ancestral said:Can you provide a download in zip or tar.gz? I'd like to test FFH2 on my Mac but I can't open a .exe installer. Can you provide an alternative for download?
Uploading it right now.
ancestral said:Can you provide a download in zip or tar.gz? I'd like to test FFH2 on my Mac but I can't open a .exe installer. Can you provide an alternative for download?
Chalid said:You will not be able to destroy nodes in the future. Only if you loose (or gain) cultural ownership of them.
hawkeye72 said:This goes back to an earlier post, but if you can't destroy your own civs and workers on auto build nodes, then you'll end up with a lot of one type or at least not the type that YOU want (whatever players' preference was.)
Just please keep that in mind while you lock out destroying them...
Thanks
hawkeye72 said:This goes back to an earlier post, but if you can't destroy your own civs and workers on auto build nodes, then you'll end up with a lot of one type or at least not the type that YOU want (whatever players' preference was.)
Just please keep that in mind while you lock out destroying them...
Thanks
chocmushroom said:Also, Eternal Flame, the only times I've built it, the first thing I did was then destroy the fire-node, as what it the point in having 4 fire mana.
Kael said:Trade and protection if the node does get destroyed. But this is one of the reasons we dont want people to be able to destroy their mana nodes.
hawkeye72 said:Just curious, but what is the big deal with letting players destroy a mana node and converting it to a different functional node? I'm not understanding how this is affecting game play.
One thought would be to make the nodes function like hamlet-city development cycle. That way when you commit to one path it at least takes you several pillages to take it back to it's raw state.
-mjolnir- said:This mod is awesome! Only one problem : I cant seem to get Awaken The Ancients tech. And how do you get to be the infernal? I'm looking foward for the full version!
Morbius Wraith said:Ok. Am playing Khazad and am trying desperatly to build a dwarven druid. Problem is I have researched all the necessary techs, but Grove is not comming up as a building I can build...therefore no Druids I also havea suggestion for Khazad. How about a Runelord as an upgrade to the adept? It would be a unique Khazad mage type class. Make it more of fighter type caster with only access to Earth magic and Enchantment. Could be cool to have a Rune Weapon spell that only the Runelord could cast that benifits dwarven units weapons?? A cool effect to a rune enchanted weapon could be something like earth tremor... when a enemy unit is hit all nearby enemies are thrown back by a tremor in the earth ... make it similar to the mage spell that pushes enemies away, but it works when it hits enemy??
Kael said:Your right about the grove, I will fix that in todays patch.
A t3 dwarven caster would be able to buff archer untis, which doesn't match well with the dwarven flavor anyway so it would be better to stay as they are. Yoru tremor attack could be interesting but sounds more like a hero ability. You certainly wouldnt want a bunch of untis running around that could do that.
Kael said:Currently mana nodes dont really do much so its not a big deal. In future version we hope to introduce more and more wonders that require different mana types. At that point the decision of what mana type to upgrade a node to is more important strategic decision. That decision will be negated if the players can simply tear a node down and build a new one to get the next wonder. Even worse it will replace an important strategic decision with boring housekeeping task.
War Chicken said:It would be really great if the Upgrades of the Spellcasters would depend on what mana you have (Fire II only available if you posess 2 Fire Mana) That would make the Spellcasters not as powerful as they are now and make the Mana Nodes much more valuable. Further it would make wonders, that add a specific type of mana more important. Maybe the appearance of the Mana-Resource should be a little more common then.
chocmushroom said:This sounds like a good idea to me, with a few exceptions. Each civ can have access to any level of the aspect their home palace produce. This is because it's the natural calling of the spellcasters of that civ.
After that, i'm not sure which is better for game-play, that you need access to the mana node entirely, or for higher levels
Number of Mana node = Spell level accessible after first level
or
Number of Mana node = Spell level accessible
There is a big problem with this tho, that is how many Mana nodes there are in the game. It would limit what type of magic each civ could get, and I think there would need to be more ways to get mana.
More ways of getting mana. National wonder: You need 8 building, and something withing the bounderies of the city.
Eg. Vulcano Harness. Produces wanted fire mana. The player would need 8 forges and it would have to be built in a city with a 2 mountains in it's radius (which is then turned into a Vulcano) The draw-back is, it randomly changes one of the squares next to the mountain into a non-usable tile.
Tidal Harness. Produces water mana. The player needs to have 8 harbours and can only be built in a city with 3 ocean tiles in it's radius. The draw-back is, it randomly changes two of the sea tiles into non-usable tiles.
This would make Mana a lot more accessable to more, but at a cost.
Maybe having them as national wonders is not good, as limits them, but each civ can only have one of each type, accessable after a tech is known.
Edit: This may cause problems for the civ that only has 3 cities.
QES said:On improvements: Is there a way to code in Tierd Improvements? An improvement (farm, mine, workshop, fortress, node) that could be upgraded? I Imagine the fortress, at first perhaps its good against calvary, then perhaps its upgraded to provide cover from archery units, then perhaps late game it could be upgraded further to provide sweet Civ2 style ZOC.