, and I know that the other teams waste no time covering all of the 'new world' continents in cities as soon as they are able to, so it surprises me that the civs in FFH seem to have forgotten how to do so.

I did see a topic on this in the Fall Further sub-forum, but I rather think it is something that could be addressed in the main mod instead of a mod-mod which not everyone may use.

How to fix the problem? I'm not really sure what is causing it in the first place. Maybe increasing the cargo capacity of ships so that the AI can fit in some units for defense with the Settler, because I don't think it understands that it can seperate them over multiple boats. Alternatively, it could be something to do with their behavioural scripts I'm not really sure.
 
I'm going to say this because i don't feel like checking 5 pages to see if its been said. Maybe you could add a list of the most plausible suggestions to the top to make it easier to suggest.

Anyway, I was thinking of air combat. Have eagles as the primary attack unit, with 2 strength and +1 affinity for air mana. They could air strike, which would be attacking with their beaks or talons, and then "bomb" with rocks. Then add promotions such as "rock drop" (I had a better name, but i can't think of it. this could possibly be a requirement for bombing) which causes collateral damage from strikes and possibly a +1 earth affinity, "air superiority", which gives a bonus intercept chance, and possibly some magic characteristics such as "flaming bird," which gives +4 fire combat, but it recieves 75% damage after combat.

Also, better combat for adepts. I was thinking give them 1 strength but each promotion (e.g. Fire I) Gives a +1 affinity for that mana, making it logical to keep each mana type for the bonus, and also giving high level adepts decent combat odds.

I also have an idea for a dragon civilization, but that will take a while so I'll save it for another day.

I would like to see the AI use the crusade civic with Bannor. I have never seen AI BAnnor go on crusade, even though it is such a powerful civic. The AI should be trying to win this game, and why no Bannor AI goes crusading is beyond me.
One time I was fighting Bannor, and i suddently realized that I was fighting about 20 demagogs that weren't there the turn before. That was in an older version, so they either left it alone or took it out, but i don't see why they possibly would.
 
The missing spheres (creation, force and the previously axed dimensional) to be implemented and the Doviello being made more playable / able to compete / on par with other civs...

Beyond that let the devs do whatever they please since they have done a job beyond outstanding up until now, so i doubt i could do better than them. ;)

The Air-combat thingy has already been suggested allready during the last community contest (unit design for shadow... blood hawks which has been one of the hot contenders for the title... Svartalfar Hawk UU that can do air strikes. Has been a nice idea imo... :))
 
Doviello aren't weak at least with Mahala. Being able to upgrade your units (especially workers and slaves) everywhere lets you have a giant army and the money you get by razing cities and improvements. Charadon on the other hand is weak as the early game you do nothing with Mahala than training your units, so Barbarian is more a disadvantage for the Doviello than an advantage, at least in this form. So I suggest to improve Charadon, not the Doviello (which IMHO are rather strong right now if you have the ingenuity trait).
 
I say that both Charadon and the Doviello need improving. For Charadon, I think that the Charismatic trait is appropriate. For the Doviello in general I still think that their units should be able to fight each other and steal weapons from defeated enemies.
 
Then who is weaker? / What sets them apart on any account?

On relative terms them beeing among the weakest civs in comparison does make them weak. (and having a abysmal research + no flashy UU + comparably sucky worldspell (has been improved a bit. But has it been enough to give enought bang to make it really viable for its buck?), inability to produce warriors later in the game just makes for a sucky power-level overall imo.)
Having an edge on lower difficulties (where it might be possible to insta-rush a neighbor with the doviello allright) hardly sells them to me (they might have some! use on very small maps with very few civs but that are some quite narrow conditions). Any civ can overpower anonther some on those without much hassle...

Sure Mahla has 2 rather useful traits (one outstanding one and a mediocre one do even out as about 2 ok-good ones). But that doesn't shed that dismal baggage and its far from outstanding still.

Compared to an unmodded vanilla civ that might be true but is that a good measure?


And what would be bad / problematic about a small or medium makeover (as long as that doesn't make the civ hard to play / complicated which would run counter to what the team has destined for them.)?
It sounds like some people would actually fear the doviello (Mahla) becoming a civ that is on par with at least the mediocre tier of civs (like the elhoim, bannor or the orcs and the likes which are not many...)...
I can't spot any possible danger of Mahla becoming even closely! on par with Amelanchier, Hannah, Faeryl or Tasunke which are comparable by traits and are from different civs and thus leaders of different power-levels (most of them in the upper tier few of them really any sort of problem imo...).

Also most players on the forums (at least ones who care to vote) seem to agree given that even before! the Illians have been finished those had the edge on the Doviello in terms of popularity (likely via change of civ thanks to an ambassador knocking the door which made playing the Illians possible pre 0.34.) as Kael wanted to know. The verdict of the community (at least the verbal part of it) is rather clear. Both in terms of it beeing the most disliked civ (review poll of what people think which civs they dislike most badly) and in least liked + played one (review poll of what people think which civs they like to play and often...)

Sure there are some players who treasure them as is true for any civ (and the lore of them is not bad at all imo so there are reasons beyond gameplay which i can very well understand.).

If according to Kael popularity/fun (as in players that actually like to play them) of a civ matters (more than its relative power or people disliking them) then the Doviello are in an urgent need of a makeover. The civ, not just one of their leaders... Chardaron could still receive a makeover (handing him an additional! charismatic might! work to bring him up to par with Mahla...)
 
well the fact that they can't build warriors as soon as bronzeworking is researched definitely needs fixing imho. I for one enjoy playing as the doviello, but that's exactly the reason why I'd like them to have some unique mechanic. they don't need to be flashy and complicated, just something cool that makes them not feel like a vanilla-civ race ;)
 
I think that spells that can only be cast within your civ's boarders should instead need to be cast within your team's boarders, so you can help out permanent allies.
 
I want ancient towers to be explorable like dungeons. Just not be destroyed but give "the tower is empty" after it.
 
I want to add at least one more thing. Citadels should "Act as a City" and that would get rid of the Esus Shrine complaints and give value to archery units. However the "Act as City" tag in the improvement XML should only refer to a city as defensive purposes and not let the citadel connect resources or let ships travel over them.
 
Hi, I am new to the forum, but I had a few thoughts about a new race.

The idea: As far as I know, the game should have as many different civs as possible. We have metropolists, demons, elves, dwarfs, warmongers, pacifists, crazy, vampires, etc, and magicians. So I thought; "What is missing?" and I came to an answer: Anti-magicians! Mana is a very powerful weapon in FfH so there should be a civ that is born to fight these almighty magicians. And here come the Manna (or how ever you will call them ;) ) They are a civ that has the goal to purge mana from Erebus (and the civs that dare to use it). Pacifistic by nature they have no great urge to attack others that do not use (much) mana, but if they "smell" mana on their enemies they build up a rage that give them the strength to smash all civs, that use many mana. Basically their body becomes enraged the more mana it can consume, but the Manna try to fight these rage. They came to the conclusion, that eliminating all mana from Erebus will end up in full control over their rage to live in peace.

Race: Manna (that is free to change ^^)
World Spell: ManaBurst
requirement: 5 raw mananodes on own territory.

consuming all nodes on Mannaterrain and cause all other mananodes to explode and destroy the terrain around it. In addition, not-raw mananodes spawn a fitting elemental. (Fire nodes spawn Fire-Elementals, etc.)

Units: Manna-Units are build in full defense mode. (warriors start with 0/2 attack power, etc.)
They gain their strange by the mana of their enemy. If you attack a civ that has 1 firemana, 1 earthmana and 1 airmana, then the unit will have 3 offensive power against that civ.
Manaeaters will be in place for magician-units, because the Manna can not use mana.

Buildings and techs: Manna can not use mananodes by themselves so the can not win the game by the tower victory (or build towers at all). The magical tree will offer manaeater-units that can "eat" mananodes to destroy them and gain a promotion "20% resistance to "destroyed"-mana"

Special victory condition (or achievement): The great purge! Every node on Erebus is destroyed.
 
I want ancient towers to be explorable like dungeons. Just not be destroyed but give "the tower is empty" after it.

Testing this in my modmod already :)
Made a 2nd tower type (provisionally "mysterious tower") which is explorable. When cleared, it becomes the basic "ancient tower". The plan is, it could then be claimed by a wandering baddie and turned back into an explorable version!
 
For the Doviello,

How about a new civ trait for them, that gives them double their current amount of free units and +50% unit build speed.

And a unique improvement called wolf pack, requires the sacrifice of a wolf unit and can only be built on tundra, provides no yeild bonus, but each one in the city radius gives the city +1:food: and +1 xp to units built in the city. Each wolf pack improvement also has a 5% chance per turn of spawning a new wolf unit.

And how about some unique promotions for their units, Berserk 1+2 each giving the unit +1 attack and -1 defence, available after the unit has combat 1. Alpha Wolf, only available to recon units, requires subdue animal, gives +1:move: and +1 sight. Fearless, no requirements, makes the unit immune to fear and gives +10% against units with fear.

And a unique building for them, Hunting Grounds, +1:yuck: +3:hammers:.

And maybe a unique unit, a replacement for scouts that have +1strength, start with subdue animal, but has only one movement, and loses its innate bonus against animals.
 
I have posted these,but here may be more suitbale.

I think that AIs turn aligment because they always make a state religion which belongs the opposite aligment when they don't have a state religion.

Can you imagine that Bannor will make AV the state religion or Calabim follow The Order just because a new city which is maybe only 1 population is spreaded the religion randomly, so that the state religion will only give 1 people 1 happy?

So,the aligment of world is always decided by the first religion.

I think it should be much harder(or forbidden) to auto spread a evil religion to a good city,and more failed chance of missionaries.And AIs which have no religion wouldn't follow a opposite religion until half of the population belive it.

Also i have an idea about the popularity rating of religions. When a religion is spreaded to a city,only a few people belive it.And as time passing,more(or less,if there is another more popular religion) poeple will belive it.If the country and the religion are same aligment,the popularity rating increases quickly;if not,it increases slowly.The buildings of religions also effect the increasing speed.If there are more than 1 religions in a city,the most popular religion will get rid of the others finally.
 
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