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#41 |
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Chieftain
Join Date: May 2007
Posts: 9
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#42 | ||||||
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Spiral Knight
Join Date: Dec 2007
Posts: 642
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Quote:
This one makes me a bit sad to see it go. I rarely built it, but it was a cool wonder. I might re-add it for my personal use, maybe in a new form. Quote:
OW. Serious OW. Brewery is a very heavily used building for me; it's the reason capitals need to be next to a river, it's the best early game happy boost, and for the Dwarves it's even more important for that little bit of XP. I'm not sure why this removal was needed... couldn't the normal brewery coexist with the new national wonder? Quote:
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![]() Anyway, those are my thoughts on the changelog. I am certainly excited to see Ice finally come out, and am going to be playing the scenarios non-stop until I beat them all. ^_^ |
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#43 | |
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Emperor
Join Date: Oct 2007
Posts: 1,139
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Quote:
EDIT: Also just noticed the Taunt ability. I never used Balseraph Druids before, so I'll not be missing that trick, and Taunt sounds like a perfect siege breaker. Last edited by KillerClowns; Dec 09, 2008 at 11:00 AM. |
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#44 | |
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King
Join Date: Oct 2007
Posts: 870
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Quote:
I also wish that cottages would be moved to a first level tech or allowed to be built from the start of the game. But that's another idea for another thread. |
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#45 |
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Turtle Wizard
Join Date: Jun 2008
Location: New Jersey
Posts: 677
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will guilds be reintroduced at any point?
__________________
No matter where you go, there you are. http://forums.civfanatics.com/showthread.php?t=320586 <-- TweakMod (Now with fancy Patch M compatibility!) |
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#46 |
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Feels so good...
Join Date: Oct 2006
Location: Pacifica, California
Posts: 1,998
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Am I the only one who's not going to notice breweries being gone? Things were bloody expensive, and by the time you have a big mature empire that can build them quickly and that has multiple grain resources, you also have public baths, religions and their buildings, etc.
The dwarves could get the same bonus with apprenticeship, and the two technically stacked but not really (4 exp doesn't get you an extra level.) |
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#47 |
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Warlord
Join Date: Jun 2008
Posts: 121
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Yes, but Dwarves are designed for ROK, which grants the "arate" civic.
Arate and apperencechip are in the same category. |
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#48 |
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King
Join Date: Oct 2007
Posts: 870
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#49 | |
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Strategy Lich
Join Date: Sep 2006
Location: Goleta, California
Posts: 1,866
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Quote:
Er, sure they do. You are 1 xp away from level 3 instead of 3 xp, which means any combat (Even defending against a goblin in a city... not that uncommon) gives it to you. And while breweries were a bit expensive, dwarves start with crafting, meaning they can be built before you get apprenticeship (Especially in a capital). I'm sad because I would have liked to chop rush them not that mining becomes a significantly more valid 2nd tech (Gems in jungle, for instance, is now just bronzeworking away). |
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#50 |
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Veil Fanatic
Join Date: Feb 2007
Location: Nyx
Posts: 511
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Wow, the changelog looks great.
I wasn't expecting allmost all the scenarios to be released straight away, it will be hard to choose which ones to play first. I've got to ask why the Through the Fire scenario was changed to the Radiant Guard though...
__________________
True power is always costly. However, I think I can safely say that the rewards far outweigh any of the possible costs. Who cares for sanity, when you can burn the people claiming you to be insane to cinders with a thought? Who cares for purity, when this taint is so much more vitalizing? Who cares about the soul, when the mind can break all boundaries without it?--Tebryn Arbandi |
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#51 | |
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Emperor
Join Date: Oct 2007
Posts: 1,139
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Quote:
![]() Maybe it was originally going to focus on the Bannor, but then switched to a Malakim focus. We'll find out soon enough. Last edited by KillerClowns; Dec 09, 2008 at 12:45 PM. |
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#52 |
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Windbag of the sea
Join Date: Nov 2005
Posts: 2,018
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Khazad (or even all units starting with the Dwarven race) getting +1 or 2 XP if you have access to Ale would seem like a simple answer to the complaints about breweries, and be flavourful.
__________________
Blue Marble 3.0 - about a gazillion times sexier than regular Civ 4.
QES: "For a period of time, the rest of the world clamoured to get Levi's genes." Braindead's Mordor site - Dungeon crawling having nothing to do with LotR, plus a freeware remake in progress featuring descriptive text and crazy ideas by yours truly. |
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#53 |
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Please wait...
Join Date: Jun 2008
Posts: 517
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Are units that are immune to first strikes also immune to defensive strikes?
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#54 | ||
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Feels so good...
Join Date: Oct 2006
Location: Pacifica, California
Posts: 1,998
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The dwarves aren't spiritual (anymore) so it's not like they can just adopt conquest for short pre-war buildup periods. |
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#55 |
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Lord of the Dance
Join Date: Jun 2008
Location: Fane of Lessers
Posts: 1,033
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It all looks amazing I can't wait!
__________________
Rise of Darkness Plus Ruins of Amur: A Dungeon AdventureMember: Fallen Ages - A Journey through the Ages FFH (Download) (Forum) (Wiki) "*Applause.* Aye, there you go! The floor is yours! Please, don't hurt anyone. Too much. Unless it'd be funny."-KillerClowns |
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#56 | |
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Warlord
Join Date: Oct 2008
Posts: 209
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Quote:
I just noticed that the Bowyer has been removed. Where are my archers going to get that extra +2 XP now?
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#57 |
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Constant
Join Date: Feb 2008
Location: Wisconsin
Posts: 1,282
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They'll go with your stack, and get two defensive strikes.
Quick question - Say a longbowman has the best defense in a stack, and so is the chosen defender. Does that longbowman also have a chance for a defensive strike? |
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#58 |
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Please wait...
Join Date: Jun 2008
Posts: 517
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They get 1xp per successful defensive strike now apparently. Which seems pretty ridiculously OP to me, as it's risk-free leveling (i.e. leveling without fighting and maybe dying), which to date has been only the province of spellcasters (infrequent and random) heroes, and vamps. We'll have to see how it plays out, but I'd imagine that 2 archers marched into barb lands and parked on top of a hill will level REALLY fast if you give 'em drill promos.
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#59 | ||||||
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King
Join Date: May 2008
Location: Shoreline, WA
Posts: 913
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When you say "(all building requirements moved to..." is that including the extra xp given from the Hippodrome and Bowyer? Quote:
Flavor-wise, I think it's a tad odd that the race now making the most out of invisibility are the ones specializing in making giant armies of clanking doom. Would have expected the Svartalfar of Sidar to get it as they still both seem to lack any mechanic that is in line with their subtle and sneaky nature (world spells don't count ).Also flavor-wise, how does a sculpture's studio make a clock-work golem? This was one place in the game where a machinist shop fit perfectly and seemed like a necessary step. Give dwarves some xp for having this. Or add back breweries. Would prefer the return of breweries more. liked that little bit of early game strategizing. Quote:
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Very nice. Quote:
So....howzabout you edit the odds machine to show the worst possible outcome? Instead of assuming that 50% of the first-strikes hit, make it assume that none of your's hit and all of their's do. If a defensive strike is in the stack, make it so that the odds assume it also hit for maximum damage. Yeah, I'll be seeing poorer odds then I actually have, but I would prefer this than too losing even more units at what seem to be favorable odds. Overall, looks like it will be an interesting patch. Really not to keen on all the late game building cuts, but I'll just have to see how that plays. Thanks for all your hard works guys. Can't wait to try it all out. Last edited by Fafnir13; Dec 09, 2008 at 01:22 PM. |
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#60 |
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Warlord
Join Date: Mar 2004
Location: Burnaby, BC, Canada
Posts: 216
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I'm quite stoked looking at this preview of what is to come. It looks like Ice is going to be serious fun.
One comment, is there any chance of getting Baron Halfmorn remade as a Doviello hero in the grand campaign? Thematically and in terms of balance, I think he's a perfect fit with them. |
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