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EitB 0010 Wishlist/Progress

Suggestion: Free GP in the religous tree?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.


(December 13th, 2012, 23:17)Qgqqqqq Wrote: Suggestion: Free GP in the religous tree?

Maybe at Divine Right? Certainly wouldn't be overpowering, considering how marginal Divine Right is.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.

There's no Divine Right in FFH dude...

(December 14th, 2012, 02:02)NobleHelium Wrote: There's no Divine Right in FFH dude...

Wow, I have no idea how I made that brain fart.

Edit: Actually, I think I was looking at the beakers for bulbing thing, and forgot we were talking about FFH.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.

(May 31st, 2012, 03:00)Calavente Wrote: maybe a stupid proposal..
but to "nerf" AV without being too blattant :
make more unit "fire resistant".
You could especially make :
"bless" give an additional 10-25% fire resistant
"Crusader" having an innate fire resistance (due to long time baking in the desert)

Thus Order would propose a soft counter to AV OP CoF...
(and I'm not even speaking of Clan Order Crusader)

I don't remember seeing this at the time, but I'd like to resurrect it for v10 consideration.
EitB 25 - Perpentach
Occasional mapmaker


Bless for +15 Fire Resist?
Blog | EitB | PF2 | PBEM 37 | PBEM 45G | RBDG1

(December 14th, 2012, 15:35)Sareln Wrote: Bless for +15 Fire Resist?

Seems like a good place to start. Can always adjust it in v11 if it's too powerful or too weak.
EitB 25 - Perpentach
Occasional mapmaker


+15%?
I'd put GP at either rage or righteousness, rage needs it more, but righteousness fits better lore-wise.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.


(December 14th, 2012, 17:52)Qgqqqqq Wrote: +15%?
I'd put GP at either rage or righteousness, rage needs it more, but righteousness fits better lore-wise.

Too much?

Too little?

What smoke?
Blog | EitB | PF2 | PBEM 37 | PBEM 45G | RBDG1

There's no reason to add any extra bonus GPs.



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