Ladies and Gentlemen!!! Fall from Heaven has Evolved!!
Played a 3 player game on Evolve the other day, first completely stable MP game with more than 2 players since the Gamespy servers closed down a few years back.
Now, we had tried Evolve before that, but due to excessive traffic, people were kicked off of the program et al to make room for paying users.
Well now, thanks to updates with the Evolve's programming (likely) plus a shift towards the new Evolve 2.0, the new Holy Land for FFH2 mp gamers has formed!!!
Now - it must be noted that *if all players use steam version* that they can just use steam multiplayer sure ... but!! Most, or rather about half, of the FFH2 players I know don't use steam versions, so that would be a poor solution indeed ... and without reliable servers, hamachi can only support 2 player games, as has been my norm for the last 2 years (with exception of buggy evolve games about 2 years ago). Private Servers with strange access algorythms didn't seem very practical, especially for a large number of players, and ultimately the FFH2 Multiplayer scene dwindled into a shadow of its former self.
But I can say that a NEW ADVENTURE has begun! One of daring, bravery, diplomacy, subterfuge, and MAGIC!!!
- lately we have been playing based off of a small modmod I made of EMM 5.1, but all versions are welcome!
- we have played according to a wide variety of settings, mostly random maps, but pre-made ones as well!
- lastly we need you! to join the fight! Help save Erebus, or help destroying it in the AMAZING ADVENTURE awaiting at the Computer nearest YOU!!!!
(Warning: Tasunke Gaming Community is not responsible for any Death/ Dismemberment/ Lack of Sleep/ and/or loss of social skills, please be advised)
EDIT!!!!! NEW Patch as of 2/23/2017 .... new XML does lots of changes, including primarily Bannor related ones.
Balseraph arcane/priest units now start with Schizophrenic .... read the Civilopedia to find out what that means!
Partial Changelist:
Galleys (transport) and Tririme's unlocked at Fishing
Sloop of War and Caravel (transport) unlocked at Sailing
Frigate and Privateer unlocked at Optics
Ship of the Line (14 str) and Transport unlocked at Astronomy
First Rate (18 str) unlocked at Blasting Powder
-> this was my first set of changes and I really think it helps to balance the water dynamic
Bannor Crusade (+50% instead of +25% unit production) - has yet to be tested, was planning on testing this weekend.
Caste System - unhappiness removed
Theocracy - added -40% number of cities maintenance
Sidar -25% XP needed/ +10% science, Ancient Council replaces Elder Council, with 1 slot for each secular specialist and +40% GPP growth (has yet to be thoroughly tested)
Sheaim get Summoner as a Civ Trait
Amurites get Arcane as a Civ trait, Dain is Philo/Ingenuity and Valledia is Org/ Sinister
Amurites get a defender leader, Defender gives Guardsman and Mob1 to Archers, Dbl speed Walls and Archery ranges
Walls give +2 archer XP, Dungeons give +2 melee XP, Forges give +2 Mounted XP, Monastary (religious law) gives +2 disciple XP, Castle (Engineering) gives +2 siege XP
Classic "Defender" renamed to Tribal -> gives homeland to all units, as well as Dbl speed Elder Council, Pagan Temple, and Palisade.
Elohim get Spiritual as a Civ Trait -> Einion logos is now Philo/Defender
Balseraphs get base +40% culture and +1 happy, and their caster units are immune to enraged b/c they are already perfectly well grounded in their Insanity (meaning they are the only Civ which can handle quite well Asylums in all their cities) - will still give occasional martial units the madness though
Balseraphs get Slaver as a Civ trait, Slaver also grants Subdue animal, and the units affected have been reduced to Melee, Recon, Archery, and Mounted (the martial unitcombats, best for catching slaves, and animals)
Weevil Pickle Hyde gets Slaver replaced with Savage.
Immortals and Chief Ogres req. Lv 5, Skulds req. Lv.4 -- High Priests req. Lv.4
Castle is a walls clone, but with +2 Siege XP, and Bannor get UB Citadel which adds +1 trade route ((Citadel UB will also have -20% maintenance in the next patch))
Monastary is +10% science, +2 culture, 1 sage slot/ 1 priest slot, and +2 Disciple XP
Alchemy Lab gives +10% science, +1 free sage, and +4 Arcane XP
University (at Arcane Lore) gives +25% science and +25% GPP growth
Catacomb Libralus gives +4 Arcane XP
Alchemy Lab Dbl production with Arcane, University Dbl production with Sage
Plenty of new leaders, quite a few now have 5 leaders each (Including Judecca Spi/Agg for Hippus and Calabim) -Volanna still at Spi/Agg but considering changing back to Agg/Exp
Tethira (formerly Agg/Exp) changed to Spi/ Imperialist of Bannor civ.
Bannor gain Valorious Civ Trait (adds Combat 1 + Valor to Melee and Disciple units) and keep Guardsman trait
Villages during Crusade (but only those which reverted from Demagog) only take 5 turns to switch back to Town at Normal Speed, and keep town commerce during the process ---> was done entirely in the XML
Demagogs get freePromoPick, to make up for the fact that they either A) start with nothing, or B) start with other stuff (if built in city) but will disband after the War anyways.
* if have enough Towns, should become excessive at this point to build Demagogs in Cities thanks to the village change, but again the Balance of this has not been tested yet.
Arena is allowed for Doviello as well, may later be replaced by unique UB "halls of Camulos"
Planning on adding "Totem Pole" Monument UB for Doviello which grants +2 xp and a few specialist slots
Nightwatch are invisible recon with Investigate City ability and move rival
Ghosts have move rival
-----
Thus far this should make the following civs fully playable in Multiplayer
Sidar, Grigori, Doviello, Bannor, Calabim, Khazad, Ljos, Svart, Amurites, Sheaim, Kuriotates, Lanun, Mercurians, Infernal, Balseraphs, Illians, Hippus, Luchuirp, and Clan of Embers
I still feel that some work on my part could be done for the Elohim and the Malakim, and I have a few ideas for each but will need to first implement and then test ....
Each Civ is of Course well balanced up to an extent, and Hippus could gain a little Eco without hurting anyone, and perhaps Kuriotates as well (eco not military ... hahaha, freakin Cav rush civs have all the love already)
But I think Elohim and Malakim could have a bit more uniqueness and I will try to include at least the Malakim changes in the next patch .... in the meantime Elohim's universal Spiritual trait should give them a much needed boost (but its still not super unique)
Anyways, as Stated, I still have possible changes planned for Elohim, Malakim, Doviello, Hippus, Kuriotates, and perhaps playing around with Naval Combat a bit more still ..... (and possibly more Esus changes)
I almost forgot, Grigori Citizen's forum gives +25% GPP growth and has 1 slot of each secular specialist (still has the bonus 10% maintenance reduction)
Also, Creation gets a bit of a boost, with growth saving 20% food, and Blessing getting 2 slots each, +25% living unit construction (instead of 20%), and +25% GPP growth rate.
Sidar and Grigori get a 'Good' leader called Statius the Everlasting, which can allow high level units to buy the 'immortal' promotion, which is as you know a 1 time use only.
Grigori taking Statius however prevents him from building Luannotar, which are now at Fanatacism and target Disciple Units first in combat outside of cities. Grigori have an Evil leader in Meresin (Agg/ Mag Resist) and a Good leader in Statius (Serene/ Everlasting) which can build Eidolons and Paladins respectively, but in order to build Luannotar (only way for them to cast inquisition to remove religions) and run the Neutrality Civic, they need either Cassiel or Minister Koun .... who btw, I changed from Org/ Sage to Imperialist/ Sage ... thought he needed a bit of a boost when compared to Cassiel, and since they already have Adventurer guilds they don't really need Org imho.
And the additional XP buildings does make Org slightly less important if I must say so, I welcome any thoughts to all mod changes, in terms of both Balance and Flavor.
I must say, the Catacomb/ Alchemy Lab changes make using the Altar of Luannotar exploit (with Veil Savants) a bit redundant unnecessary, but I will just say that it allows for an optional (and more global) alternative. If you think it is OP please let me know.
I would definitely welcome a test where it is a Magical mage civ with these new XP buildings vs Bannor with new Crusade ... I think it would be an interesting test, even if in the end a lot of it would still come down to Economics.
Played a 3 player game on Evolve the other day, first completely stable MP game with more than 2 players since the Gamespy servers closed down a few years back.
Now, we had tried Evolve before that, but due to excessive traffic, people were kicked off of the program et al to make room for paying users.
Well now, thanks to updates with the Evolve's programming (likely) plus a shift towards the new Evolve 2.0, the new Holy Land for FFH2 mp gamers has formed!!!
Now - it must be noted that *if all players use steam version* that they can just use steam multiplayer sure ... but!! Most, or rather about half, of the FFH2 players I know don't use steam versions, so that would be a poor solution indeed ... and without reliable servers, hamachi can only support 2 player games, as has been my norm for the last 2 years (with exception of buggy evolve games about 2 years ago). Private Servers with strange access algorythms didn't seem very practical, especially for a large number of players, and ultimately the FFH2 Multiplayer scene dwindled into a shadow of its former self.
But I can say that a NEW ADVENTURE has begun! One of daring, bravery, diplomacy, subterfuge, and MAGIC!!!
- lately we have been playing based off of a small modmod I made of EMM 5.1, but all versions are welcome!
- we have played according to a wide variety of settings, mostly random maps, but pre-made ones as well!
- lastly we need you! to join the fight! Help save Erebus, or help destroying it in the AMAZING ADVENTURE awaiting at the Computer nearest YOU!!!!
(Warning: Tasunke Gaming Community is not responsible for any Death/ Dismemberment/ Lack of Sleep/ and/or loss of social skills, please be advised)
EDIT!!!!! NEW Patch as of 2/23/2017 .... new XML does lots of changes, including primarily Bannor related ones.
Balseraph arcane/priest units now start with Schizophrenic .... read the Civilopedia to find out what that means!
Partial Changelist:
Galleys (transport) and Tririme's unlocked at Fishing
Sloop of War and Caravel (transport) unlocked at Sailing
Frigate and Privateer unlocked at Optics
Ship of the Line (14 str) and Transport unlocked at Astronomy
First Rate (18 str) unlocked at Blasting Powder
-> this was my first set of changes and I really think it helps to balance the water dynamic
Bannor Crusade (+50% instead of +25% unit production) - has yet to be tested, was planning on testing this weekend.
Caste System - unhappiness removed
Theocracy - added -40% number of cities maintenance
Sidar -25% XP needed/ +10% science, Ancient Council replaces Elder Council, with 1 slot for each secular specialist and +40% GPP growth (has yet to be thoroughly tested)
Sheaim get Summoner as a Civ Trait
Amurites get Arcane as a Civ trait, Dain is Philo/Ingenuity and Valledia is Org/ Sinister
Amurites get a defender leader, Defender gives Guardsman and Mob1 to Archers, Dbl speed Walls and Archery ranges
Walls give +2 archer XP, Dungeons give +2 melee XP, Forges give +2 Mounted XP, Monastary (religious law) gives +2 disciple XP, Castle (Engineering) gives +2 siege XP
Classic "Defender" renamed to Tribal -> gives homeland to all units, as well as Dbl speed Elder Council, Pagan Temple, and Palisade.
Elohim get Spiritual as a Civ Trait -> Einion logos is now Philo/Defender
Balseraphs get base +40% culture and +1 happy, and their caster units are immune to enraged b/c they are already perfectly well grounded in their Insanity (meaning they are the only Civ which can handle quite well Asylums in all their cities) - will still give occasional martial units the madness though
Balseraphs get Slaver as a Civ trait, Slaver also grants Subdue animal, and the units affected have been reduced to Melee, Recon, Archery, and Mounted (the martial unitcombats, best for catching slaves, and animals)
Weevil Pickle Hyde gets Slaver replaced with Savage.
Immortals and Chief Ogres req. Lv 5, Skulds req. Lv.4 -- High Priests req. Lv.4
Castle is a walls clone, but with +2 Siege XP, and Bannor get UB Citadel which adds +1 trade route ((Citadel UB will also have -20% maintenance in the next patch))
Monastary is +10% science, +2 culture, 1 sage slot/ 1 priest slot, and +2 Disciple XP
Alchemy Lab gives +10% science, +1 free sage, and +4 Arcane XP
University (at Arcane Lore) gives +25% science and +25% GPP growth
Catacomb Libralus gives +4 Arcane XP
Alchemy Lab Dbl production with Arcane, University Dbl production with Sage
Plenty of new leaders, quite a few now have 5 leaders each (Including Judecca Spi/Agg for Hippus and Calabim) -Volanna still at Spi/Agg but considering changing back to Agg/Exp
Tethira (formerly Agg/Exp) changed to Spi/ Imperialist of Bannor civ.
Bannor gain Valorious Civ Trait (adds Combat 1 + Valor to Melee and Disciple units) and keep Guardsman trait
Villages during Crusade (but only those which reverted from Demagog) only take 5 turns to switch back to Town at Normal Speed, and keep town commerce during the process ---> was done entirely in the XML
Demagogs get freePromoPick, to make up for the fact that they either A) start with nothing, or B) start with other stuff (if built in city) but will disband after the War anyways.
* if have enough Towns, should become excessive at this point to build Demagogs in Cities thanks to the village change, but again the Balance of this has not been tested yet.
Arena is allowed for Doviello as well, may later be replaced by unique UB "halls of Camulos"
Planning on adding "Totem Pole" Monument UB for Doviello which grants +2 xp and a few specialist slots
Nightwatch are invisible recon with Investigate City ability and move rival
Ghosts have move rival
-----
Thus far this should make the following civs fully playable in Multiplayer
Sidar, Grigori, Doviello, Bannor, Calabim, Khazad, Ljos, Svart, Amurites, Sheaim, Kuriotates, Lanun, Mercurians, Infernal, Balseraphs, Illians, Hippus, Luchuirp, and Clan of Embers
I still feel that some work on my part could be done for the Elohim and the Malakim, and I have a few ideas for each but will need to first implement and then test ....
Each Civ is of Course well balanced up to an extent, and Hippus could gain a little Eco without hurting anyone, and perhaps Kuriotates as well (eco not military ... hahaha, freakin Cav rush civs have all the love already)
But I think Elohim and Malakim could have a bit more uniqueness and I will try to include at least the Malakim changes in the next patch .... in the meantime Elohim's universal Spiritual trait should give them a much needed boost (but its still not super unique)
Anyways, as Stated, I still have possible changes planned for Elohim, Malakim, Doviello, Hippus, Kuriotates, and perhaps playing around with Naval Combat a bit more still ..... (and possibly more Esus changes)
I almost forgot, Grigori Citizen's forum gives +25% GPP growth and has 1 slot of each secular specialist (still has the bonus 10% maintenance reduction)
Also, Creation gets a bit of a boost, with growth saving 20% food, and Blessing getting 2 slots each, +25% living unit construction (instead of 20%), and +25% GPP growth rate.
Sidar and Grigori get a 'Good' leader called Statius the Everlasting, which can allow high level units to buy the 'immortal' promotion, which is as you know a 1 time use only.
Grigori taking Statius however prevents him from building Luannotar, which are now at Fanatacism and target Disciple Units first in combat outside of cities. Grigori have an Evil leader in Meresin (Agg/ Mag Resist) and a Good leader in Statius (Serene/ Everlasting) which can build Eidolons and Paladins respectively, but in order to build Luannotar (only way for them to cast inquisition to remove religions) and run the Neutrality Civic, they need either Cassiel or Minister Koun .... who btw, I changed from Org/ Sage to Imperialist/ Sage ... thought he needed a bit of a boost when compared to Cassiel, and since they already have Adventurer guilds they don't really need Org imho.
And the additional XP buildings does make Org slightly less important if I must say so, I welcome any thoughts to all mod changes, in terms of both Balance and Flavor.
I must say, the Catacomb/ Alchemy Lab changes make using the Altar of Luannotar exploit (with Veil Savants) a bit redundant unnecessary, but I will just say that it allows for an optional (and more global) alternative. If you think it is OP please let me know.
I would definitely welcome a test where it is a Magical mage civ with these new XP buildings vs Bannor with new Crusade ... I think it would be an interesting test, even if in the end a lot of it would still come down to Economics.
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