Barbarian Groups

Um, I don't know about little XP, but okay. :) I play on Settler, so if there's any insane difference in the way this mod adjusts the difficulty, I might never see some of the things you guys do. Raging Barbs by the way doesn't mean more. :) They just Zerg rush you a lot more.
I think. If I'm wrong, don't hit me!

As for magic items, I agree somewhat. Are you all certain you didn't nerf the treasure chest map chance odds? Because I swear in FF I have had maybe 3 of them in playing at least 6 games. In FFH base, I found 5 or 6 in one game. Maybe I should have bought a lottery ticket.

But um, yeah, for me, barbs are fine the way they are. They hardly ever enter my territory, and when they do, my army rather quickly destroys them. The benefit of amassing an army before attacking your enemies. :)
 
Would it work if allied barbarians spawned in your own territory as well?

For example, the player who built Nature's Revolt would have animals spawn within their boundaries, the Clan would have savages spawning in their lands, the Infernals would have demons, etc.

I don't know how much it would effect balancing, but I think it would be fun. The Clan would seem more barbaric and the Infernals more deadly with various citizens just marching out to war, it would be easier to get the Grand Menagerie.

Course, could also overpower the civs that are allied with barbs by making barbs a force even on maps where all land has been claimed (to combat this, maybe a limit on the percent of barbarians that can be spawned from owned lands; of the total possible number of barbarians, only x% can be from player-held lands)
 
Would it work if allied barbarians spawned in your own territory as well?

For example, the player who built Nature's Revolt would have animals spawn within their boundaries, the Clan would have savages spawning in their lands, the Infernals would have demons, etc.

I don't know how much it would effect balancing, but I think it would be fun. The Clan would seem more barbaric and the Infernals more deadly with various citizens just marching out to war, it would be easier to get the Grand Menagerie.

Course, could also overpower the civs that are allied with barbs by making barbs a force even on maps where all land has been claimed (to combat this, maybe a limit on the percent of barbarians that can be spawned from owned lands; of the total possible number of barbarians, only x% can be from player-held lands)

Actually, it already works like that. Barbs can spawn in all neutral and friendly territory, so any unclaimed ground and the territory of any civ they are friendly with. I've had a stack of barbs spawn in front of me while I was at war with the Clan... was rather interesting.
 
It's pretty slick, but a bit annoying if you're playing as the Archos and the lizard men and/or goblin hoards keep spawning and killing your spiders.
 
Moar spider food. But they are too reluctant to attack cities. In the past goblins threw themselves at my walls and got slaughtered. And warriors often too. But now they just go after improvements and workers.
 
Khan? I don't understand. You got a problem with Settler difficulty? :) I really don't get what you're saying here.

Besides, nothing wrong with playing on Settler. It's the people who play on Deity that are the crazy people. :) "I am the Alpha and the Omega." Description of God-like bot difficulty in Unreal Tournament.
 
Deity is insane, but settler is just way too boring, never saw enough stuff to butcher. I dance between noble and prince, depending on if I am just going for the win or if there is this ultimate imba unit I am trying to make and who I am playing. The enemy means nothing as I play against randoms (less work to set up games).

However, the barbarians should be more numerous and fight each other. I am pretty sure a giant spider cannot tell two orcs apart. Some will survive and you will run into highly promoted units.

Regarding individual factions, I have three major complaints.
1. Animals getting stronger. What's the point? To make them invulnerable to beastmasters eventually? It'd make more sense if animals got less and less dangerous and more of a potential asset as the game went on. Nature's revolt gives them enough strength.
2. Too cautious. Orcish savages should suicide against city defenses more often. If I want orcs who are smart and have actual military leadership, I can play against the Clan. The barbarians are supposed to have 'hulk smash' level of sophistication.
3. These gargoyles...what gives? Golems were supposed to heal slowly. Pretty much to the point that you can send one newbie warrior at them every 10 turns and they will die eventually.
 
Deity is insane, but settler is just way too boring, never saw enough stuff to butcher. I dance between noble and prince, depending on if I am just going for the win or if there is this ultimate imba unit I am trying to make and who I am playing. The enemy means nothing as I play against randoms (less work to set up games).

However, the barbarians should be more numerous and fight each other. I am pretty sure a giant spider cannot tell two orcs apart. Some will survive and you will run into highly promoted units.

Regarding individual factions, I have three major complaints.
1. Animals getting stronger. What's the point? To make them invulnerable to beastmasters eventually? It'd make more sense if animals got less and less dangerous and more of a potential asset as the game went on. Nature's revolt gives them enough strength.
2. Too cautious. Orcish savages should suicide against city defenses more often. If I want orcs who are smart and have actual military leadership, I can play against the Clan. The barbarians are supposed to have 'hulk smash' level of sophistication.
3. These gargoyles...what gives? Golems were supposed to heal slowly. Pretty much to the point that you can send one newbie warrior at them every 10 turns and they will die eventually.

EDIT: Uhm WTH why three posts?
 
Deity is insane, but settler is just way too boring, never saw enough stuff to butcher. I dance between noble and prince, depending on if I am just going for the win or if there is this ultimate imba unit I am trying to make and who I am playing. The enemy means nothing as I play against randoms (less work to set up games).

However, the barbarians should be more numerous and fight each other. I am pretty sure a giant spider cannot tell two orcs apart. Some will survive and you will run into highly promoted units.

Regarding individual factions, I have three major complaints.
1. Animals getting stronger. What's the point? To make them invulnerable to beastmasters eventually? It'd make more sense if animals got less and less dangerous and more of a potential asset as the game went on. Nature's revolt gives them enough strength.
2. Too cautious. Orcish savages should suicide against city defenses more often. If I want orcs who are smart and have actual military leadership, I can play against the Clan. The barbarians are supposed to have 'hulk smash' level of sophistication.
3. These gargoyles...what gives? Golems were supposed to heal slowly. Pretty much to the point that you can send one newbie warrior at them every 10 turns and they will die eventually.
 
I came up against a heroic (barbarian) diseased corpse yesterday. Heroic in the sense that it has a unique name, and also combat I-V, woodsman, cannibalize, mobility, etc.

Oddly, though. It healed disturbingly fast when moving, even when it didn't attack things. It didn't have march.

Made it extremely hard to kill. impossible to wear down, until it got unlucky attacking an archer on a hill
 
I came up against a heroic (barbarian) diseased corpse yesterday. Heroic in the sense that it has a unique name, and also combat I-V, woodsman, cannibalize, mobility, etc.

Oddly, though. It healed disturbingly fast when moving, even when it didn't attack things. It didn't have march.

Made it extremely hard to kill. impossible to wear down, until it got unlucky attacking an archer on a hill

Named barbarians are the product of lair exploration. All barbarians heal whilst moving (base FfH feature, not FF) but I believe they always count as being in enemy territory for heal rate.
 
I do wish some barbarians went back to the "hulk smash face on city wall" process and some ran around breaking things. Right now when I see a stack, I can know instantly, depending on how vital improvements are, if I should even pay them any attention. Sometimes in the early game stacks of them will just march right through my territory, going off to pillage someone who's bothered to build a farm.
 
I had a problem with that yesterday too. some 4 warriors, 2 archers, and a bunch of goblins marched through my territory in two stacks. I made mean faces at them from my forested hilltops, and they just sort of ran away. never attacked me. they just went right through my lands from one end to the other.
 
This "roaming band of barbarians" idea is great, but is it instead or in addition to the "barbarians pick a target and flow massively towards it" mechanic?

The latter seems obsolete, since it was intended to make barbarian invasions more massive and dangerous.
 
Now it's more like "barb stacks pick a target and destroy all of the improvements then wander off."

I have to say, the more I play with it the less I like the barb pillaging. It's one thing for a player/AI to have to wait until it can appropriately defend a city to move out and found one, but to appropriately defend every farm/mine/road/plantation/pasture is another matter entirely. This is especially prominent when you're the elves and every area the barbs walk into gives them defensive buffs.
 
Now it's more like "barb stacks pick a target and destroy all of the improvements then wander off."

I have to say, the more I play with it the less I like the barb pillaging. It's one thing for a player/AI to have to wait until it can appropriately defend a city to move out and found one, but to appropriately defend every farm/mine/road/plantation/pasture is another matter entirely. This is especially prominent when you're the elves and every area the barbs walk into gives them defensive buffs.

This is why ljosalfar archers need woodsman
 
Even in the case of the other races, if you're keeping forests in your tiles for whatever reason (myself, I really, really like lumbermills for production cities) the barbs are getting big buffs while they wonder around not attacking your civilized city where your soldiers are sipping tea and saying "I say, do you see those orcs down there?" "Yes, quite" "they're going after that farm" "pity, that." "Indeed."

Or making faces at the Orcs, whichever you prefer.
 
Or making faces at the Orcs, whichever you prefer.
I've been trying a lot of harsh language lately but it's not working either. Early horsemen do work wonders however :)
 
Back
Top Bottom