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EitB 0011 Wishlist/Discussion

Okay, so I finally have a chance to look at this again.

Firstly, I'll respond to the rest in a moment, but the most contentious issue being the lesser summons. Should they:

A) be cut altogether - SUM has enough already.
B) be weakened considerably - especially spectres.
C) be left as is.

I'd like to get a quick consensus on them because it looks to be a deal breaker for a lot of players, and something I should patch in EitB before we consider any further changes.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.


Quote:GOLEMS: I really like the idea of enabling Light and Heavy promotions for Golems via buildings: Pallens Engine for Light and Alduria Chamber for Heavy. Air Mana is fine for Light, but Earth Mana is pretty pointless for Heavy, since it comes free from the palace. Air/Water is better. Or Sun/Nature, so that they unlock at different techs, Divination/Alteration.

I like the Light/Heavy buildings a lot, but I think only Earth/Air really works. I suppose we could change palace mana, but I'm not entirely sure it needs it - IIRC, the buildings are already at very expensive techs. I'll look into this a bit more later. Fake-Edit: Actually yeah, Body could work for Heavy.


Quote:LAIRS: A while back, I proposed that lair popping have a level requirement, possibly using the existing code for Brigit. It would look something like this:
* 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)

I like this proposal, a lot. Although I'm less certain about making Goblin Forts even harder to clear out.



Summoner: I'd like to get a consensus on this first, but reading through the thread my instinct is to cut the lesser summons and leave otherwise unchanged. May be that we have to revisit this in 2-3 versions to rejig, but it has had enough boosts to warrant testing to get a feel for where it's at currently.




Quote:OK, yeah. There are other options for Hannah. FIN/RAI/ING. Or SPI/RAI. Or give her a new mechanic. Mutated. Whereby all of her units start Mutated, as in the scenario. FIN/MUT. It may be a better fit for Furia, though.

I'll admit I'm less sold on Insane Hannah then I was initially - I do see the issue with Perpentech, but remember they lead very different civs - but I certainly wouldn't add in a totally new mechanic for just one leader.


Infirmiries: Cutting their price sounds good. 220h -> 150h maybe? Aqueducts are 100, and not that popular, but Infirmaries have a few extra quirks.


Planar Gates: These shouldn't be boosted with Summoner. I'll change that in the next iteration, and cut their costs correspondingly.


Mithril Axes: This is a no-brainer, sorry. If the issue is that Mithril is too expensive or Champions too pricey (which may well need addressing) then we need to address that, not leave axes as is.


Leaders:
Os-Gabella: I don't understand the issues with her trait change. Simply put, she is not taking back Summoner - it doesn't fit her in any way, shape or form. Os-Gabella is the Sheaim leader for mucking around with The Veil, basically, so she needs SPI. And if she's going down that line then she doesn't have any need for SUM, which just pushes her down the Arcane line. Summoner doesn't help out in a "limited" arcane army, only when you're summoning - which requires the focus to be on the mages, really (otherwise you want adept/mage spells that boost the group - Enchanted blades, haste, regeneration etc. rather then summoning ones). So what can she possibly pair with SPI? AGG, CHA, CRE, RAI, PHI, FIN, EXP, IND, ORG. Of those PHI, FIN, CRE and IND don't seem to fit with her, EXP and RAI are probably too powerful, leaving AGG, ORG or CHA. ORG honestly felt a bit boring, whilst AGG a bit too powerful, so I went with CHA.


Varn Gosam: I disagree. Pretty much all the Malakim have is Varn, the leader. Otherwise all their civilization has is a fun mage spell, a slight boost to disciple units, and some slightly better floodplains. With CRE he gets that flying start that he needs. And sure, Arendal has the same combination but a) he switches and b) I don't think this matters (the developers clearly didn't care about this, either). CRE is the trait he needs, and if fits him well. The Malakim seemed to be pretty well balanced before the switch, and they've lost the super-strong FIN. I don't see the need for Varn to have been nerfed as bad as he was. I actually did a search of this forum and the only mentions of him before I took over is Bob saying his original traits are ideal, Thoth saying he should get CRE back and some other comments about how Varn is the best leader. I don't actually see any rationale behind the change - other then what I can guess - and Sareln even agrees that he could get behind switching him back. All in all, if he hadn't been changed in the first place I wouldn't be considering changing him from SPI/CRE(ADA), so I think he should be rolled back.


Volanna: AGG/CRE->AGG/ING I like this move. May be underpowered, but better that way then another.


Cassiel: I agree that IND should probably be restored. A part of me wants to give him a more interesting trait, but I can't think of one that really would work - maybe EXP? Although that seems bound to be overpowered.


Basium: He doesn't need the change. SPI doesn't fit with him, either - he's a bulldog just there to break heads, whom you're supposed to be the support base of. Don't see any reason to change, either.
I should have a look at the coding for the Control Whole Team feature of Magistermodmod, however.



Civics:
Slavery: Why is it moving?


Liberty: What? No. That basically gives +8 culture per city earlier then most religions are unlocked, as well as free specialist slots before most people have had a first GP. I can see moving it to Feudalism or something, but Philosophy??

Reading some of the later posts, I don't think that the "race for drama" is much of a problem, and certainly not enough to unlock another culture source so early. Culture is hard to get hold of in FFH, you basically need either CRE, a religion, drama or to suck it up for monuments. These are all expensive investments for small gain, whilst Liberty is a late-game civic, with a slam-dunk effect on culture. It's effects would be jarring to the game if placed in so early.


Over/Undercouncil: I can get behind moving these to Medicine/Poisons. You're certainly right that there are too many at trade currently. I probably wouldn't alter the civic cost, given that we don't want to advantage civs headed in this direction too much (Svartalfar, Sidar). HK is right that Medicine would need a price cut.


Caste System: This is a difficult one. CS is a niche civic, filling basically three purposes:
*Late-era starts where the worker boost is easily worthwhile - RB has yet to play one of these, despite Sareln's great work on the eras.
*Cultural victories - I don't believe we've ever seen a proper go at one of these.
*Specialist strategies - RB doesn't see these too often, as they require quite a lot of time to set up and only really move into their own in the late-game.
It has its uses, they're simply niche ones that we don't see often on RB, so I'm not sure I want to change them overmuch. I think I agree with HK that it is better to boost slightly then abandon Feudalism altogether. I think it would need a boost anyway, for it to see much use even at Mind Stapling.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.


(August 18th, 2014, 04:53)Qgqqqqq Wrote: There's a lot of possibilities for how to go about this, with making commando inherant to golems to giving it through a building, making other Barnaxus promos apply and so on, but I think one change I want to make up front, regardless of the others is to slash golem prices.

Proposal:
  • All golems have their price reduced to be 100% of the unit they replace.

Reactions?

I'd still build units who can move faster, mobility is so important.
How about giving them EVERY promotion Barnaxus takes. so it would be possible to give them mobility, which would make them viable again. It might sound too strong but you've got to get all those promos on Barnaxus after all.

After reading some more:
I don't know... I'd still prefer chariots over light golems, but it would make them more viable. Still think that mobility on barnaxus is the right way to go, after all you need HBR to get mobility in the first place.
"Gentlemen. You can't fight in here. This is the War Room!"
- Dr. Strangelove or: How I Learned to Stop Worrying and Love the Bomb

I'll open up a thread for discussing/proposing v12 changes in about 4 days, and fixing luchuirp will be on that list.

I think I'd have to agree that giving them even just mobility through Barney would probably be overpowered - they definitely need substantial boosting, but it needs to be done in a way that preserves the strengths and weaknesses of them as a unit. I'll probably go with the building idea, for them.

Part of the issue, though, is people have different perspectives as to the strength of golems. I would pretty well never want to build a golem over a champ, but other people can seethe strength there.


On a related note, would you build a champion over a chariot, in general? Because that might be related to the issue of their strength.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.




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