Archos: Spiders seem weak

Actually the 'Strong' promotion comes from having a large nest. The Ritual grants Heroic Strength and Defense to all animal units. Which is even better, especially when you have Mother.:goodjob:
Oops... same end effect thou :D
 
And that's another thing! Maybe the Archos civ should have a different unit from the barbarians? Same model, same promotions, but can't construct spider pens. In my last game, I camped their capitol city with ghosts, used their giant spiders to put spider pens in all of my cities, and saved an extra 20 spiders for when I expand. It made my masquerade things slightly more powerful than I think may be intended.
 
Xienwolf, I really don't remember in what GP the message showed up. Anyway, I see you are already changing the images, so that's great. Good to see the problem with Textus and Brood Chamber fixed for the next patch, too.

I havn't played my Archos past turn 150 yet but I never got this once. (maybe I didn't have unhappiness?) Us the button on the food line to prevent growth that cuases unhappiness.

Yes you need 8 happiness for pop 8 city, but resources and buildings make it not very hard to get.

Yeah, I played again from the start and that event is not so common if you make things more slowly. In my experience, trying to get a huge capital as soon as possible with the Archos is not the best approach, as you will underexpand (because of not building many settlers to let the city grow) and get the sacrifice event too often (because of unhappiness, I think). So, it's better to get a bunch of cities and resources in the first place.

Doesn't that (or their next level) add +1 movement? Alternatively being on roads, or using an item to increase movement can effect it too. But yes Horse riding definatly helps. This is my faovrite of all the spiders

The second level gives you +1 movement. What I suggest is that the specialization is changed, so: 1st promo gives +1 movement; 2nd promo gives multiple attacks. Cannibalize in either level. The point is to make sure the multiple attack thing is effective the moment you take it.

I hadn't thought about the roads whitin your borders, but spider are not really defensive. They're thought as offensive units. And movement items are not easy to get.

This is exactly why the recent changes to the spiders happened (and this thread started) Personally I would like to see more promotions added so they can scale higher when highly experienced.

Did you cast the ritual Feral Bond? It adds the Strong promotion to all animals, including all of your living spiders +1 Attack and +1 Defense. Late game thing tho.

I actually forgot about Feral Bond. Indeed, it's great for the Archos. But, that affects only animal units in play already, right? Making it affect also new-born Archos spiders would be great.

Did you read this thread? suggested a few times. He is considering allowing the Haruspex to combine with a spider to make a better over all unit, with strengths from both units for instance.

I do have read the thread. The thing about combining spiders and other units was kinda forgotten in the thread and I wanted to retake it. Also to express to support to the idea.

FF only really NEEDS FfH base with no patch. the FfH patches are contained once you patch up to current FF patch.

I see. Then, it would be good to say that specifically in the download thread opening post, as I'm sure some other new players will wonder too.

Thanks for the link to the wiki.
 
FF only really NEEDS FfH base with no patch. the FfH patches are contained once you patch up to current FF patch.

This is not an absolute truth. FF does only need base FFH to be installed. But since a few FFH patches ago(the one that started removing units and buildings), only changes that the FF team has aproved are passing from FFH to FF.
So, by patching your FF mod to J, you will still be able to build war chariots and Bowers and Hippodromes, and all the other units and buildings FFH2 has removed.
You are not going to see any blood and gore animation and, for the time being, you will not get all the new FFH2 art. This last one, I am sure the FF team will make sure it is included in the next FF patch.
In addition, in order to get some of the new FFH 2 art, you would have to patch FFH2 to z before installing FF(although I suspect that, just copying the .pak file from FFH2 assets to the FF assets will also do the trick).
 
This is not an absolute truth. FF does only need base FFH to be installed. But since a few FFH patches ago(the one that started removing units and buildings), only changes that the FF team has aproved are passing from FFH to FF.
So, by patching your FF mod to J, you will still be able to build war chariots and Bowers and Hippodromes, and all the other units and buildings FFH2 has removed.
You are not going to see any blood and gore animation and, for the time being, you will not get all the new FFH2 art. This last one, I am sure the FF team will make sure it is included in the next FF patch.
In addition, in order to get some of the new FFH 2 art, you would have to patch FFH2 to z before installing FF(although I suspect that, just copying the .pak file from FFH2 assets to the FF assets will also do the trick).

Hence i said NEED =P There is a differnce between NEED and CAN

Doing it your way means you are not playing the same game I am.

Blood/gore while neat, isn't needed I currently do not have them in my FF game. I, in fact, was building hippodromes and Warchariots and bowers last night.

/shrug For all I know They may want Bowers to stay in this version. FF doesn't do every change FfH does. When FF patches things in and out I will get them.
 
The second level gives you +1 movement. What I suggest is that the specialization is changed, so: 1st promo gives +1 movement; 2nd promo gives multiple attacks. Cannibalize in either level. The point is to make sure the multiple attack thing is effective the moment you take it.

I dsagree from teh point of view that I can use teh multipule attack as soon as I get it, in certain situations Just not all the time. Swapping them would make it NEVER avilable at the 1st level. However would not be a huge deal either way.

I hadn't thought about the roads within your borders, but spider are not really defensive. They're thought as offensive units. And movement items are not easy to get.
I typically match 1 archer and 1 warrior OR spider in each city. The archer for defense, the melee unit to attack out if needed. If you have open boarders make sure you declare them, other wise people come kill them... or not and farm your neighbors for exp


actually forgot about Feral Bond. Indeed, it's great for the Archos. But, that affects only animal units in play already, right? Making it affect also new-born Archos spiders would be great.

Correct

Thanks for the link to the wiki.
No Prob
 
PAK file is never replaced by a patch, it is HUGE. New artwork for patches goes into Assets/Art, and then each new full version the Art folder is slipped into the PAK (PAK file makes the download size a bit smaller, and makes game loadspeed MUCH quicker)
 
Blood/gore while neat, isn't needed I currently do not have them in my FF game. I, in fact, was building hippodromes and Warchariots and bowers last night.

/shrug For all I know They may want Bowers to stay in this version. FF doesn't do every change FfH does. When FF patches things in and out I will get them.

I can only assume you have missunderstood my post.

I wanted to make clear that FFH patch changes do not carry over to FF in any way, since a few patches ago, but only what the FF team decides to include.
 
I apologize... I did misread it to start and then just skimmed the high lights with a point of view in my head.

But I think you are over complicating it. to Pharaphrase "FF doesn't care about FfH patches. Just the base. Not all changes patched into FfH make it to FF." The rest of what you said is true, but overly complicated for us typical end users :)
 
Back
Top Bottom