Fall Further - The Original Thread

As the Austrin (patch G), I was unable to build hunting lodges and therefore hunters or the hero. When I went into the worldbuilder to add them manually, I was only given the Sidar hunting lodge equivalent (forget the name...). I added it to the city but still was unable to build hunters.
 
probably not. by the way, 0.33 patch F introduces a bug that disables all the spells that add a building, so you're probably better off with patch E until patch G comes out this weekend.
 
Assassins (Khazad) seem to still target my catapults (Kahdi, poor strength 1 bastards in my cities don't stand a chance).

I really am struggling this game... my proposed ally got Minister Koun, so won't ally with me.
And my main enemies formed a Permanent Alliance and then summoned Basium.

And I have no reagents for Archmages.
 
Played a couple more games with the Mazatl. I seem to remember having read somewhere they still need some fine tuning. If so, I agree. Two comments, closely related.

1 - They rely heavily on jungles, but they don´t have much of a way of controlling their expansion. Plus, jungles can´t spread on already improved tiles (am I right?). So you either wait and hope for them to spread, then you improve, or you improve your cities right away, destroying much of their future potential and their sinergy with Lost Lands. On the other hand their workers´ ability to spring tiles is rather powerful. In my eyes, very powerful but not so useful. Better would perhaps be to have slower terraforming capabilities - some of which maybe accessible through techs - but able to go all the way to jungles. Or?

2 - Lost Lands is a very nice civ. On one hand, perhaps slighlty overpowered - too big production boost from trade routes? - on the other, tied to a feature - jungles - which is one of the "defining" features of the Mazatl but it´s at the same time often largely out of their control.
 
agreed with Aroldo. it would be awesome to have the lizards spread jungle and see surrounding forests converted to jungle a la FoL ancient forests. and lost lands does seem to be overpowered.
 
(Deep) Jungles can spread to developed tiles, it's just very uncommon.

I tend to agree the trade route benefits either need to be scaled down or capped. In my previous game I had several trade routes giving 12 food/hammer/coin (largely due to distance + population), and many more in the 10 range. By the time I finished that conquest game, ~turn 300 on Normal, my capital was up to 55 population and still increasing every 5 turns.

Of course, it's hard to tell whether this actually makes winning easier (e.g. the larger you are, the easier to win) versus only seeming to do so (because by the time you're that large, it's only a matter of time to win anyway).
 
Maybe give the Mazatl a costly ritual resulting in a heavy spread of jungle in their lands or in the whole world. Allows you to force jungle spread but prevents you from running around and spreading jungle manually. Which would be a micro management pain similar to spreading forest in FfH.
 
good point, now that you make me think of it I kinda remember seeing a couple forest tiles turning to jungles in my lizard games. but the point remains imho: a couple tiles in an entire game means that the chance is very very low, raising it to a reasonable level would be cool. forests, we don't need no stinkin' forests :lol:

edit: uh, I really like Jean's idea. that would allow the player to make a choice instead of forcing the jungle spread on him.
 
I like it; a Mazatl ritual that turns all forests in their borders into jungles (that instantly revert into deep jungles).
 
(Deep) Jungles can spread to developed tiles, it's just very uncommon.

Of course, it's hard to tell whether this actually makes winning easier (e.g. the larger you are, the easier to win) versus only seeming to do so (because by the time you're that large, it's only a matter of time to win anyway).

Fair point. Haven´t played enough, so can´t say anything sensible about it.

As for the possible Mazatl ritual, one could rather have a building whose effect is the spreading of jungles in the fat cross of a city. Anyway, I´d be for anything that would spare the player micromanagement nightmares like spreading jungles one by one - à la bloom for FoL.
 
Just as a note, I was playing as the Austrin and somehow I was able to start pumping out Shadow Priests of Agruonns. I'm wondering if it's because the Archos had the Minister Koun effect happen and there were two Archos civs in the game already and something bugged there, maybe.
 
I am sure this is fixed, but I've seen Dural build the Austrin hero.

As the Austrin (patch G), I was unable to build hunting lodges and therefore hunters or the hero. When I went into the worldbuilder to add them manually, I was only given the Sidar hunting lodge equivalent (forget the name...). I added it to the city but still was unable to build hunters.

Will check on both of these - sounds like my favourite brand of typo/lack of typing...

[to_xp]Gekko;7230359 said:
probably not. by the way, 0.33 patch F introduces a bug that disables all the spells that add a building, so you're probably better off with patch E until patch G comes out this weekend.

This fits pretty well with my current plan, which is to wait on Patch G before updating FF. I've not been around much this week due to unexpected work (I ended up teaching full time without much warning so I had a lot of preparation work to catch up on - I was called on to take on the classes 2 days after term started...) Things have calmed down a little now though (hopefully) - so I'll be back to bashing bits of code into submission shortly.
 
Will check on both of these - sounds like my favourite brand of typo/lack of typing...



This fits pretty well with my current plan, which is to wait on Patch G before updating FF. I've not been around much this week due to unexpected work (I ended up teaching full time without much warning so I had a lot of preparation work to catch up on - I was called on to take on the classes 2 days after term started...) Things have calmed down a little now though (hopefully) - so I'll be back to bashing bits of code into submission shortly.

I hope that pupils follow to master and play FfH/FF instead of doing homework:devil::devil:
 
Hey Vehem,

also check the problem with Hippas and the stable issue. I still have to build Ranches to build cavalry. Of course that is such a minor issue compared to how bad ass this mod mod is.
 
hey there Vehem, it's great to see you back on the forums. I was kinda expecting you'd wait for a FFH patch that doesn't introduce new bugs before updating FF, since you already did the same a couple weeks ago with a past patch of FFH... can't remember which one though. :D

the guardian of pristin pass change coming in the next patch is great news, a smart change. no more premature deaths :D

btw, are you planning to include the new version of the flavourmod and Kael's DLL that fixes flame on ice CTD on Vista? the latter being especially important, cuz a gamebreaking bug is probably the worst thing that can happen to a game, duh!

thanx in advance for you reply :goodjob:
 
This fits pretty well with my current plan, which is to wait on Patch G before updating FF.

[to_xp]Gekko;7235003 said:
btw, are you planning to include the new version of the flavourmod and Kael's DLL that fixes flame on ice CTD on Vista? the latter being especially important, cuz a gamebreaking bug is probably the worst thing that can happen to a game, duh!


Both fixed in the DLL we already have made for the next patch. I too am a fan of waiting for G as it is a mere 2 days or so away however :) (plus I might get some free time to toss in a couple of other nice new toys)
 
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