Axioms to help you play Fall From Heaven

1) Split stacks into smaller ones for movement, converge at end of turn.
2) Wouldn't hamper stack effectiveness much since the benefits of a larger stack far outweigh a couple units going stray.
3) Similar to the first one. If needed, stay in separate stacks until next to a city.

This is, of course, ignoring the fact that all three of those options would severely hinder the AI. I said it before, and I will say it again; Civilization IV is built to use stacks of units. Trying to break stacks up will only cause more trouble unless you completely overhaul the game engine. Unless you design a game so only a single unit can occupy a single space, these mechanics can not be changed - at least not in a convenient way..

Well what about exponentially increasing the cost of maintaining units beyond a certain GNP ratio? In fact, how does the AI avoid sucubbming to this crippling burden with his massive stacks now? Wouldn't this be a cost/benefit analysis an AI could make that might curb his enthusiasm for massive, redundant stacks?

I'm not clear on why these options would severely hinder the AI, unless you mean the AI wouldn't figure out a workaround while a human would?
 
What about we drop that subject since it has been discussed to eternity and back a million times over and keep to the thread subject?

Chalid might be good, but he's not THE GAME. Assassins or Rathus will take him down no problem, at least in single player.
 
poke .... I'll admit there are lots of other ways to play, but if I get bored, or stuck .. or whatever ... especially bored or having reached a stalemate, I will get Chalid. Now, ritualists and cultists are also really good ... of course. I hope to one day be able to see a fantasy: total war ... and see FFH units fighting in a real time or continuous turn battlefield. (are any FFH modders looking at the Elemental engine yet? :D)
 
poke .... I'll admit there are lots of other ways to play, but if I get bored, or stuck .. or whatever ... especially bored or having reached a stalemate, I will get Chalid. Now, ritualists and cultists are also really good ... of course. I hope to one day be able to see a fantasy: total war ... and see FFH units fighting in a real time or continuous turn battlefield. (are any FFH modders looking at the Elemental engine yet? :D)

Well... i will admit to looking for ways to port FFH to Empire: Total War... but between modding tools not being released yet and a difficulty for me to continue being interested when always playing the same map, that particular notion is going to go on hold for a while... at least for me.

-Colin
 
Well... i will admit to looking for ways to port FFH to Empire: Total War... but between modding tools not being released yet and a difficulty for me to continue being interested when always playing the same map, that particular notion is going to go on hold for a while... at least for me.

-Colin

They can barely have E:TW run without bugs on the E:TW engine and you want to try getting someothing else to run on it? Lol
 
They can barely have E:TW run without bugs on the E:TW engine and you want to try getting someothing else to run on it? Lol

Of course :P. Always gotta keep introducing new bugs - keeps the players on their toes, right?

Plus, its ALOT better for what I want to do with it than say, medieval total war.

-Colin
 
Well ... thats what im saying ... I think the Engine for Elemental will be quite sophisticated ... and plus with Elemental you will have proper 4x strategy, a map generator, different map-types, ect.

Which is why you need to get on the bandwagon and support Total War based tactical battles on the Forums!!!! :D

With Elemental we have the potential to get the best of both worlds, but we need to fight for it ^_^
 
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