Changes to FFH

beorn

Prince
Joined
Sep 12, 2001
Messages
388
Location
Albion, NY
I am quite new to Fall Further and enjoying it greatly. For me, the most dramatic change is the vastly increased intelligence of the barbarians. It is not at all uncommon for bands of, say, orcs and frostlings to pursue a wounded explorer across the map, plus make pretty good tactical moves to cooperate with other available barbs to corner the explorer. In FFH2, you could pretty much get a hunter and take off across the map with impunity. Not here! Although this change is probably documented somewhere, i would think this should be right at the top of the description that greets the newcomer. In my view, this rivals the importance of the new civs.

I also had a question about a setting. I have not played enough games yet to be sure, but it seems to me that, at least at emperor, there is an increased chance that when a stack defends, it will not shift to its best remaining defender after the best defender takes damage. I have had cases where I lost the best unit in a stack, who apparently defended against 2-3 attackers and then lost to another one after suffering damage. Based on the lack of XP for other units in the stack, It appears that other units did not get called on to defend, and my #1 unit defended until killed. Is there a design decision involved here?
 
I am quite new to Fall Further and enjoying it greatly. For me, the most dramatic change is the vastly increased intelligence of the barbarians. It is not at all uncommon for bands of, say, orcs and frostlings to pursue a wounded explorer across the map, plus make pretty good tactical moves to cooperate with other available barbs to corner the explorer. In FFH2, you could pretty much get a hunter and take off across the map with impunity. Not here! Although this change is probably documented somewhere, i would think this should be right at the top of the description that greets the newcomer. In my view, this rivals the importance of the new civs.

Some of the guys are trying to get a Wiki up and running for the differences between FfH and FF. Still a work in progress tho.

I also had a question about a setting. I have not played enough games yet to be sure, but it seems to me that, at least at emperor, there is an increased chance that when a stack defends, it will not shift to its best remaining defender after the best defender takes damage. I have had cases where I lost the best unit in a stack, who apparently defended against 2-3 attackers and then lost to another one after suffering damage. Based on the lack of XP for other units in the stack, It appears that other units did not get called on to defend, and my #1 unit defended until killed. Is there a design decision involved here?

I have seen this some times, but not every time. I have written it off to that wounded unit still being slightly stronger than the fresh unit. Maybe I am wrong.
 
I have seen this some times, but not every time. I have written it off to that wounded unit still being slightly stronger than the fresh unit. Maybe I am wrong.
I am not certain, but here is what happened since I posted: 4 hunters level 2-4 sitting in forest attacked across a river by 4 level 1 frostlings. One hunter died. The remaining 3 had no new experience, no damage. Any one of the 4 hunters would have had an extremely high chance of attacking successfully, so it is hard to see how the loss of a hunter would have come about if the best remaining attacker had been used.

Clearly, though, this does not always happen, not by a long shot. I often see the experience distributed deep into the stack.

Nor am I sure whether this is a good or bad thing, if that is how it is designed.
 
Was your hunter promoted with skirmisher? It increases the chance to defend the stack. It might cause a wounded unit to defend even if it has bad odds of winning. Or then you just got unlucky. Could be one of those 99% combats where rng decides to screw you.
 
I am quite new to Fall Further and enjoying it greatly. For me, the most dramatic change is the vastly increased intelligence of the barbarians. It is not at all uncommon for bands of, say, orcs and frostlings to pursue a wounded explorer across the map, plus make pretty good tactical moves to cooperate with other available barbs to corner the explorer.

playing my first game of ff. poor larry playing the part of scout got cornered by wild treants. i couldn't believe how they homed in on him :sad:

still, my initial impression is that i can really lose a lot of hours to this game. great job :goodjob:
 
One thing you'll see is an AI cheat with them being able to see the whole map while you normally can see only a few tiles around you.

If you want to have some fun, take a unit with more than 1 movement pt. and let an enemy unit chase you all around the map. He will always know where you are going because he can see your unit's movements.

Also, I've noticed many times now the AI has an uncanny knack for spawning barb groups in the right place, at the right time - e.g., right next to your wounded unit. ;)
 
If you want to have some fun, take a unit with more than 1 movement pt. and let an enemy unit chase you all around the map. He will always know where you are going because he can see your unit's movements.

I had a situation like this playing as the Balseraph. Hippus' were my neighbors and I was seriously pissing them off with Loki causing disorder in their culture-less cities, until finally they declared war. I should have been dead to rites, yet the Hippus horselords decided to chase Loki and his puppets all over the map, never coming close to my cities.
 
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