inuyashasama
Warlord
- Joined
- Mar 1, 2010
- Messages
- 195
Hi, since you guys took the time to make such an awesome modification for Ffh, I thought I'd post what I think about the game, and my two cents worth of suggestions.
Barbarians
I understand that you never intended to unleash strength 18 monsters on the world from turn one, but there are some other things to consider:
Terrain
All I have to say about the terrain is that everything added was simple and intuitive. A great job.
Mechanos
The Mechanos are an absolute blast to play, and they have a great theme. I don't, however, feel they are balanced in any way.
If the enemy tries to counter attack you can:
Bomb the snot out of them
Load back up and run
Entrench
Repair/heal
If they don't, they're screwed, because nothing will last more than five turns of bombardment from howitzers (cept heroes).
Forts
Aside from the Mechanos, the forts are my absolute favorite addition. Don't change anything about it without careful consideration, it's awesome. Just one thing, why can't my commander create forts? The ability is always grayed out.
Railroads
Can any civilization make railroads, or only the Mechanos? I could swear the kuriotates had them, and that's just... tacky. My personal opinion is that they don't fit in. Instead, I'd suggest changing the name to Mecha Tracks (or steam carriages, or something), give a much smaller boost to movespeed, and make them Mechanos only.
Terraforming
Any way you could make vitalize and growth auto castable?
Once again, thanks for the awesome mod. Despite its few flaws, there's nothing major enough to convince me to go back to FF. Not even close.
Barbarians
I understand that you never intended to unleash strength 18 monsters on the world from turn one, but there are some other things to consider:
- I noticed someone talking about minotaurs in another thread. I just want to say I agree with him, they need a nerf.
- Even if the high strength animals only show up late in the game, they're still incredibly annoying at times. I'd like to suggest an option that turns them on or off.
- An option that just halves the spawn of barbarians/animals and lairs would be great too.
- Archeron is sometimes appearing before even Orthus O.o
- Is the spawing of lairs/forts etc. on top of mountains on purpose? Cause it's really annoying without pact of the nilhorn.
Terrain
All I have to say about the terrain is that everything added was simple and intuitive. A great job.
Mechanos
The Mechanos are an absolute blast to play, and they have a great theme. I don't, however, feel they are balanced in any way.
- Their siege units, especially if buffed with a master siege thingy, can kill units with ranged attack
- The witch hunter's disrupt ability is overpowered, 75% chance to scrub a spell is too much.
- Despite being handicapped by their lack of adepts-archmagi, the adeptus still give the mechanos a decent range of useful spells.
- The dirigible fleets have incredible movement, and can hold a freaking army.
- Despite all this, they still have a decent hero selection
If the enemy tries to counter attack you can:
Bomb the snot out of them
Load back up and run
Entrench
Repair/heal
If they don't, they're screwed, because nothing will last more than five turns of bombardment from howitzers (cept heroes).
Forts
Aside from the Mechanos, the forts are my absolute favorite addition. Don't change anything about it without careful consideration, it's awesome. Just one thing, why can't my commander create forts? The ability is always grayed out.
Railroads
Can any civilization make railroads, or only the Mechanos? I could swear the kuriotates had them, and that's just... tacky. My personal opinion is that they don't fit in. Instead, I'd suggest changing the name to Mecha Tracks (or steam carriages, or something), give a much smaller boost to movespeed, and make them Mechanos only.
Terraforming
Any way you could make vitalize and growth auto castable?
Once again, thanks for the awesome mod. Despite its few flaws, there's nothing major enough to convince me to go back to FF. Not even close.