(January 21st, 2013, 18:20)Tasunke Wrote: By the way Sareln, did u figure out why the game crashes when a Non Esus state-religion civ builds the Nox Noctis?
Anyways, I have a new idea for Cassiel's 2nd trait.
Start out as Phi/Ingenuity/Adaptive .... and then Ingenuity can be swapped out for something different.
not as lore-killing as Creative, and not as useless as either Org or Ind (early game)
mainly Ingenuity would be about upgrading adventurers for cheaper, without making any direct changes to adventurers themselves (at least the first 1 or 2 adventurers)
This started out as a new hybrid trait that gave +25% worker hammers, +20% vs Barbarians, and half upgrade costs. I would have made the trait selectable by adaptive leaders as well, in case ppl wanted to try out the trait. Anyhow, 20% vs Barbarians would have been implemented by making a 'resourceful' promotion that gave +10% within borders and +10% vs barbarians (uncivilized promo) and barbarian leader would have gotten a trait to make every living unit get the uncivilized promotion. (Possibly not for Beast unitcombat though).
Anyways, I just started making lots of hybrid traits, like Wealthy for Kandros fir (instead of Ingenuity, you start with 100 gold, and get +5% or +10% gold. Meaning Arturus is best for upgrading, but Kandros is best for raw gold. One gets wealthy and the other gets Ingenuity). Well, I thought it was a nice idea, but at least for my first addition of the mod I want to make as FEW unnecessary changes as possible. 0 would be ideal, of course, but some changes just add too much to the game without interfering at all ... But! Interfering changes will have to either be put off indefinitely or added to a different version of the mod. I would like my Dagda's Pride to take a more minimalist approach ... ofcourse FFH2 isn't exactly a minimalist game, so the term is QUITE relative.
while I'm talking, I will address the 'pirate ports for everyone' saga. Well, its not in the mod 100% guaranteed yet or anything, but this type of thing has been done before -> to give weaker fishing villages to people. I suppose in an always peace game, giving ports to everyone would be very, very bad. Should I make this balanced for always peace? I suppose I could make Lanun ships start with Hidden Nationality, so that they can pretty much interfere with other people's pirate ports from the very beginning.
Mainly though, it will depend on what civics will be in the game. After I do the Civics pass, the decision to add or not add this feature will be finalized. I've already written up a list of civics, but that was primarily intended for Amatheon's Celebration. If I leave civics completely unchanged (or at least the government civics) then I think its safe to say that no one else will be getting coves. I *might* push them back to Sailing however.
I do not think it impossible, however I suppose a test is in order.
If it is, for some strange reason, impossible, then one line of XML should no longer make it impossible.
After all, a trait has to be ADDED to the insane list and the adaptive list. Maybe a trait has to be added to the adaptive list to be allowed to be REMOVED by the adaptive trait? I doubt it, but if it is so, then it would only require adding it to the list.
(January 22nd, 2013, 05:59)Tasunke Wrote: mainly Ingenuity would be about upgrading adventurers for cheaper, without making any direct changes to adventurers themselves (at least the first 1 or 2 adventurers)
Actually, a feature for v10 is that units with hero promotions get free upgrades anyway, so ING as you suggest is pointless.
That said, I would like to see Cassiel get IND back, seeing as it's improved thanks to the worker boost and ORG is generally useless early.
how is CRE Cassiel lore-killing? I think it's best considering Sandalphon is now PHI/IND already.
Tas, for the pirate villages for everyone thingy you could do what WM did, allow everyone to create fishing villages giving +1h +2c ( doesn't grow ) and add kelp as a sea feature.
(January 22nd, 2013, 06:41)WarriorKnight Wrote: That said, I would like to see Cassiel get IND back, seeing as it's improved thanks to the worker boost and ORG is generally useless early.
+1
Even in base FFH, Ind can be quite handy. With the worker production buff, it's a very good early trait.
On quickspeed the first trait set lasts for the first 70 turns.
As Pact of the Nilhorn is a ritual, I'm thinking that this only makes Heron's throne applicable here.
For non luchuirp, how useful is Ind's worker boost?
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I do, however, agree that Ind is better than Org for the early game.
Also, I'd prefer Sandalphon as Philo/Cre
Shekinah as Cha/Arc
and Def as the Civtrait
I like Magister's Auric Ulvin as Cha/Spi/Def (and I'd probably move Agnostic as a civ trait here)
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Magister has Cardith Lorda as Philosophical/Defender/Creative ... but in my mod that would be a duplicate of my Sandalphon.
As far as lore wise, it seems a fair fit for Cardith Lorda, but if we are just going to base this on lore, I think Philo/Exp/Ada would be more appropriate, with Exp as the temporary trait. Cultural and Defender are 'possibilities' ... but as long as Legends provides all that culture, Creative will remain as a 'settlements only' boost.
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As far as why creative is 'lore-killing' ... I guess I'm just still baffled as to why a Sheaim leader is Creative :P
In my mod, Averax the Cambion is Agg/Exp/Dem instead of Agg/Cult/Barb
well, Demonic is basically Barbarian, but without the tech malus, and *with* the addition of making Recon and Adept lines demon-racial. I find Demonic for a half-demon leader, for a nation that already consorts with demons and probably has demon citizens, and that we know has demons in Os-Gabella's court, makes a lot more sense than say, cultural. And I think expansive is just as strong an early game trait (or nearly so), and makes 1000% more sense. It has the additional benefit of providing a small buffer against Blight unhealth.
As far as Gosea ... in the scenario she is Magic Resistant + Philosphical ... I like at least Demonic and Philosophical for her, but not too sure about re-introducing Magic Resistant as a leader trait to be honest.
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Hmm, yes, I suppose tying 'no upgrade cost' to the hero promotion itself would be the most logical, as Grigori adventurers are the only heroes that will be upgrading.
Speaking of upgrading heroes however ... I could see a unique Catapult hero available at warfare with the Mimic postcombat python call that later upgrades into the 'War Machine' for the doviello. Allows for the hero to at least show up :P ... and since Catapults have access to mob1, makes it interesting. The only problem is that getting one unique hero to another unique hero has been difficult for me to code in the past. I'd think of almost adding the Ira post-combat as well tbh, but not sure if a unit can have two postcombats ... also the Ira code just seems really tricky.
So I guess Cassiel having creative is less lore-killing than Averax having it ... but I suppose I'm simply wary of this 'just slap creative on it' mentality.
Your Averax is overpowered; at least at first glance. IND's worker bonus is huge even for the non-Lurichup, although it is more situation and starting tech-dependent.
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.