July 16th, 2015, 23:43
(This post was last modified: March 14th, 2017, 00:36 by Qgqqqqq.)
Posts: 10,057
Threads: 82
Joined: May 2012
Mainly because I locked the older thread...
I have no actual thoughts about implementing it, and earliest realistic timetable is sometime in December or January. Still, go for it.
Changes to remember:
Fix Celestial Compass
Remove references to spaceship parts
Reconsider Alexis' EC; consider changing traits
Gold for settled Sidarian GPriests?
Intermediate era before Discovery
Configure starting units for each era'
March given via Chancel of Guardians?
FIX BASIUM/HYBOREM somehow
http://realmsbeyond.net/forums/showthrea...#pid556332 txt changes
Fix River of Blood so Size 2&3 cities go to size 1
Add Right of Passage agreements, stripping Open Borders of that feature
Personal notes
Changes for v12.1:
FT goes to +25% trade route, from +50%
Remove the +1% food from FT (Bug)
Vampires goes to 5/5 str, from 6/5
Governors Manors now at Mathematics
River of Blood now requires Feudalism, gives +3/-3 pop
Warrens goes to -1gpt - Clarification that this is instead of being +10% maintenance
Potential bugs
Test RAI FS chances
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Posts: 7,658
Threads: 36
Joined: Jan 2006
What were the bits that didn't make it into v12?
Posts: 10,057
Threads: 82
Joined: May 2012
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Posts: 7,658
Threads: 36
Joined: Jan 2006
So the intention is to have these be part of v13, or released as v12.1?
Posts: 10,057
Threads: 82
Joined: May 2012
Part of v13. If I get them done soon enough, with nothing else altering seperately, I would release them as v12.5 - but that's unlikely. Both as a practical matter and because of how transformative they are to gameplay.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Posts: 872
Threads: 0
Joined: Mar 2007
v12 Feedback:
- If you're going to give the Sidar +1 gold for priests, you should probably give them +1 gold for settled Great Prophets.
- I really dislike the Alexis change. It's inelegant (a separate building exclusive to one civ and leader combination, which creates duplicates in the Civilopedia) and breaks flavour (the inability to build an early Academy is a Calabim weakness; the vampires ate all the sages/elders to become the ruling class). I don't think Agg/Phi is unworkable without Elder Councils, but if I'm wrong, it's better to change the traits. Maybe Agg/Ind?
v13 Suggestion:
- an intermediate tech era
I'm not the only one who finds the FFH2 early game to be extremely slow. The logical solution is to begin the game in the next era ("Discovery" instead of "Thaw") but that takes things too far. "Thaw" includes every tech in the first two columns, plus Archery and Bronzeworking! It would be nice to have an in-between era; let's call it "Rebirth". A "Rebirth"-era start would see all civs begin with the four starting techs (Agriculture, Exploration, Crafting, Ancient Chants) plus, ideally, one extra tech based on flavour. Say, Animal Husbandry for Agriculture civs, Fishing for Exploration civs, Mining for Crafting civs, Education for Chants civs, and nothing for barbarian civs. I'm not sure how easy that last bit would be to code. But I can see it being useful for SP and MP. Of course, you can just edit the worldbuilder file, but this would be much more convenient. Something to consider, especially if you're going to look at holy city distribution for later-era starts, too.
Posts: 4,421
Threads: 53
Joined: Sep 2011
1. *March* on Reliquary doesn't require DLL, it only requires XML
2. Intermediate tech era sounds amazing ... and, imho, just the 4 'starting' techs of Agri/Exp/Craft/Chants
(starting w/ a worker on this era would be nice too ... like 1 War/1Work/1Sett/2Scouts ...
Posts: 10,057
Threads: 82
Joined: May 2012
Reliquary currently gives Spirit Guide. I can't make a building give two promotions in the xml.
I also liked the idea of another era.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
July 19th, 2015, 19:27
(This post was last modified: July 19th, 2015, 19:28 by Tasunke.)
Posts: 4,421
Threads: 53
Joined: Sep 2011
Hmm, good point.
In lieu of an additional UB, just make the CivTrait give March to Melee/Disciple units ^_^
(could be either Tolerant, or ... new trait, when Tolerant gets moved)
-->or have the trait give Spirit Guide and the UB give March, either way. (I'd almost prefer 2nd UB, but can't think of anything good off the top of my head, other than stuff that's been done in other mods ... Abbey/Monastary,etc)
Posts: 824
Threads: 7
Joined: May 2011
(July 19th, 2015, 19:27)Tasunke Wrote: Hmm, good point.
In lieu of an additional UB, just make the CivTrait give March to Melee/Disciple units ^_^
(could be either Tolerant, or ... new trait, when Tolerant gets moved)
-->or have the trait give Spirit Guide and the UB give March, either way. (I'd almost prefer 2nd UB, but can't think of anything good off the top of my head, other than stuff that's been done in other mods ... Abbey/Monastary,etc)
If you're just looking for a building, there is the Chancel of Guardians, one of those rarely-built thematic buildings that various civs get. (In this case, it's Elohim.) Currently, it's 25% defense bonus to city and a 20% chance to give units built there the Defensive promotion. It doesn't seem too thematic for giving March, since that helps you keep pushing more than anything, but it's there... (Hammer-wise, it's a weird wall for the same price, in a different place on the tech tree.)
Oh, also, it's not listed as an Elohim UB in the Elohim Civilopedia entry, but it is. Similarly, the Citadel of Light is not listed for the Malakim. (None of the Luchuirp golem-boosting buildings are listed, either. I suspect it's something about how that entry is generated. They're definitely civ-specific, but they're not marked as UBs.)
|