What would you change?

I would improve the domestic advisor. There are some good mods that have been out a long time to do this for vanilla.
For one thing the "age of rebirth" in the date column always fills it up for me and i can't actually see the date the city was built in.
 
this change isnt from a playing perspective but from an editing one, and im not sure if it would work or not, but:

would it be possible to make a few base UNITCLASS_HERO1 types, instead of a unit class for each hero? you'd prolly only need two for civ based heroes and 2 or 3 for religious ones, and 2 or so for non-aligned ones.

the reason i ask is that itd be a little easier when making them and editing those files, and would shorten the list for each civ under their unitclass declarations.

there are some concerns i have about it, like the base class being buildable themselves (though could make one civ and religion have the base classes), or that the game wouldnt allow you to build 2 of the same unitclass due to national/world limits despite being different derivatives, or that you might only be able to make them all available with the same techs, etc.... but if my concerns aren't real and its possible then itd be nice.
 
Sureshot said:
this change isnt from a playing perspective but from an editing one, and im not sure if it would work or not, but:

would it be possible to make a few base UNITCLASS_HERO1 types, instead of a unit class for each hero? you'd prolly only need two for civ based heroes and 2 or 3 for religious ones, and 2 or so for non-aligned ones.

the reason i ask is that itd be a little easier when making them and editing those files, and would shorten the list for each civ under their unitclass declarations.

there are some concerns i have about it, like the base class being buildable themselves (though could make one civ and religion have the base classes), or that the game wouldnt allow you to build 2 of the same unitclass due to national/world limits despite being different derivatives, or that you might only be able to make them all available with the same techs, etc.... but if my concerns aren't real and its possible then itd be nice.

Yeah, world/national limits kill this. If unitclass_hero1 is a world unit then only 1 civ can build any unitclass_hero1 unit (so the balseraphs building Loki would keep the Sheaim from building Abashi). If unitclass_hero1 is a national unit then he can be rebuilt if he dies.

Neither option is optimal. Of course we can code around either limitation, but at that point you have to wonder if its worth it.
 
Sureshot said:
ah alright, i was hoping none of my concerns were valid :p

a shame though, its a pain to have to add a statement that a certain civ has no unit for each hero you add

Yeah I know. Origionally I tried both of the other methods as UNITCLASS_CIV_HERO (world unit and national unit) before I gave up and switched to the current setup. I liked the old way because it made it so easy to tell if a unit aas a civ hero or not.
 
Kael said:
Not yet, probably not until I get a dwarven scout model to add.

That's cool. Just so long as the Khazad get their Scout luvin' eventually. Thanks :D
 
What's that sound that plays when a Great Commander recruits units? It sounds familiar to the Dragon sound from Warcraft II. And it's also inappropriate, IMO.
 
Grey Fox said:
Try out FFH_Fractal and the other FFH map scripts. You can find them in a thread here somewhere.

yeah the thread is continuously drifting into the void :)

I hope to have some time next week to do some new things, then I'll revive it.
 
Let's see...

Flauros should NOT have the Expansive Trait. His favorite civic is Fend for Themselves... but with Expansive, he's much better off with Public Healers... it's free, after all, and it's far better to have all those bonuses then a penalty. Give him something else. I'm not sure what... Financial, perhaps.
 
Chandrasekhar said:
You ought to put a link to it in your sig, Dreiche. It really ought to be played more.

hm, good point. Though it won't help much as long as I post so infrequently ;) Not that I mind much right now, as the 'void' at least prevents me being distracted from RL, which is right now a good thing.
 
Endovior said:
Let's see...

Flauros should NOT have the Expansive Trait. His favorite civic is Fend for Themselves... but with Expansive, he's much better off with Public Healers... it's free, after all, and it's far better to have all those bonuses then a penalty. Give him something else. I'm not sure what... Financial, perhaps.

Good point, Flauros is now Organized/Financial instead of Organized/Expansive.
 
I really need mouseover help for the different traits during adaptive trait selection. I have a hard time remembering what each of them exactly does and which I need right now...
 
The dwarven worker really irks me. It does not fit the other graphics, because it is too simple (since it is a cartoon). This is especially bad, since it is a worker unit, which you will see plenty of during the whole game.

Also, would it be possible to be able to select a race during character generation, before selecting a leader? As it is now, you need to know the name of the leader you wish to play, which results in me having to go to the civiliopedia for that info.
 
formless blob said:
The dwarven worker really irks me. It does not fit the other graphics, because it is too simple (since it is a cartoon). This is especially bad, since it is a worker unit, which you will see plenty of during the whole game.

Thats been changed in 0.16.

Also, would it be possible to be able to select a race during character generation, before selecting a leader? As it is now, you need to know the name of the leader you wish to play, which results in me having to go to the civiliopedia for that info.

Unfortunatly I have little to no control of anything in that menu. I would love to make some changes there, be able to force non-playable leaders itno ai slots, be able to force ai slots to be particular alignments. But I dont have any control over it.
 
As I had mentioned, what annoys me is units that speak in real world languages, besides English of course (that's why I began making sounds). It has been impoved, but I'll try to help remove them entirely.

Another thing I'd love to see is having a pop-up whenever a world unit is built, as it happens with the barbarian king and the red dragon. A death pop-up, presenting a story of the hero's death, would also add to the atmosphere.
 
Yorgos said:
As I had mentioned, what annoys me is units that speak in real world languages, besides English of course (that's why I began making sounds). It has been impoved, but I'll try to help remove them entirely.

Since I dont understand Arabic or Persian or whatever, those languages could aswell come from another world to me.
 
The dwarves units look to small. I know dwarves are smaller then humans but they arent that small.

They are 4 to 4.5 feet tall i beileve.
 
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