Corlindale
Emperor
To quote Charnel from Sacrifice: "What good is a holy warrior without a holy war?"
Crusades will be a great addition, methinks.
Crusades will be a great addition, methinks.
Agenteusa said:Hi, everyone.
first of all I would like to cogratulate kael for this awesome mod.
I am sorry if this question has been asked before, but when I start the game with your mod FFh2, everything is fine, and then when I start a new custom game, the sign on the upright screen says "10 turns left", which means I can only play 10 turns.
Am I doing something wrong?
I have patch 1.61
Thank you
abman said:Good to see the Bannor are being improved. I just finished a game with them, and while I like the civ I thought they were a bit boring. Little worried about not allowing workers to be built under the crusade civic, but I'll see how it plays in the next patch.
I'm playing the Grigori now. I like the idea of the Adventurer in theory but it is lacking something in practice. Two problems:
First, having to spend money to upgrade each one is kind of a penalty. I think they should get their first upgrade for free. I hate having to leave an adventurer unused while I wait for the money to upgrade him (they don't receive promotions until they are upgraded, so they are too weak to use as a plain adventurer). Now once you do get them upgraded, they are very powerful. I am light-years ahead of everyone militarily because of my adventurers in this game. But I just feel that right now with the Grigori the only decent route to take is a military strategy, and that doesn't quite fit with the backstory. Which leads me to point #2:
Can there be an action for adventurers that has a cultural or scientific advantage? Its another huge disadvantage that the Grigori can't add great people to cities, even non-religious ones. The ability to do that or have a non-upgraded adventurer add some special building or cultural/scientific bonus to a city would be nice. It would allow that civ to pursue a non-military victory. I could see them as being a heavily scientific race. That could fit with the backstory.
bluehorn said:Were you on a desert when you tried it?
bluehorn said:I'm liking the mod more and more the deeper I get into it. Right now I'm trying the Clan of Embers, and while I wasn't crazy about the Orcs at first they're definately growing on me.
Particularly I had reservations about the whole scorched earth thing, but after playing deep into a game it seems to be a fair counterbalance to the cheap units. However I really did like someone's earlier suggestion that the Clan should at least be able to recover their own cities. Maybe they could keep a city only if they exert a certain level of cultural influence on it? Not sure if that's practical or not.
The barbarian trait of Jonas is another aspect I'm conflicted about. I like the science penalty, Orcs shouldn't be the foremost scientific minds in the world, but the friends with barbarian thing is a mixed bag. It's nice to be able to explore at will, but I really miss all the experience normally gained from thumping barbs.
Keep up the good work guys!