FfH2 0.13 Balance Recommendation

Kael

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Please use this thread to post any recommendations you have for balnce issues.
 
The free tech on Education can come very, very early to a lucky civ. Too early or did we decide it wasn't?
 
woodelf said:
The free tech on Education can come very, very early to a lucky civ. Too early or did we decide it wasn't?

Its a good question, it was initially on writing but I moved it up because it seemed to late. Lets get some feedback from players here as to which one it should be on.
 
Kuriotates currently almost always get Holy Cities for the later religions in a settlement, which utterly screws them. Settlements are barred from getting the Great Prophet wonders and they can't build temples on their own, so spreading the religions is a real problem.

The best solution would just be to block settlements from becoming a Holy City. Admittedly that means a Kuriotate Holy City will always be a core city (something the designers wanted to avoid), but on the other hand even if you allowed temples, acolytes, and GP wonders at settlements, it'd still be very nearly impossible to spread a religion from a settlement Holy City due to how long it takes to build anything with -75% hammers.
 
Since one rarely gets enough mana to build more than four or five mana nodes, I suggest that ai civs value any additional techs that teach mana node construction after the first (or perhaps second) less.
Alternatively, each civ could value one particular tech a bit more to fit thier theme, and the others less than their actual beaker worth. Especially since the ai ain't geniuses with mages anyway.

edit: I was thinking value as in diplomacy, but the same could apply to research goals as well.
 
one general rant:
orthus ... AFAIK orthus is hardcoded to appear in the turn set in the config file (STD: 75). in marathon games that makes him allmost invincible, as almost everyone only has warriors, so in case he spawns near you, you are as good as dead, might it be possible make it dependant upon gamespeed ?
 
Kael said:
Its a good question, it was initially on writing but I moved it up because it seemed to late. Lets get some feedback from players here as to which one it should be on.

I think its too early personally. I liked it in vanilla where its mid game.
 
Perhaps it should be moved sideways to someother tech that no civ starts with. 4 civs get ancient chants as a starting tech. which gives them a huge head start on getting free tech. i believe education is still on same path as a.c. so they would still have the advantage?
 
Should captured animals be able to attack and capture cities? I have 3 Giant Spiders roaming the wild obliterating the AI at this moment. I wiped out the Kuriotates and the Luchuirp already and another civ is close to extinction. This is all on Monarch so I don't think the AI is overmatched.

At first I was thrilled to see them overrun the cities easily, now I'm simply not sure...
 
Nikis-Knight said:
Maybe they could get -25% versus cities or something?

:hmm:, that's doable. :D

This way they could overrun warrior held cities, but not archers hopefully.
 
Are dragons supposed to be melee units? I was quite surprised when my Bambur had 100% combat odds against Acheron the Red Dragon, simply because he had city raider III, Shock II and Combat V.
 
Teg_Navanis said:
Are dragons supposed to be melee units? I was quite surprised when my Bambur had 100% combat odds against Acheron the Red Dragon, simply because he had city raider III, Shock II and Combat V.

Yeah, we were talking about making a new unitcombat, "beast" or "monster" or some such for dragons, the kraken, etc.
 
Another issue with archeron: dragon's are supposed to be immune to magic - but archeron lost 84% from his health to a pillar of flames and was then easy prey.

I would also suggest making the dragons immune to diseases (sorry if they already are).
 
I think all of these are balance vs. bug issues in 0.13. I am playing the elves on a huge panagea map at noble setting and raging barbs.

1. The very first orc spearmen to show up were all level 3 (***). It seems a little early for that - yr. 130. Most later are back to level 1.

2. In the yr 150 I was shocked to see a Worg Rider show up. I think this is too early for a Tier 2 unit to appear. You can handle him if he attacks the city, but with 3 movement points, he can easily take out your improvements. Unless you got really lucky with techs from goodie huts (I didn't), you have nothing that can handle these barb units in the early game.

3. I see we are back to being able to get more than 100 XP just against the barbs again. I have no feeling about this either way, but kinda liked the 100XP cap previously.

4. What's up with Orthus? He showed up quickly with an entourage including a stack of 20 spearmen and goblins. I thought that would be lights out, but here's what he did: systematically pillaged every one of my improvements including the roads. No chance for me to attack him with elve warriors (even with lots of XP) or scouts. Then, strangely, he has just parked himself on a forest/hills square for 20 turns (it is now yr. 185). He has not attacked the city, but it will be impossible for me to build any improvements with him sitting there. It will be a long time before I can get a second city or a unit strong enough to kill him on that tile. I would have to throw my whole army at him, and even that probably would not do the job. I thought Orthus was supposed to head straight for your city and attack, not pull this stunt. :cry: Anyway, this change in AI is smart for the computer, but kills the human player.

5. Has the AI for raging barbs been messed with? They were tough before, but they are insane now on the Noble setting. Can't tell if other civs are getting this kind of intense attack (one is Infernal, so he is free), but they don't have Orthus on their doorstep.
 
I think the Giant Spider is too strong.... in 0.12 i feared bears, but at least I could see them ! In one game one spider destroyed most of my units travelling from one city to another, as they moved out of the border...

The Giant Spiders should appear a little later in the game... Or have a smaller combat value...

I also noted that Orthus stood next to my capital, not atacking me, stood there in a forest fortified, problaby because there werent anything to pillage lol
 
Sarisin said:
I think all of these are balance vs. bug issues in 0.13. I am playing the elves on a huge panagea map at noble setting and raging barbs.

1. The very first orc spearmen to show up were all level 3 (***). It seems a little early for that - yr. 130. Most later are back to level 1.

2. In the yr 150 I was shocked to see a Worg Rider show up. I think this is too early for a Tier 2 unit to appear. You can handle him if he attacks the city, but with 3 movement points, he can easily take out your improvements. Unless you got really lucky with techs from goodie huts (I didn't), you have nothing that can handle these barb units in the early game.

The game doesn't spawn them this early. This is from the AI using the Train Worg Rider ability to make a goblin and a wolf into a Worg Rider. The AI isn't trained to bring them together, so this is a fairly infrequent event but I love that the Ai uses it.

3. I see we are back to being able to get more than 100 XP just against the barbs again. I have no feeling about this either way, but kinda liked the 100XP cap previously.

The 100xp cap should still be there. Maybe you are a raider civ? They would get an xp per combat regardless of the cap.

4. What's up with Orthus? He showed up quickly with an entourage including a stack of 20 spearmen and goblins. I thought that would be lights out, but here's what he did: systematically pillaged every one of my improvements including the roads. No chance for me to attack him with elve warriors (even with lots of XP) or scouts. Then, strangely, he has just parked himself on a forest/hills square for 20 turns (it is now yr. 185). He has not attacked the city, but it will be impossible for me to build any improvements with him sitting there. It will be a long time before I can get a second city or a unit strong enough to kill him on that tile. I would have to throw my whole army at him, and even that probably would not do the job. I thought Orthus was supposed to head straight for your city and attack, not pull this stunt. :cry: Anyway, this change in AI is smart for the computer, but kills the human player.

Thats Chalid's new AI code. The AI now treats its heroes like heroes and wont be throwing them away so easily. Be afraid.

5. Has the AI for raging barbs been messed with? They were tough before, but they are insane now on the Noble setting. Can't tell if other civs are getting this kind of intense attack (one is Infernal, so he is free), but they don't have Orthus on their doorstep.

Nope, I havent changed anythong for that.
 
Kael,

I read the last post about Orthus and his army. That's right...an intelligent barb hero. Chalid's AI is not a gift of gods for players !!! But fun, very fun !!!

You add the Dwarf warrior for Luchuirps. Why not to Khazad ? There are also Dwarf, right ?

The Frog.
 
Hian the Frog said:
Kael,

I read the last post about Orthus and his army. That's right...an intelligent barb hero. Chalid's AI is not a gift of gods for players !!! But fun, very fun !!!

You add the Dwarf warrior for Luchuirps. Why not to Khazad ? There are also Dwarf, right ?

The Frog.

The civ hero for the Luchuirp is BArnaxus, he is a Golem. The Khazad have a dwarf hero, Maros.
 
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