FfH2 0.40 Changelog

make [GotN] work like a standard building. Call it a mercenary guild or whatever. The wonder simply creates that building in all your cities. Still quite powerful, as you can summon them into newly conquered cities, but no longer utterly unbalanced as anyone can use them for defense.

I like this idea, but only if the guild buildings can't be built until AFTER the wonder is complete. As always, for flavor of course. :smoke:
 
Althoufh the Illians have an uniqe spell for their assassine ("whiteout"- can only be cast on snow tiles and grants invisible), they don't have an uniqe assassine.

This seems wrong to me, because 1) Captured illian assassines can't use the "whiteout"-spell 2) Assassines captured by the Illians can (but only as long they remain under illian control 3) The Elohim can't build "whiteout"-assassines in illian citys.
 
Does anyone else think the new Luchuip buildings are overkill? Invisible golems! Seriously?
 
the invis only lasts untill the first combat or fireball cast though, and in a stack with invis golems and dwarven adepts, the dwarven adepts will be killed off even faster.
 
I guess that's true. It's obvious the main effect will be on the workers, which are already the best workers....

(is the invis removed when they build an improvement?)
 
The new buildings, I think, require a mana type like the blasting workshop one does. So your early workers aren't going to be invisible or see it.
The invis on workers wouldn't be removed when they work, but would if they cast fireball, with no way to get it back.
 
Thimblyjoe said:
Fafnir13 said:
make [GotN] work like a standard building. Call it a mercenary guild or whatever. The wonder simply creates that building in all your cities. Still quite powerful, as you can summon them into newly conquered cities, but no longer utterly unbalanced as anyone can use them for defense.

I like this idea, but only if the guild buildings can't be built until AFTER the wonder is complete. As always, for flavor of course. :smoke:

I think it is a great idea and this is just the way this type of wonder works. I think the building should be able to be build one tech before the wonder is, as is the typical order of this type of things in the game.

There were quite a few very good balancing ideas, that I am almost sorry that Kael has only announced a simple increase in the cost of the mercenary...
 
Archers start with 10 average D-strike damage, 20 max. A level 1 axeman nulls the average damage and cuts the max damage by 60%. A level 5 axeman nulls the max damage.

Basically, opening an attack by sending a well promoted axeman in first will play out in .40 just as it does now, unless the AI starts making drill-specialist archers, which would have their drawbacks.
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Thats my point, now you need a well promoted axemen when before you did not, to get the same result, and besides a well promoted axeman is an atypical occurrence, a typical occurence will be ai base axe with only 1 or 2 promotions against 5 turn dug in all the city bonuses archer who will do defensive strike followed by first strike.

Im not saying i think this is wrong, i think it rather an elegent method of introducing ranged effects into the combat, missiles rarely kill in ancient combat they debiliate and allow people to be dispatched easier when in close combat. Now if the rountine then checked after defensive strikes and called of the attack if it found it now thought the odds risky, id think it even better.

Im just saying this new dynamic is going to take a while to get used to as a player, not only in the field but in city attacks, and that the ai is going to need some incourgement to get the most out of it. Archery getting others below the vital tipping point by reducing there hps is not a small change.
 
Guild of the Nine (Wonder) places a Mercenary Depot in all of the owner's cities, and enables all other players (regardless of their own tech level) to build the National Wonder Mercenary Depot. Then, the Guild owner can hire Mercs in any city, and other players can (after building the national wonder) hire Mercs in a single city.

Considerable perk for the guild owner, leaves the function available for all, and quite easily coded.
 
If you have played vanilla BTS, you might know that the 50% settler production bonus only affects the real hammers, not the food production. Which don't make it as big of a bonus as it would appear. In the same situation, a settler that would take 25 turns for a normal civ, an imperialistic civ would make it in 20 turns, so the 50% only becomes an actual 25% bonus. But that of course depends on the amount of real hammers you yield.

EDIT: I also agree with [NWO] Valis.

I think the difference is that in 'regular' Civ, the 50% production means more than it USED TO in FfH because the idea was to 'chop' your way to victory; if you have the trait, bee-line bronze working (usually a good idea anyway) and chop out those settlers. The 50% improvement DOES apply to hammers from chopping.

Now, it FfH, in the old rules, it takes some time to get to bronze working. However, if we can chop with Mining now, it may be quite powerful.

Best wishes,

Breunor
 
Please can you release it today??? otherwise I wont be able to play until after Christmas.
 
(rubs hands together) EXCELLENT!!! :goodjob:



Guild of the Nine (Wonder) places a Mercenary Depot in all of the owner's cities, and enables all other players (regardless of their own tech level) to build the National Wonder Mercenary Depot. Then, the Guild owner can hire Mercs in any city, and other players can (after building the national wonder) hire Mercs in a single city.

Considerable perk for the guild owner, leaves the function available for all, and quite easily coded.
 
a well promoted axeman is an atypical occurrence

what are you talking about? all of my axemen (or, more commonly, swordsmen) are always highly promoted, except when they're first built. I just send them in to take out barb cities and if they survive they're really strong, whereas my archers rarely do anything but sit in the city, so all they would get is the 20% strike and any normal bonuses, plus if they have any defensive bonuses.
 
OMFG i cant believe i never noticed this thread untill today! ONLY 1 DAY TILL I CAN PLAY THE SCENARIOS WOOOOOOOOOOOOOOOOOT!

Sorry to burst your bubble, but it's two. Unless Kael decides to release it early... :please:
 
Sorry to burst your bubble, but it's two. Unless Kael decides to release it early... :please:

Well not really it all depends on what part of the world you are in. In Kael's case it is the (IIRC) Eastern Standard Time zone or what ever Ohio is. If tradition holds out it will be out about 3am in the morning when I have to sleep for work (dad nab it) :)
 
Hey, same time zone here, though I'm not sure if it does stretch to Ohio. So that makes it.. about 24 hrs from now. *hopes hopes hopes* :D
 
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