Terkhen,
This issue has been reported in the past and I don't remember being able to reproduce it. Can you tell me what I would need to do in order to reproduce it?
I also checked the unit tags used by the severed soul in order to try to find what is wrong, but I did not find anything that would be different than what happens with other summoned units (which should also be causing issues then). Does anyone has any clue about what could be causing this?
The bug always occurs you can reproduce it yourself. It is obvious you just need to spawn souls. It totally break any sidar tactics with souls.
As I have said, all summons should have zero upkeep, and channel 1 skeletons be permanent summuns (contrary to spectres for exemple).
To All,
You complain about multiplayer unbalanced things. I have doing it too in few topic on this forum and outside.
As nothing really changed, I tryed others mods as Master of Mana or Erebus in the Balance. It was very different and good experience, but they were still largely unbalanced and cheated in some tactics.
I abandonned any hope of changement because I think no one really want to play FFH2 in a competitive multiplayer. Modder just want to a good sole playing.
Here are the main absurds and total unbalanced things in multiplayer :
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Raider trait give commando promotion to all units => It means total rape in multiplayer, you can fast move or not, and kill back city, cut road etc. and it works as hell with cavalery (movement 3, or more with mobility promotion or hippus etc.) Absolutely unpossible to defend, totally unbalanced. Commando in Civ is just reserved to general unit with combat 5, which is very very rare.
This trait should be replaced by +100 % gold by pillaging, and +20 % health healed by pillage, for exemple.
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Mobility promotion (1 and 2) to all units permit to any to be fast as cavalery. Too strong in multiplayer with fastmove. And works for cavalery and recon unit too, absurd.
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Cavalery with movemement 3 means easy fast move to back city, or hit and run. In Civ IV BtS there is no land unit with movement 3 speed, it is not for nothing.
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Cavalery and recon unit without anti unit counter means totaly domination of these fast units on battlefield. Why making slow units which will slowly move, not defend cityes easitly, not be able to retreat fast, if you can have movement 2 or 3 units for the same cost, without any anti unit versus them, and even more cheated, defense bonus as the recon units have ? That is why every logical player nearly always aim for chariots/cavalery/hunters etc.
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Too fast centaurs and hippus units centaurs can access speed 4 without promotion, and keep their defense bonus as an infantery, including the centaurs archers. Nonsense and totally unbalanced off course. Globally, a unit should never, never be able to be faster than movement 2 (and hast spell should juste work for the adept/mage). Only Ingeenering, and hippus warcary, should give access to movement 3.
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Copper, Iron and Mithril work for chariot unit so for exemple with iron you can have a unit +7/+5. Again another reason to only make fast units.
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Insane and ridiculous powerfull satyrs with 9/4 str. With that you can roll over any A.I pretty early or mid game. When as human player you see satyrs in your territory, unless they are unprotected by archers or you have no fast unit, you can gg the game now. 9/4 str could feat for orcs berserkers units, demons or creatures like that, but not a satyre, a forest defender creature wich should only stay in forest and be very weak outisde. A kind of aztec jaguar as in BtS.
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Insane fireball wood golems with elementalism and sorcellery you can make those special buildings wich transform any golems including wood golem (the lowest in hammer) in very strong mage. You can too grab the perfect sight promotion and hidden promotion with adequate sorcery bulding...
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Insane golems with luchuirp with barnaxus with combat V, you just let him repose in your capital, and you have an army with +50 % strenght. So for exemple the wood golem with str 6 with +50 % barnaxus = Str 9, more than champion. What else ?. Luchuirp are one the strongest race in multiplayer.
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Very unbalanced regims as someone has said it, Fist of Leaves give extraordinary bonus compared to the others regims. It is obvisous that the elves are laaaargely the strongest civs, with +1 hammer per forest, super health and super free happyness bonus (+20 bonus at max) and super units (fawyn then satyrs). The designer of elves was very partial for sure.
Gardien of nature should just be removed, or only give access to few features, as more treants, and better camp (+1 in food +1 hammer +2 commerce). But farms, mines and workshop -1 food and +1 unhappyness. Something like that (gardians of
Nature).
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Too strong heroes for certain civs as the Svartalfar hero, easy to have fast and quicky unkillable fast when he grow up and took first attack and promotions. Things which should be done ? Add an option in game to desactive all hero, or simpler, make them largely weaker but with more spells or special promotion, as raider, immortal hero. As it, hero can be usefull but tend to stay in defense, no more massive destruction weapon.
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Invisible and hidden units are overpowered off course. Invisible units are unseeable so you can scout and spy all what you want for no risk. And hidden units nead perfect sight promotion (very hard to have unless you are empyrean) or I guess, hawk or invisible eye spell to been seeable. And in normal games you have others things to do that to check every turn your land with hawyk.
In my opinion invisible units should be removed, and hidden units should only work as spell (without noise because in FFH2 you can heard the spell of your ennemy wich is absurd) in forest/fortress/city, and be removed if any spell of movement done. Like it you could hide assassins or strong reco units for interesting tactics. But only perfect sight should be able to see these units, no hawys or invisible eye.
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Too efficiants hawks and invisible eye you can too easily scout land with them especially the invisible eye. To me it should just be good to scout with a range of one square and a view of land unit. No more. If not you can too easily anticpate ennemy move, for no cost or risk.
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Too strong assassins who are too efficiant to kill adept, mages, priest. All civs should have a guardman unit with promotion, takable with bronze working, strong as axe but -1 attack. Assassin should be rare and usefull only in rares situations, I think.
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Too strong cannibalize promotion wich can transform any defender unit in immortal defender, especially with some first attack promotions. Cannibalise should only work in attack.
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Too strong siege units with 80 % luck to still leaving after attack. Just be made as in Civ IV, or as in MoM, which is long distance (1 or 2 square) bombarders and small reduced of health (as their name say, siege unit are mainly made for make siege).
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Insane strong priest of veil which you can use for one or two units to totally weakened a full army. No, their spell should only touch 3 units at max, 8 for the last priest unit in technological choice. Priest are now the stronger mages of all.
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Unbalanced spells of mages as the spell which give Ignore terrain defense, or all mass spells should be removed. In my opinion there should not be any mass spell, only spell for 3 (+1 the adept) 6 (for mages) or 10 units (for archmage). If not, it is too easty to have free immunity to first attack, +1 first attack for all army, then immunity to terrain defense, regeneration for all army etc.
All this is too strong, and cost nothing (In Master of Mana spells cost mana but in FFH2 you can abuse them).
I have finished with the unbalanced things I would like to be changed for a descent multiplayer game without rules everywhere as no elves no orcs no hidding no satyrs no centaurs etc.
Cordially.