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EitB v12 Wishlist/Progress

Galleys & Circumnav were the 2 I'd put some thought into; the tech thing was just thrown out there to be shot down really. I didn't really think any of the circumnav ideas would gain traction, was just throwing them out there for consideration. Still think it should be removed, but the consensus seems to be to keep it and I can live with it.

Couldn't Galleys be 7 str, 3 move, and +25% vs Galleys? Why must they be 2 move?

In base FFH2, it is very strange, because galleys are 5 str, 3 move NO CARGO ... while Tririme's are 7 str, 2 move, 1 cargo ... and u don't have any decent cargo options until the late game ... its quite odd.

Anyways, with the new Naval Promotions (-1 str +2 cargo, -1 str +1 move, -1 cargo +1 str) what if all we did was give Tririme 3 move rather than 2? Although we could of course give em +25% vs Galleys if u wanted to :P ....

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I think +1 for Circumnav is rather silly ... I think it'd be better if it was +1 cargo on all ships or something.

The naval system in EitB is entirely based on that of More Naval AI. The base fame has a incredibly clunky naval system.

I can't quite tell what you're proposing, there.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.


I was thinking this morning about adding a new gamespeed (or scaling the current ones down), at 50% of Normal, or ~66% of the current Quick.

The rationale being, that we consider Quick as the baseline of the (MP) game, with at least 95% of the games being played on that, but there isn't really much options to go beyond that, and there seems to be a need for it - with various measures being proposed in different games to speed up the early game (shades, Discovery, advanced start, spruced capitals, and so on), and even some proposals made. At the same time, there are some people who enjoy the early game setup as it stands, and reasons to worry if we further tweak costs to speed everything up.

So this would give an alternative approach. Not a new baseline - it comes with all the downsides of speeding the game up, especially effects on tactics, logistics, and standing army requirements - but an option that different games could experiment with.

Thoughts?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.


call it 'Blazing'

I was proposing Galleys to be 4 strength, 3 move (3 cargo) +50% vs Animals, and Tririmes to be 7 str 3 move, +50% vs Galleys.

Caravel + Arcane Barge 4 move

Galleon, Frigate, Privateer/Pirate 5 move

Man of War + Queen of the Line 6 move!!!


I think this would make late-game naval combat more competitive. -> +1 move for the 2 end game ships, + 1 move on Arcane Barge, etc ......

(June 25th, 2015, 05:57)Qgqqqqq Wrote: I was thinking this morning about adding a new gamespeed (or scaling the current ones down), at 50% of Normal, or ~66% of the current Quick.
By which you mean, 75% of the current quick? 50%/66% ~=75%. Unless you were proposing two separate options, that is.

Anyway, I wouldn't play a game at that speed. People want to speed the early game, but no one ever wants the mid-late game turns to go by faster in my experience. Plus it would get kinda ridiculous, the number of things that can be one-turned. Why build a warrior when you can one-turn an axe? But I guess it wouldn't hurt anything to include it.

Except one thing. It seems likely to be buggy. There are a ton of mechanics tied into game speed, it seems like it would be easy to miss one here or there.
EitB 25 - Perpentach
Occasional mapmaker


Quote:By which you mean, 75% of the current quick? 50%/66% ~=75%. Unless you were proposing two separate options, that is.

Ah, true. My brain was kinda burned for maths at the time.

I won't include it in v12 without some kind of support, for exactly that reason.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.


I would much rather have v12 out sooner than wait for the inclusion of a feature nobody asked for and likely no one will use :P

Well, exactly.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.


Progress Update! Aiming for release by the end of the week smile

Implemented:
Naval units gain +50% vs. Disciple units (Mod Notes: hard-coded in.)
Conquest Civic: Moves back to Warfare (from Education).
Military State: Moves back to Military Strategy (from Warfare).
Decius: Decius gains the Tolerant trait.
Summer Palace: Pedia Background and Strategy Entries updated/filled in.
Winter Palace: Pedia Background and Strategy Entries updated/filled in.
Form of the Titan: Pedia Background and Strategy Entries updated/filled in.
Boar Rider: Pedia Background and Strategy Entries updated/filled in.
Ljosalfar Palace: Pedia Background Entry updated/filled in.
General Palace: Strategy entry created/filled.
Tax Office: Pedia Background and Strategy Entries updated/filled in.
Rivanna The Wraith Lord: Pedia Background Entry updated/filled in.
Dwarven Slinger: Pedia Background Entry updated/filled in.
Stonewarden: Pedia Background Entry updated/filled in.
Planar Gate: Cost reduced from 200->100h
Pallens Engine: Cost reduced from 180->120h
Alduria Chambers: Cost reduced from 180->120h
- Reliquary gains a priest slot.
Wane requires level 5 (not 6)
Queen of the Line 9->16str
Airship divorced from Queen of the Line, Kuriotates can build both
Abashi gains the hero promotion
Drifa gains the hero promotion
Eurabatres gains the hero promotion
- Reliquary cost changed from 60h->45h
Lairs:
* Any military unit can explore Graveyards and Shipwrecks. (No Workboats!)
* Only Level 2+ units can explore Barrows and Ruins. (2XP minimum)
* Only Level 3+ units can explore Goblin Forts and Dungeons. (4/5XP minimum)
* Only Level 4+ units can explore Unique Features. (8/10XP minimum)
* Epic Lairs take 3 turns to explore, all other lairs take 1 turn to explore (exploration triggers at start of next turn
Naval Promotions:
* Longshoreman now loses one combat (instead of one cargo)
* Buccaneers now loses one cargo (instead of one move)
* Skeleton Crew now loses one combat, gains two cargo
Sidar Palace gives +1g to priests
Warrens give +10% maintenance
Dragon’s Hoard gives +2cpt, +100% cpt, +10gpt, Gems, Gold, and Mithril (and Enchanted Blade)
Creative gains +100% speed Public Baths
Workshops receive +1h base, lose +1h at Guilds
Forts, citadels and castles act as cities (allowing them to be used for lakes and so on)
Pact of Nilhorn price reduced to 200h base (133h quick) 250h base (167h quick)
Caste System gains low upkeep, +1g per specialist, loses +1b per specialist.
Tolerant Trait gains March (temp fix)
Foreign Trade loses +1 trade route coastal; gains +50% trade-route yield.
Decius loses Tolerant (unless dll implemented)
Planar Gate Units are now Sheaim Unique Units - doesn't seem to work, but it's a visual change so who cares
Monks gain Drill 1, Mobility 2, lose 2 base moves
Monks can now upgrade to all Priests
Favored promotion is now open to all unit classes (is not lost on upgrading)
Fix First Turn bug
Order units spawn with chance 100%
Windmills now require construction (instead of engineering)
New Race: Puppeted, given to units summoned by Puppets - functionally doesn't matter until changes made
Number of turns between religious/civic revolts reduced to 8 (so two can be fit in Gold Age)
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.




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