Fall Further Plus

in normal civ the sea resources seem quite balanced to me.

it's expensive at first to get them going as fishing boats require additional hammers instead of being able to work tiles from gamestart to end. so they have to provide a certain benefit or arent worth it to be built.

comment on current yields:

fish is ok as it is. its comparable to unirrigated corn and wheat which is one of the best improvements but it provides 2 more gold. with lighthouse its like pig or irrigated wheat (best yield)

crabs are ok with +2 food. not that weak and still useful for your healthproblem.

now the 3 really weak improvements come.

clam: without the lighthouse its a 3-food field after spending 30 hammers on it. this is like an irrigated aggrarianism, aristocracy-farm. while on land your worker will be able to improve every other tile around this one to a clam-like field u usually have at most 2 sea ressources for one city. so these sea ressources really have to make up for those weak fields around them in almost every case.

pearls: useful to increase happycap at start and one more for every trading partner u have. the field itself is 2 food 6 commerce with an investment of boat and lighthouse. the yield is good, like a town-grassland. still the fields around it are 2 food 2 gold.

shrimp. 2 food 5 gold. not even integrated in the fishing corporation although it's food. weak weak weak. even a dyeplantation is better without needing 30 hammers. both are available at the same time but u will already have a worker when u can improve the plantation

various possible suggestions:

optics +1 food yield for every fishing boat tile (like sanitation for land)

make shrimp very rare so its health bonus becomes something special

increase the gold yield on shrimp by 3 or 4 to 8/9 gold. then its comparable to gold/gems and add shrimp to harbor and corp

make fishing boats grant a chance to nearby tiles to receive the reef improvement that grants +1 hammer

create a common event that creates a pirate cove on a sea tile. this doesnt weaken lanun but improves the usefulness of seas to every other civ. if u have 2 or 3 pirate coves in 1 game its not like the lanun lose their uniqueness

grant the smugglers port a chance of 25 % to create a pirate cove boat upon construction (can only create the pirate cove improvement or some non-lanun pirate improvement)

clam could be buffed to 1 food,hammer,gold

mby i'll have some more ideas today :lol:
 
Well, volcanic ash does cause lots of lung problems. If I were to do it, it would cause unhealth initially but later on provide increased yields around it... Though those would be temporary as well.

You could use the ImprovementUpgrade fields to have 2 different Volcanoes (which upgrade to each other), both show the same image, one is "Dormant Volcano" and the other is "Venting Volcano." Dormant volcano could be set to be an irrigation source (I'm not sure if there is a tag to allow that directly on improvements, or only via Techs discovered, so might need some DLL tweaking, but quite possible, though providing irrigation directly to the adjacent tiles would not be quite as trivial), and Venting volcano could be set to cause some disease. In both cases I would remove the need for any feature at all under them. I'd say have a 5 turn venting with VERY large health penalties, and then a 25 turn Dormant period. You could also enable the onImprovementBuilt callbacks or write a special python call to allow yourself to set a random duration for the dormant period (or new tags in ImprovementInfos which allow you to define a range for upgrade time and some number in that range is selected when the improvement is generated. Might be nice to have some variability on more things than just this, like Epic Lair re-exploration...)
 
If you think the undead d'Tesh don't need a Medic-type unit, please go to war with the Sheaim. Those Pyre Zombies cause plenty of exploding damage that takes even very strong units a long time to heal without someone/thing to aid the healing process.

The other thing is am I missing something or are the d'Tesh also without a unit that can detect stealth? They don't seem to be able to build the birds and obviously cannot built the holy building for Empyrean.

And, far wanderer you were right. I am playing with Lord d'Tesh as the leader and I cannot build theaters. It appears that the d'Tesh cannot get any bard specialists until they adopt Liberty.
 
Here's a random question... Why in FF the Erebrus (sp?) map has extra options like whether or not to have it be cylindrical, toroidal, or flat, but in FF+ those options are gone? The Erebrus map is my favorite map, BUT I do not like playing on a flat map, in FF I just changed the settings to cylindrical. I guess what I'm asking is, Does the FF+ Erebrus map auto start flat like in FFH standard or does it start cylindrical like FF?

Also, on subject, the amount of mountains option is also not there, not a big deal but I was wondering why the absence of such a feature. Love the modmodmod btw
 
Couple small balance/bugs with the Mechanos; Ferris is not tagged as a gunpowder unit and thus can not get Corned Powder and the Mechanos have no way to dispell magic so they can not reset mana nodes (mostly a problem with the wild magic option).
 
Yes, all their Adeptus and Techpriests get dispel magic at Divination, or Alteration for free.
 
Ah, ok, I never saw that listed anywhere so I havent bothered to research those, thanks.

Hawks seem to be removed from everyones build lists, is that intentional?
 
Something is causing a CTD, no python error or anything. Reloading seems to prevent it for a few turns.
 
wait ... so all adeptus auto gain the promo upon alteration? or it just allows the promo to be bought?
 
I apologize if these have been mentioned, but here's a couple of possible bugs that I've noticed;

(1) After exploring some ruins, I received a message about disturbing some lizardmen. However instead of spawning lizardmen, it spawned Wild Trolls.

(2) Giant Spiders and Baby Spiders are invisible/stealth.
 
I apologize if these have been mentioned, but here's a couple of possible bugs that I've noticed;

(1) After exploring some ruins, I received a message about disturbing some lizardmen. However instead of spawning lizardmen, it spawned Wild Trolls.

(2) Giant Spiders and Baby Spiders are invisible/stealth.

Yes, the Lizardmen were more or less replaced by Wild Trolls and the description of the event should be changed. You will see the occasional Lizardman barb pop up if you do some terraforming.

I agree with your second one as well, but I think that is the way it is supposed to be. Maybe the Baby Spiders were not invisible at one point, but they are now.

I'm just figuring out how to detect stealth/invisible units other than spiders (the recon line will do that). Shadows, for example, are doing a number on me and I don't know how to see them playing as d'Tesh.
 
I apologize if these have been mentioned, but here's a couple of possible bugs that I've noticed;

(1) After exploring some ruins, I received a message about disturbing some lizardmen. However instead of spawning lizardmen, it spawned Wild Trolls.


Nice surprise huh?
 
wait ... so all adeptus auto gain the promo upon alteration? or it just allows the promo to be bought?

It's not promotion related. They just gain the spell as soon as you discover the tech.

Adeptus/Techpriests have a couple of such spells. they're essentially exact copies of the arcane spells (note, copies, not the same ones) with different requirements specific to them. Divine promotion, Mechanos race, and a tech prereq. All four of the mana node techs give new spells to your techpriests, so research them all. Techpriests can cast vitalize with the right tech, even.
 
stacks of 5 trolls in turn 100 makes it impossible to expand because u cant guard your cities. and having 3 to 4 units per city is just too much. at least lizardmen had penalty attacking cities. i just lost 2 of my 5 cities to trolls because i couldnt build units fast enough
 
stacks of 5 trolls in turn 100 makes it impossible to expand because u cant guard your cities. and having 3 to 4 units per city is just too much. at least lizardmen had penalty attacking cities. i just lost 2 of my 5 cities to trolls because i couldnt build units fast enough

Are you talking about warriors? Because from my experience FfH isn't a game where you can expect a border city to survive if you don't have 3-5 warriors guarding it.
 
i've played normal ffh,orbis,FF, and ff+ pre trollspawning so far. u could defend your cities without stopping expansion. now u have to guard every city with 3 bronze warriors and after 100 turns u are not even always having copper and your cities get stomped in. its ok for me if this happens from time to time but it happened the last 6 or 7 games i started.

also try to play an islandish map with small islands and try to land enough units in turn 150 to defeat 5 wild trolls because of my 10 islands nearby 8 were occupied with 5-7 trolls each

3 of them or maybe 4 are ok but 5 are too hard to play against imho
 
It's an issue that will be fixed next release, thanks to Vermicious. Trolls don't have a tech requirement, which I forgot about, so they spawn from the beginning. Next version, all Jotnar units will have their own unitclass (prevents the Conqueror leader from upgrading axemen to Giants...), so the barbs will have a UU for the Troll that requires hunting. They'll also have Lizardmen back, so you should see some of each.

@Xienwolf - I actually thought about something like that right after I had posted. :lol: I'm giving it serious thought... Probably going to try it.

@Sarisin - Their mages will be getting a medic-type promotion. :goodjob:
 
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