Fall Further 0.51 Balance Discussion Thread

And if you really want to axemen rush, Cover is your new friend. Just make sure you're getting XP from something... Apprenticeship should work.

Honestly, mainly what keeps low level archers overpowered/high powered, depending on your viewpoint, isn't their bombard, or defensive strength - it's the guaranteed first strikes that make you unable to kill them with superior numbers.
 
How much exp are great commanders suppose to get from their attached troops? I've played a couple games with bannor (and all their associated promotions) and now one with the Amurites. The Bannor Captains were getting exp just fine (maybe a bit too fast) while my Amurite Commander keeps having his troops rapidly out level him while getting very little exp.
 
Should the demon spawn rate in hell terrain be adjusted by the AC? (Is it already and I'm not noticing?)

I summoned the Infernals around turn 250 in my last game when the AC was in the 25-30 range, and the spawned demons practically eliminated two civs by themselves.

My reasoning behind this is that early in the game, the AC is likely lower, preventing civs from being crippled. It also makes sense logically -> the closer to Armageddon, the more demons.
 
admtanaka, what speed where you playing on? The demons start with iron weapons so they have a good chance of squishing lightly defended civs with bronze or less.
 
thanks everyone for the discussion.

i got the idea.

i believe i was just used to the gameplay - and i didn't want to change my point of view.

but that's what a new mod is like - right?

Play the Game in a different way. That's what i am doing now. And it works fine.

Hopfully the oos issues will be gone soon - and i will have a new favourite?

:)

:lol::lol:
 
Should the demon spawn rate in hell terrain be adjusted by the AC? (Is it already and I'm not noticing?)

I summoned the Infernals around turn 250 in my last game when the AC was in the 25-30 range, and the spawned demons practically eliminated two civs by themselves.

My reasoning behind this is that early in the game, the AC is likely lower, preventing civs from being crippled. It also makes sense logically -> the closer to Armageddon, the more demons.
I know that the rate of hell terrain spread, (as well as where it CAN spread) are dependant on AC

And the barbarian demons, can only spawn in hell terrain. The total number of them allowed in the world is dependant on how much hell terrain there is. So I'd say it is indirectly AC affected.


By the way, the tech level of the demons fairly closely matches other players, as they learn techs from other civs. If one civ has a significant tech lead (probably you) then oemons are going to wipe the floor with the rest of the world, because they'll more or less inherit your tech lead. Demon techs determine what units they can spawn. Like, they need bronze working for pyre zombies, corruption of spirit for diseased corpses, etc. The magic techs also give them a significant number of new unit types.
 
I was playing normal speed/emperor/fractal.

WarKirby explained it pretty well though. That game was unusual because I popped engineering from a graveyard while I was building the Infernal Grimoire. As a result, I used the free tech for Mithril Working really early. It happened to be one of my first games with patch A, so I assumed that was the difference.
 
considering ai:

they dont want to win the game.

isnt there a possibility for them to play depending on their goal to win a game?

with culture victory they could only win by chance, tower of mastery doesnt work at all, luonnotar neither, they stop conquering even on agressive ai when they like each other. right now they only are a threat for 200 turns depending on difficulty. lategamewise they lose all their aggressiveness and thats sad

and also some techpaths are strange. auturus thorne beelining baron duin halfmorn just to let him die 5 turns later
 
In my current game, the AIs first try at taking one of my cities resulting in my getting 3 great commanders. The exp needed per GC could be increased by 50-100%.
 
Maybe I've had horrid luck, but my latest games have been a tad frustrating:

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The Kahd game turned completely ridiculous as in less than ten turns from that they had a stack of well over 20 Archers as well as a couple of stacks of eight Archers each.

I used to be able to play on Emperor but now I'm getting my arse kicked on Monarch by these ridiculous Archer loads. Both times I was declared on, btw and both are at the part of the game where I just got Construction and Clan/Kahd had had Archery for less than 15 turns.

I mean, sure, they don't take my cities, but playing under an impossible-to-break siege is not fun.
 
I noticed the archer issue too, actually. Playing against the elohim recently, one turn they had 9 warriors in the city. Next turn they were all 9 archers.

Getting 600 gold together in the early stages of the game is near impossible. is the AI getting free upgrades or somesuch ?

And archers are pretty expensive at 60 :hammers:, the AI seems capable of building them oddly quickly.
 
I noticed the archer issue too, actually. Playing against the elohim recently, one turn they had 9 warriors in the city. Next turn they were all 9 archers.

Getting 600 gold together in the early stages of the game is near impossible. is the AI getting free upgrades or somesuch ?

And archers are pretty expensive at 60 :hammers:, the AI seems capable of building them oddly quickly.
The same happened in my games as well. Clan had only one city and it was size three, so making that much money should be pretty impossible. Especially while simultaneously keeping up with my Gold Mines and cottages -fueled four cities 90% research rate.

As an aside, changing tech trading to Writing has me constantly struggling to keep up with the AI research on Monarch, which is certainly a new experience (the exceptions were a Hyborem OCC game and a Scions of Patria game where I zoomed past the AIs). OTOH I've never gotten very far in this version with normal-powered civs as the Archer hordes stop me rather fast.
 
I was right about early tech trading helping the AI, wasn't I? I feel that was a great change overall.

But there does seem to be something wrong with the archer situation. Perhaps some testing is needed. it seems like the AI is flat out cheating.

Question: Do you have No building requirements enabled, or not ?
 
I was right about early tech trading helping the AI, wasn't I? I feel that was a great change overall.
Aye. I just wish that they wouldn't demand so much as they have superior military early on... :lol:
But there does seem to be something wrong with the archer situation. Perhaps some testing is needed. it seems like the AI is flat out cheating.
I seem to recall that at least in vanilla BtS the AI gets discounts on upgrading units on higher difficulty levels.
Question: Do you have No building requirements enabled, or not ?
I don't - they need the building.
 
The archer bombardment ability is kind of lame to be honest. It's easily countered with a medic, it makes the event log even more spammy than FF's already is, and makes defensive micromanagement even more micro. Furthermore, when you lay siege to a city full of archers, it's just really annoying.

I think if it removed the archer's defense bonuses or even prevented them from defending, until the next turn, and then compensated with more power, it'd be a more interesting ability.
 
It adds more micro to defense, sure. Without them, defence consists of "put archer in city. end"
And you're ANNOYED by getting shot when you lay siege to a city full of archers? Being cut apart by axemen or bombarded by catapults is annoying too, but that's what they do. Weakening incoming attacers was the role of archers in medieval warfare, which by definition is what most fantasy styles are based upon. The way a bow works is pretty consistent across all mediums. It shoots arrows. and if you attack archers, expect to be shot at.
 
I think the AI sees the Archer's 3/5 as better than an axeman's 4/4 - which may be the problem in totality.
 
The archer rushes are especially ******** against the Sheaim. I realize that Pyre Zombies were overpowered against the AI before but having -40% against archers is crippling to a civ that already has a weak early game. An example: Jonas declares war on me and on an unforested grassland it takes 5 pyre zombies to kill one archer.
 
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