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    8.2x Bugs Thread

    @Calavente Any chance that those "xp farmed" units had already gained over 100 xps (or was it 50? 25? sorry, cannot remember the precise limit) at the times of those battles? As I recall, units with more than certain xps cannot gain any xps from battles against barbarians, including pirates and...
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    [Module]Tweaked Buildings

    First of all, thanks for this great modmod! I really like the way Wild Mana tweaks many parts of FFH2, but not in a drastic way, and I really enjoy the module system :). You have made me use much time and effort in moduling the game, rather than playing it! :p Anyway, would AIs understand...
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    Wildmana 6.0 Download and Bugreport

    I am pretty sure that BTS has already taken care of the issue at some point. I remember doing the same thing (adjusting research % upon completion of tech), but I also remember that since an install of a certain patch, overflow was carried over. Might it be because of the change in modifier...
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    Druids?

    Actually, stocking manas would not help priests and high priests to cast arcane spells. AFAIK, that feature only applies to arcane units, and the only man capable of making such disciple units to cast arcane spells is the great teacher Govannon, as suggested by someone67. However, druids can...
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    FfH2 Bug Thread

    I have just downloaded and installed patch y, and it seems CvGameCoreDLL.dll file has "last modified date" marked as Feb. 27th 13:09 and a size of 4.9 M, which, as I checked, was identical to the same file in patch x. Sorry if I were missing something.
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    How is the Pillar of Chains/Governor's Manor production Supposed to Work?

    I believe that it is a cosmetic issue on detail info; "total production: 28" is wrong since the real hammer / turn is 44, as shown next to the production bar. I think it would be nice to see how many turns are required to train another vampire to see which number (28 or 44) is correct.
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    Sidar survival challenge- winnable?

    Sidar OCC and self OCC (meaning no OCC option checked) was popular in my native forum for a while ago. It seems having palisades/walls, archers/longbowmen, iron from Galdur, FOL priests for tigers (to protect shades from assassins), ancient forests, and of course flood plains help a lot (since...
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    Strange city assaults

    The team knows what we want!
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    Any ideas to balance Pyre Zombies?

    Although I still believe that the unique ability of pyre zombies should not be nerfed, reading this statement made me think that being capable to perform a role of both catapults and axeman, by researching one technology and with no building prerequisite might be too much, even as an only melee...
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    Acheron more like Smaug

    I agree too, but imho, if I were Acheron, I think I would also like to improve my collection further more. So... how about Acheron the mad collector, who would go after any unit/city with magical equipments, starting from Orthus' Axe to Crown of Akharien (not sure if I spelled them...
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    The balancing of puppets

    I agree that summoner trait is quite overpowered in that context; however, I also believe that most of the traits are quite well balanced when compared to each others, including summoner. Although there is no doubt that summoner trait is the strongest war-helping trait, it is also true that...
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    March

    Have not tried it myself, but would making those horses immobile through some spells and ability, namely blinding light and entangle, work? As I skimmed through the change log a moment before, it stated that from patch k, immobile units cannot defensively retreat. I thought it might become handy...
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    Hints...

    "By placing your units on barrows and ruins, skeletons and lizardmen are deterred from spawning; however, infinitely spawning skeletons is a nice exp farm." "Be sure to retain at least half the power of your neighbor after maybe a first settler, or else you would be likely to find a stack of...
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    FfH2 Bug Thread

    @xcrissxcrossx I believe that the problem was fixed by patch b. @Lutefisk Mafia I think that both problems are fixed by patch n. Sorry in advance, if I was just being redundant.
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    Does anyone else hate gunpowder?

    Although I like them (makes me feel improvements and a change of era, as many other people has already stated), I agree that they lack a weakness they should have, a weakness that could be seen in the way muskets are treated in Vanilla and BTS. So how about forcing them to reload their guns...
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    About the lack of construction line Wonders

    I think this wonder is really nice. Spirit Guide is one of the promotions I always longed for when not playing Elohim... Probably would be especially useful at Siddar OCC with DoW all the world, by providing nice boost to speed up the shade production.
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    Scrooge AI

    The tech cost imbalance on trade might be due to difficulties, if you are playing higher difficulty on FhH than you usually do on BTS. In case of the war, AI seem to value # of their units lost in battle -(minus) # of your units lost in battle, as well as the power rating of the time and...
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    Making late game improvements (windmills, watermills, lumberthingies) better

    Just being curious, but could watermills be turned into buildings, which would work like a levee on BTS as proposed in other threads? I think it would add some strength in favour with CE against FE, since riverside farms under agrarianism would not work nice with levee-like feature, so to...
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    Making late game improvements (windmills, watermills, lumberthingies) better

    I think Khazard would have a harder time, once mines were nerfed.
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    Making late game improvements (windmills, watermills, lumberthingies) better

    I really like your idea, but I am afraid that it would nerf the cottage economy further more by strengthening the farm economy. Thus, I think windmills should provide bonuses on maybe villages and towns too, to balance the things out.
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