Unofficialcrusaderpatch: "This is fine" mode

Created on 13 Nov 2020  路  6Comments  路  Source: Sh0wdown/UnofficialCrusaderPatch

HeroesflorianYesterday at 21:31
we should make a balance version called "this is fine"

"#Slaves and Firethrowers have double the "fire resistance"

Wells and Water Pots cost double the gold (water is rare in the dessert!)

firefighters walk instead of run (the bucket is heavy!)" (Quote from xCara)

@xCara well they already do walk when the bucket is full^^ but you forgot to include the fire immunity after being extinguished should also be set to zero, and fire ballistae should set buildings on fire with first shot, and even own fire from any source should light on fire own buildings, and also every bakery should have a 1% chance of randomly going up in flames while baking bread. Last but not least, braziers should also have a small fire spreading radius (although very low frequency of emitting sparks). And oil pot engineers pouring out oil should spawn fire in 2x their original area, and have a small chance to randomly burn up themselves and/or the oil smelter while filling up their pots. Also, fire throwers need double the throwing range and any ranged unit should prioritize well workers over any other target.

" but you are right - let's change the water Pot to a burning oil pot!" (Quote from xCara)

@xCara i like that idea!
And they should only "extinguish" non-burning buildings, with the effect of igniting them like an (enemy) oil pot engineer would
So players could learn to appreciate the humble well a bit more

Most helpful comment

Sorry for the offtopic.
@Russianstory this is just a suggestion like every other suggestion, the only priorities the developers have is what they
a) can do
b) are willing to do
We are all aware of your suggestions, for example, the number one on your list is fixed here: https://github.com/Sh0wdown/UnofficialCrusaderPatch/pull/666 and will most likely be implemented in the next version.

All 6 comments

lol, actually i agree on everything.
specially random 1% taht fire starts randomly, it makes sence.

Dear friends, before you write your ideas for a new fashion or addition, please read the list of my ideas. Maybe you will like something from it and you will implement it? I have come up with a lot of things in terms of advice.

Sorry for the offtopic.
@Russianstory this is just a suggestion like every other suggestion, the only priorities the developers have is what they
a) can do
b) are willing to do
We are all aware of your suggestions, for example, the number one on your list is fixed here: https://github.com/Sh0wdown/UnofficialCrusaderPatch/pull/666 and will most likely be implemented in the next version.

That is logic but due to game balance firefighter must run as fire spreads faster than the speed of light

Thank you Kim for posting this for me! 馃憤

Now, to sum this up in a slightly more readable way than what we had on the original discord discussion... thanks to @CrynCara for coming up with the idea first.
The idea here would be to create something... well, sort of similar to the "Strongholdify" options, basically rebalancing the game around a special theme. In this case, the theme would be " 馃敟 Fire 馃敟 " and the thing could be called "This is fine"-Mode (based on the "This is fine" fire meme).

So this would basically change a number of things to buff fire, including:

  • Slaves and Firethrowers have double the "fire resistance" and/or general health (to make sure they can do what they have to do for longer)
  • Wells and Water Pots cost double the gold (water is rare in the desert)
  • Fire fighters walk instead of running, even when the bucket is empty (the bucket is still heavy, right?)
  • Fire immunity of buildings after being extinguished is set to zero
  • Fire ballistae set buildings on fire with first hit
  • Own fire from any source (fire throwers, pitch, oil pots, accidental "friendly fire" from fire ballistae, etc) should light on fire own buildings / fire should be able to spread onto buildings of the owning player (currently that is not the case).
  • Every bakery should have a small chance of randomly going up in flames while baking bread (something along the lines of 0.5-1% per bread production cycle per bakery; exact number to be tweaked after some testing probably).
  • Braziers should also have a small fire spreading radius (although very low frequency of emitting sparks).
  • Pitch ditches should have their fire spawning radius increased by 1 tile.
  • Oil pot engineers pouring out oil should spawn fire within an area with twice their original diameter
  • Engineers should also have a small chance to randomly burn up themselves and/or the oil smelter while filling up their pots at the oil smelter (maybe something like 5%).
  • Fire throwers get double the throwing range
  • Any ranged unit should prioritize well workers over any other target.
  • Water pots contain oil instead of water, and thus firefighters from water pots will not actually extinguish burning buildings but instead fuel the flames (i.e. them emptying their bucket has an effect similar to an enemy oil pot engineer pouring out their pot of oil). Optionally, they also might target non-burning buildings instead of burning buildings, creating havoc on their own by setting them on fire.
  • Fire resistance of well workers will be halved.
  • Wells get manned with lowest priority (i.e. all other types of unmanned buildings get manned first).
  • Pitch rigs can be set on fire and will "explode" similarly to oil smelters when destroyed.
  • Fire on the ground will deal damage to units even in swamps and swamp with pitch (which is currently not the case, see below).
  • When slaves are engaged in melee combat with enemy units, they will eventually kill them by setting them on fire (i.e. the enemy unit dies and turns into a "person on fire" running around for a bit before turning to ashes), even if the enemy units would still have remaining health.

grafik

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