What was Kael's reasoning...?

I think the problem is that base FfH doesn't, unless I'm recalling wrongly, allow camps to be built except on harvestable resources?

CyberForte is correct. I only play base FfH2 (glutton for punishment?), so I'm sure.
 
Thanks for the good word, Valkrionn. I think it's been a while since I had a useful idea or suggestion, but I'll be happy to contribute whatever I can. (I did have some suggestions long ago that made it into base FfH2 and were carried over into the modmods, so I'm content with that.)

For the record: The thread I was talking about is here. We need trait ideas for quite a few leaders. ;)
 
What was Kael's reasoning to give Battlemasters the 50% bonus in tundra (and nothing else when they are more expensive...) when there's hardly much of those tiles in any reasonably balanced map (just in the edges)?
I still don't get it.
Sure, they pack a punch in the tundra, but when?

Ilians can at least turn tiles to ice in more than one way.

Why give Malakim such advantages related to desert but the Doviello must get almost nothing for their inner abilities?

Lol. Wasn't it you who said that the Doviello were perfect as they were? :crazyeye:

Fixing the Doviello Champion UU was always the starting point for any Doviello-based changes I made.
 
Lol. Wasn't it you who said that the Doviello were perfect as they were? :crazyeye:

Fixing the Doviello Champion UU was always the starting point for any Doviello-based changes I made.

This answer just shows that you didn't really read what I wrote to you.
 
For the record: The thread I was talking about is here. We need trait ideas for quite a few leaders. ;)

I'm a little confused. Are you porting Rife over to Civ5 and continuing to work on it? I read one of your posts about a final revision of Civ4 Rife (so I thought maybe you were done with it). I've never been able to fully enjoy Rife without a CTD (but I always played on Giant maps, but now that I've reduced to Large it might work).

Edit: found your thread urlremoved/rife/forum/viewtopic.php?f=11&t=638
and http://forums.civfanatics.com/showthread.php?t=451270
 
I'm a little confused. Are you porting Rife over to Civ5 and continuing to work on it? I read one of your posts about a final revision of Civ4 Rife (so I thought maybe you were done with it). I've never been able to fully enjoy Rife without a CTD (but I always played on Giant maps, but now that I've reduced to Large it might work).

Edit: found your thread urlremoved/rife/forum/viewtopic.php?f=11&t=638
and http://forums.civfanatics.com/showthread.php?t=451270

The team are making a new mod, called "E'iten" for Civ V.
 
I'm a little confused. Are you porting Rife over to Civ5 and continuing to work on it? I read one of your posts about a final revision of Civ4 Rife (so I thought maybe you were done with it). I've never been able to fully enjoy Rife without a CTD (but I always played on Giant maps, but now that I've reduced to Large it might work).

Edit: found your thread urlremoved/rife/forum/viewtopic.php?f=11&t=638
and http://forums.civfanatics.com/showthread.php?t=451270

RifE itself is going to be left alone; The currently available beta (will make an installer of that before much longer) has most (if not all) ctds fixed, better AI, and is much faster.

The thread I linked is for an "addon" to that final version. The addon is ONLY being made because the mechanic it is based on was already implemented; I got it working for E'iten, but we are now moving E'iten to Civ5 and I didn't want to see the Civ4 mechanic go to waste.
 
RifE itself is going to be left alone; The currently available beta (will make an installer of that before much longer) has most (if not all) ctds fixed, better AI, and is much faster.

Thank you for the reply. I glanced at that thread, and seemed like Snarko was finding stuff to fix, including a major issue that slowed down turns significantly. Anyways, I gather that it may be best to way for the final or next version before playing it.

The thread I linked is for an "addon" to that final version. The addon is ONLY being made because the mechanic it is based on was already implemented; I got it working for E'iten, but we are now moving E'iten to Civ5 and I didn't want to see the Civ4 mechanic go to waste.

Oh, I didn't realize E'iten was already started. I gather it will still be a fantasy mod, and would gladly help if needed (playtesting, creating maps, ideas, whatever). I'm learning how to program, but it seems AI and bugs are the hardest issues to resolve. Hopefully you get ahold of the source code before long.
 
This answer just shows that you didn't really read what I wrote to you.

I read it, and I guess my fuzzy memory just made me think you weren't interested in modding at all.

However, now that I recall, it seems that you simply weren't interested in the core philosophies behind my brand of modding at the time.

---> However, I honestly think that slow moving armies, in MP, are always going to be bad. No matter the game setting/ speed.
 
I read it, and I guess my fuzzy memory just made me think you weren't interested in modding at all.

However, now that I recall, it seems that you simply weren't interested in the core philosophies behind my brand of modding at the time.

---> However, I honestly think that slow moving armies, in MP, are always going to be bad. No matter the game setting/ speed.

Meh, you just wanted someone to help you with your ideas. I did point out to you the Realms Beyond forum which you didn't know about and now seem to be enjoying. And so I found it funny that you had to make a derogatory comment.

Regarding any discussion about the game, I really don't care now about your opinion since I'm pretty sure I understand the game better than you.
Indeed, by now, I've played a considerable amount of games with all nations using different strategies and I understand what can be done a little better than I would like to.

This mod is just strictly for those who like to role-play, anyway.
 
They warrior rush because they are at their strongest early. It doesn't really do anything to do with terrain. They probably deserve a +1 :hammers: on tundra so that it would be equal to Plains for them. Not overpowered, but flavourful.

Or at least a +1 :hammers: if they run a flavourful civic perhaps?
 
I've always thought the lower quality of Donviello units was compensation for being able to upgrade (captured) workers and slaves to military units. Then again, it takes 3 turns to upgrade a worker to a battlemaster, which is rather long.
 
Also of note is that the units the Doviello actually have are the same quality as all the other civs, if slightly better due to the "upgrade anywhere" thing.
 
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