Bugs / features or balance?

jcjcjc

Chieftain
Joined
Mar 23, 2009
Messages
31
First post but Iv'e been playing FFH for a year & CIV since CIV2, also after playing Orbi modmod base Ffh seems a bit bland, so thanks for the mod.

I know there is a bug thread but this is bit of a Miscellany.


Playing Mechanos;
Ranged attacks - as the targets health goes down the XP the attacker gets seems to go up. A stack of Archers can get 3XP each, Trebuchets 4XP and as for my SOD Trebuchets promoted to Howitzers (with Blitz/Barrage) I had 10 units that could release Brigit before turn 400 !

Is there any way for Mechanos to get Sanctify, without getting religion spread for a FoL druid? Techpriests with Vitalize is very nice but it seems much easier to get than Archmages with Nature III, unless there is another easier way for other Civ's which I've missed.

My Mechanos entered a permament alliance with Thessalonica (Elohim/minor) who then proceeded to build refineries on all her mana nodes?
She also gifted me disciples for FOL & Empyrean who I could settle & then build temples?

SOD on Zeppelins can pass through territory without Open Borders?
SOD on Zeppelins can declare war without getting kicked out of borders as well?
A unit with no movement points left can still embark on a Zeppelin? (no chance for enemy to attack on their turn)

Basically it seems that Howitzers/witch Hunters/Zeppelins SOD is a CivKiller at one city per turn (even pre .22 with Hydra Cannon & no XP bug)

Miscellaneous

You only need one Farmer to Cast Breed Goods; as they can Cast ad infinitum on a plot, or many plots, until they get a positive result?

3 food per pop point seems to be crippling those AICivs whose AI is fixated on cottages/mines & whose early TechTree doesn't include Agriculture. Bannors Capital is regularily still at size 3 by turn 200 & she's asking me for Agriculture


Again, thanks for the modmod.
 
First post but Iv'e been playing FFH for a year & CIV since CIV2, also after playing Orbi modmod base Ffh seems a bit bland, so thanks for the mod.

I know there is a bug thread but this is bit of a Miscellany.


Playing Mechanos;
1)Ranged attacks - as the targets health goes down the XP the attacker gets seems to go up. A stack of Archers can get 3XP each, Trebuchets 4XP and as for my SOD Trebuchets promoted to Howitzers (with Blitz/Barrage) I had 10 units that could release Brigit before turn 400 !

2)Is there any way for Mechanos to get Sanctify, without getting religion spread for a FoL druid? Techpriests with Vitalize is very nice but it seems much easier to get than Archmages with Nature III, unless there is another easier way for other Civ's which I've missed.

3)My Mechanos entered a permament alliance with Thessalonica (Elohim/minor) who then proceeded to build refineries on all her mana nodes?
She also gifted me disciples for FOL & Empyrean who I could settle & then build temples?

4)SOD on Zeppelins can pass through territory without Open Borders?
SOD on Zeppelins can declare war without getting kicked out of borders as well?
A unit with no movement points left can still embark on a Zeppelin? (no chance for enemy to attack on their turn)

5)Basically it seems that Howitzers/witch Hunters/Zeppelins SOD is a CivKiller at one city per turn (even pre .22 with Hydra Cannon & no XP bug)

Miscellaneous

6)You only need one Farmer to Cast Breed Goods; as they can Cast ad infinitum on a plot, or many plots, until they get a positive result?

7)3 food per pop point seems to be crippling those AICivs whose AI is fixated on cottages/mines & whose early TechTree doesn't include Agriculture. Bannors Capital is regularily still at size 3 by turn 200 & she's asking me for Agriculture


Again, thanks for the modmod.

1) I'm guessing it's a bug
2) Techpriests aren't easy to get replacements for/ think of all the spells being given up...
3) in a PA you share techs-it's a feature
4) feature, they can't adopt Esus, if it's a bug, they should keep it...
5) the counter is "kill em before they get those" Mechanos are later bloomers
6) sounds like a feature
7) the 3 food thing is to make SotW less OP (I still wish for fractional food)

I hope that helps
 
civ king

3) in a PA you share techs-it's a feature
Sorry, I should have been clearer, it was more the transfer of Unique Techs & her then building (useless?) refineries that I thought might be problematic.

4) feature, they can't adopt Esus, if it's a bug, they should keep it...
Procedure to get CoE/Nox Noctis as Mechanos
Get an early Great Merchant & store
Soft beeline Techs to Way of the Wicked ( hard beeline if you find Alexis is present )
Join UnderCouncil as soon as you get WotW ( you should have got to UnderCouncil first so be elected Leader when that option comes up)
On the first vote propose to be given Nightwatch for 25gp
On the turn you get your Nightwatch use it to spread CoE in your Capital & burn your Great Prophet to get Nox Noctis
Works fairly consistently at Monarch & the AI seems to love attacking forts with a Revealed Commander & dying from the Hidden mini-SOD in the fort!

7) the 3 food thing is to make SotW less OP (I still wish for fractional food)
To reemphasize
Its the changing to 3 food per pop point without changing the AI to emphasize Agriculture/Farms that means you have some auto-crippled AICivs. Human players have an inbuilt adaptive trait so they can cope with the change, AiCivs cant unless the AI is changed.
2) Techpriests aren't easy to get replacements for/ think of all the spells being given up...
If Mechanos cant get Sanctify, without religion spread, which I think is the case; might it be better to give them Sanctify on promotion from Adeptus? I feel Sanctify (for Hell Terrain) is fairly important & Vitalize could always be given later as an optional promotion at an appropriate Tech level.
5) the counter is "kill em before they get those" Mechanos are later bloomers
Not certain that I totally agree (Smiley but I dont know how to insert one)
Given that I normally play; Monarch on Tectonics/60% water/raging barbarians & barbarian world, I find that Mechanos with Copper Warriors from Turn 1 are powerful defensively early game, little need to worry about barbarians or an early Warrior Rush & if you get a barbarian City close by its easy to take & hold it when it reaches pop 2.

Thanks for replying
jcjcjc
 
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