Fall Further - The Original Thread

Oh, thats sad.

So is there no way to help a friend without declaring war on his enemy? (Except gifting money)

Technologies and Bonuses work nicely - I have a habit of donating Iron and various military techs to whichever AI my human rivals are currently fighting against when I play MP games :mischief:

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This one isn't a FF change though - it was implemented in the main mod a while back, though I completely agree with the reasons for doing it.
 
ok, thx for the advice...

Another little question I had playing with Cassiel: How can I get rid of the diseased promotion since the Grigori don't have any priests? Are Mages able to learn cure disease?
 
i have ffh 2 034...the installer says it needs ffh 2 033. does anyone know if you can just copy the ffh 2 034 file then rename it ffh 2 033? or do i just need to wait for the ff update?
 
i have ffh 2 034...the installer says it needs ffh 2 033. does anyone know if you can just copy the ffh 2 034 file then rename it ffh 2 033? or do i just need to wait for the ff update?

Quite a bit was changed between 033 and 034, so you'll need to wait. The FF team decided to wait out patchweek before updating, so it should be out any time now.
 
Just a thought here -- since FF goes through the effort of warning the player of cities about to become unhappy one turn ahead, why not go the extra mile and automatically have the affected city's growth blocked, and then inform the player of the fact? Like this, the player has the option of releasing the city growth manually, rather than the opposite. I would think that in most cases, the players would want to block city growth. This would be more practical for this reason and also because it is easy to miss that little warning message. It would also be very useful to have a small icon appear on top of the city bar, alluding to the fact a city has its growth blocked.
 
Because the "effort" of warning you was just incorporating BUG ;) Adding something graphical would be nifty, but tends to be difficult, but turning on the Stop Growth city governor option ought to be fairly simple. Though I have not looked into doing either one yet, so am basing it on pure conjecture. It would be nifty to do though. Main trick would be avoiding making it a nuisance to players that don't want it to happen, but that would possibly be as simple as adding an option to BUG Options for disabling the feature.
 
Yeah, makes sense. Figured if it were simple, you would have already done it! Making it a selectable option would be best, although I wonder why this feature could possibly be a nuisance to anyone. Having cities go angry just because you missed the pesky message or just plain forgot about it (leave it to distracted players like me to do that), unless I'm missing something, seems like the bigger nuisance. I'm all in favor of automating trivial things if possible. If you could do anything at all with that, awesome! Good luck.
 
nah, unhappiness is way worse than unhealthiness.

the former means you are losing all the yield of a tile, while the latter just means -1 food. but I still find it annoying and like to keep them healthy, so if there was an option to have the city stop growing before becoming unhealthy, I'd be using it. :)
 
I'm working on making unhealthiness be a bit worse, myself. For example, I'm adding a chance for units built in unhealthy cities to be born diseased. Also want to add a couple nasty events that can trigger in very unhealthy cities.

Overall, though, unhappiness is way worse than unhealthiness, and nothing short of a major overhaul of the mechanics will change that.
 
Just besides the important issues, one thing about the upgradable workers.

Since they get experience and promotions, AI players are not protecting them anymore. During war they just continue working, even when I have a huge Army just a tile next to them.

Is there anything that can be done about this?

That explains in the last game I played (I was stuck on a small piece of land w/ Acheon >.<). His barbarian city seemed to send waves apon waves of...
Workers.
I only built one worker that entire game. But I had at least 10 working on my land. Slave labor ftw :D
 
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