MetalMilitia-
Warlord
- Joined
- Nov 22, 2004
- Messages
- 132
[to_xp]Gekko;8276450 said:wait, what do you mean by "missing FFH2 HUD" ?
I mean the game interface is back to the standard look.
[to_xp]Gekko;8276450 said:wait, what do you mean by "missing FFH2 HUD" ?
[to_xp]Gekko;8276682 said:uh, I don't really see a difference between it and base FFH honestly, but I'm sure that Sephi knows
@Worm4life: you need 041D, and BTS 3.19.
I have to say I'm less than thrilled by the fact that barbs stay perfectly still for some 5 or so turns, sometimes more. it's very very weird to pop up defenders from a lair and see them stay immobile for a while... I think it should be changed back to the default behaviour.
Okay thanks, now it works.
It is intentional to start players RIGHT on top of each other (Erebus map)? The first 4 games in a row had me bumping into a rival's starting settler in the second to fourth turns. Every time he raced his settler to a spot, leaving his starting army behind, and founded a city that my scout/warrior then just waltzed into, killing off a rival civ by turn 5!
The AI does seem beefed up (over twice the military on Prince that I was seeing on vanilla noble). I'm just puzzled at the starting positions. I'm seeing a lot more dead end setups where I'm hemmed into a one city sized pocket by two other civs. One game I was hemmed into such a situation even after taking out a rival's first city on turn 5! Meanwhile both neighboring rivals had tons and tons of wide open areas to expand outward from.