1. Firaxis celebrates the "Asian American and Pacific Islander Heritage Month", and offers a give-away of a Civ6 anthology copy (5 in total)! For all the details, please check the thread here. .
    Dismiss Notice

Fall Further 0.51 Balance Discussion Thread

Discussion in 'Fall Further' started by WarKirby, Jul 20, 2009.

  1. WarKirby

    WarKirby Arty person

    Joined:
    Jul 13, 2006
    Messages:
    5,317
    Location:
    Glasgow, Scotland
    Instead of just for defence, would it be possible to flag a unit as "inadequate defence", so that it will do defensive duty, but the AI will see that it's not fit for that job (ie, a scout), and will make replacing it with something better a top priority.
     
  2. far_wanderer

    far_wanderer Prince

    Joined:
    Dec 20, 2008
    Messages:
    454
    This was my thought when I saw the scouting command promotions as well. On a related note, Commanders can't be Hasted either.
     
  3. WarKirby

    WarKirby Arty person

    Joined:
    Jul 13, 2006
    Messages:
    5,317
    Location:
    Glasgow, Scotland
    oh, and scion commanders don't get hauntstalk in haunted lands.

    Such are the myriad problems of adding a new unitcombat.
     
  4. far_wanderer

    far_wanderer Prince

    Joined:
    Dec 20, 2008
    Messages:
    454
    Xienwolf: back on the subject of a civilopedia upgrade, one MAJOR thing that is lacking is a display of the damage limit for ranged units.
     
  5. xienwolf

    xienwolf Deity

    Joined:
    Oct 4, 2007
    Messages:
    10,589
    Location:
    Location! Location!
    That would be of some considerable use. Do you think it would look good placed next to their strength? ie - 6 :strength: (90%)

    Obviously if ranged it would be the ranged symbol, but I would also set it up for the melee. Hrm.. actually it would be easier to do as: 6 (90%) :strength: come to think of it.
     
  6. far_wanderer

    far_wanderer Prince

    Joined:
    Dec 20, 2008
    Messages:
    454
    That sounds far better than what I had been thinking of, which was just to add it into the box with all of the other info in it. Putting it right next to the strength icon like that would be easy to see and (hopefully) intuitive to figure out as well.
     
  7. Andvare

    Andvare King

    Joined:
    Sep 14, 2007
    Messages:
    788
    Holy Malakim nerf Batman!

    Seriously, they weren't quite balanced, but now it's back to the ol' days were Malakim don't really benefit from deserts. Plains are always better (except for next to rivers, them floodplains are good). No more massive terraforming, which I find a bit sad, as that was one of the fun things with Malakim.
     
  8. Lemminkäinen

    Lemminkäinen Warlord

    Joined:
    Mar 3, 2008
    Messages:
    111
    The random event that gives you a Great Prophet for fifty gold is insane. Seriously. I got three Great Prophets in my last game before I had researched Ashen Veil and I was almost beelining it (got Mining and Writing as extra) as the Infernals who have crazy tech rate.

    Another thing is that the Austrin expedition is far quicker to make than Settlers after some point in the game. As it is far better than making Settlers, perhaps that should be looked at.
     
  9. Monkeyfinger

    Monkeyfinger Deity

    Joined:
    Oct 24, 2006
    Messages:
    2,002
    Yeah the Malakim should really get the final stage of the bedouin sit back. Right now, they're worse than plains cottages, take longer to build, and cost money to build.

    If they were viable again, it might once again become worth it to make a 3x3 square of desert with an oasis in the middle.
     
  10. Breez

    Breez King

    Joined:
    Oct 17, 2008
    Messages:
    924
    That is not typical. You hit that one in a thousand game.
     
  11. Lemminkäinen

    Lemminkäinen Warlord

    Joined:
    Mar 3, 2008
    Messages:
    111
    True that, but a Great Prophet for fifty gold is still completely insane. Who in their right mind wouldn't take it?
     
  12. Iceciro

    Iceciro Special Ability: Decimate

    Joined:
    Jul 12, 2006
    Messages:
    1,944
    Location:
    in ur empire, takin ur cities
    Someone who didn't put any effort into maintaining a treasury balance.

    I could see the cost escalating as the game goes longer, though. 50 gold is a lot more at turn 25 than turn 250.
     
  13. Lemminkäinen

    Lemminkäinen Warlord

    Joined:
    Mar 3, 2008
    Messages:
    111
    Still, if you have the 50g you are going to buy the Prophet. Doesn't seem like a fair price if it is a complete no-brainer.

    That would be a very welcome addition! OTOH a settled Great Person is far more beneficial in the beginning stages so the Prophet is a very, very powerful thing to get on turn 25.
     
  14. far_wanderer

    far_wanderer Prince

    Joined:
    Dec 20, 2008
    Messages:
    454
    Why is there a single option that produces either blighted forests or Daikonos? Why not make a separate option for each?
     
  15. WarKirby

    WarKirby Arty person

    Joined:
    Jul 13, 2006
    Messages:
    5,317
    Location:
    Glasgow, Scotland
    The point is HAVING that 50 gold. The event happens at a stage of the game where your income is zero (jotnar aside) unless you lower your science slider. There is the tradeoff, and why it's not a no-brainer.
     
  16. Lemminkäinen

    Lemminkäinen Warlord

    Joined:
    Mar 3, 2008
    Messages:
    111
    Well I usually have some money from huts/dungeons/random events. Honestly, I have the 50g in 90% of the cases when I get that event.
     
  17. readercolin

    readercolin King

    Joined:
    May 7, 2009
    Messages:
    604
    On the note of commanders. Right now I find them fairly useless. It seems the only way to level them up even somewhat quickly is to take, spam warriors, and throw them at the enemy until some of them finally win. Then you get another GC before your first even gets 2-3 levels. The whole processes is annoying and repetative. The only one that this isn't the case is the bannor, and even then its a bit... meh.

    Overall, I see the GC system as having a lot of potential, but at the moment I don't like how they are implemented. I'll see about changing them once I get my amurite enhancement working.

    -Colin
     
  18. 2Hydroclopse

    2Hydroclopse Warlord

    Joined:
    Jul 11, 2009
    Messages:
    119
    Not knowing the statistics and data for fall further is an obstacle for making balance calls; but, I think peaks are to dangerous/underpowered.

    Not only do peaks waste a square of your workable cross, but they also have a decent chance of making a volcano.

    The occasion that prompts me to post this would be when I had built a city with two peaks in it's workable cross. Within 50 turns or so, both of the peaks turned into volcanoes, they were the non-damaging versions, but the increased chance of damage was a bit upsetting.

    Perhaps if there were a practical event. For instance: "Dwarfs have infested one of your mountains! +1 commerce +1 hammer" or something.
     
  19. UNIT 666

    UNIT 666 One of Many

    Joined:
    Mar 7, 2008
    Messages:
    340
    Location:
    Classified.
    Volcanoes are something other than cosmetic?

    But, with peaks, you trade off a workable plot for UNPARALLELED PROTECTION. The Orbis 'Expert Miner' Trait (gives yields to peaks) was a nice addition, though. So was mushroom mines. For your yield wants, though, acquire specialists for the city.


    I beg to differ.
     
  20. 2Hydroclopse

    2Hydroclopse Warlord

    Joined:
    Jul 11, 2009
    Messages:
    119
    Hm, I know in FFH2 volcanoes[started off as normal peaks and] occasionally damaged your city or blew up nearby improvements, its possible that is not the case in FF. (Drat my unknowledge.)
     

Share This Page