FfH2 0.13 Balance Recommendation

ChaoticWanderer said:
another kuriotate problem maybe if you build a settlement that gets overlaped by another city the settlement thats only suppose to work one square can now work outside that one square loop. So like in my game in island not alot of opening room so i jsut made so settlements to grab resoruces outside my cties present range of three squares then the cities grew and the settlements where then connected to the cities and could work the extra squares.

Has my explenation confused anyone hope not


Right now settlements can work all tiles like a normal non-kuriotate city when they get them into their cultural radius (obelisk) i would prefer if we only let tehm work the inner ring, but well see. The last word about settlements is not yet spoken.
 
I had a city with a Harlequin defender with Subdue Animal. The AI attacked with a stack of 8 summoned tigers, and I gained 8 new kitty cats.
 
Well all weekend I have played grigori on emperor, emp is allways hard and depends a bit on luck (good start resources, neighbors etc.) at least for me it does but I did nto have a sing game where I did very well, I might be holding on above last place but I never got to a point where I could pull a come from behind move, just hang on to my small empire and try to turtle up with my adventurers.

Maybe my skillz are not leet enough or maybe I needed to make it past turn 400 but in general I got my ass handed to me. I should note that I am a wuss so if I am losing I dont usualy fight to the last city or anything just as when I am winning my a big margain I quit.

So yeah, do they get great later or is it just a 'hard' civ? They don't get any non-adventurere hero right? They are cool and allow a fun flexibility but unlike the other heroes they cannot get you out of a tech-imbalanced war since even a level 10 axeman can still get killed by a crosbowman.

By comparison playing malakim I usualy went for order (version .12) and got the order hero and the caster one from fanatasicm and was abel to hold of tech superior foes because the heroes had a lot of oomph.

I suppose you could do a decent early rush with your first edventurer and carefuly chosen first techs to take a city or two from a neighbor but with the spiders and such I rarely saw a neighbors cities till they had decent defenders.

So yeah, don't know that they are busted but I sure didn't find the trick to dealing with their negatives at this difficulty level. The bonuses the religions get at just very very strong.
 
This mod just keeps getting better and better. You guys are awesome and I really appreciate your hard work with both the mod, but also taking the time to reply to rookies like me and my suggestions/issues.

Here are a couple of things that came up playing as Flauros/Calabrim on a huge panagea map on noble with raging barbs:

1. There are two civs (Charadon and Jonas) with the BAR trait. How does the 50% rule work in this case? The reason I say this is because they are far and away ahead on points from the next civ - me, but the barbs have not declared war on them. Maybe it should look at the next civ not with the BAR trait.

2. In yr. 120 one of Jonas' units a WORG RIDER showed up outside my civ while I was getting pounded by barbs. Think about it...isn't this a bit early to have a Worg Rider? He cannot do the combine with a wolf trick because he cannot capture a wolf. To get Horseback Riding, a stable, build the rider and show up on the other side of the map in yr. 120 seems odd. Maybe a goodie hut would help, but I still think it would be tough to get a Rider that soon.

3. I started getting an onslaught of barbarian chariots around yr. 735. This seemed a little early to me and I certainly had nothing with which to deal with them yet in terms of power or movement. I did have horsemen, but not strong enough and the bonus against mounted units didn't help my Moroi that much. Maybe they should come a little later. Interestingly, in this game not too many Lizard men or Orc Axe men - just chariots.

4. I think the Treants helping out in Leaves civs might be a bit too much. I have Leaves and they are great in helping defend against invading barbs. But, they show up almost every turn, sometimes more than one at a time. I have not attacked another Leaves civ, but I am guessing that will be annoying if faced with this many Treants.

5. I think one of the great moments in FFh for me was the first time I witnessed my captured Giant Spider attack a barb goblin. First, he projectile vomits on him something that looks like cream of mushroom soup, and then proceeds to tap on the poor goblin's head with his front legs until he is dead. Great stuff, but....

I have found the first annoyance with this mod in this version.

I am in the heat of battle with Basium and I get this message "A Dancing Bear and a Giant Spider Have Escaped." OK, that's pretty neat. Get a ranger to capture them again and put them back in their carnival pens. However, this stopped being fun on the 5-6 time as it repeated every 10 - 15 turns/years. One escape is enough, thank you. :D
 
Is there anyway to replace "archer of the leaves" with "elven archer" once the play is able to build them on a city-to-city basis?

If its not feasible to swap Elven Archer for Archer of the Leaves then you should atleast change something other than cost about them. I'd actually prefer cost to be the same but for the Elven Archers to move faster or something.

It just feels kinda "eh" having two archers that are exactly the same.
 
Sarisin said:
This mod just keeps getting better and better. You guys are awesome and I really appreciate your hard work with both the mod, but also taking the time to reply to rookies like me and my suggestions/issues.

Here are a couple of things that came up playing as Flauros/Calabrim on a huge panagea map on noble with raging barbs:

1. There are two civs (Charadon and Jonas) with the BAR trait. How does the 50% rule work in this case? The reason I say this is because they are far and away ahead on points from the next civ - me, but the barbs have not declared war on them. Maybe it should look at the next civ not with the BAR trait.

2. In yr. 120 one of Jonas' units a WORG RIDER showed up outside my civ while I was getting pounded by barbs. Think about it...isn't this a bit early to have a Worg Rider? He cannot do the combine with a wolf trick because he cannot capture a wolf. To get Horseback Riding, a stable, build the rider and show up on the other side of the map in yr. 120 seems odd. Maybe a goodie hut would help, but I still think it would be tough to get a Rider that soon.

You dont have to own the wolf to do the combine trick. Its the orcish version of hunting, so they can get very early worg riders.

3. I started getting an onslaught of barbarian chariots around yr. 735. This seemed a little early to me and I certainly had nothing with which to deal with them yet in terms of power or movement. I did have horsemen, but not strong enough and the bonus against mounted units didn't help my Moroi that much. Maybe they should come a little later. Interestingly, in this game not too many Lizard men or Orc Axe men - just chariots.

4. I think the Treants helping out in Leaves civs might be a bit too much. I have Leaves and they are great in helping defend against invading barbs. But, they show up almost every turn, sometimes more than one at a time. I have not attacked another Leaves civ, but I am guessing that will be annoying if faced with this many Treants.

The chance is 5%, 15% if the nearby city has a shadowed vale in it.

5. I think one of the great moments in FFh for me was the first time I witnessed my captured Giant Spider attack a barb goblin. First, he projectile vomits on him something that looks like cream of mushroom soup, and then proceeds to tap on the poor goblin's head with his front legs until he is dead. Great stuff, but....

Thats webbing. :)

I have found the first annoyance with this mod in this version.

I am in the heat of battle with Basium and I get this message "A Dancing Bear and a Giant Spider Have Escaped." OK, that's pretty neat. Get a ranger to capture them again and put them back in their carnival pens. However, this stopped being fun on the 5-6 time as it repeated every 10 - 15 turns/years. One escape is enough, thank you. :D

Hmm... I haved the chance with version c (from 20 in 10000 to 10 in 10000). It sound like I may need to do it again. Its supposed to happen in 1 out of 5 games, not 5 times a game.
 
Kael said:
Hmm... I haved the chance with version c (from 20 in 10000 to 10 in 10000). It sound like I may need to do it again. Its supposed to happen in 1 out of 5 games, not 5 times a game.

Determine on turn one how many times (the higher of 0 and 1D6-4, maybe?) a beast escape may happen for each player. Then test for an escape only if that number hasn't been reached yet?
 
Kael said:
Hmm... I haved the chance with version c (from 20 in 10000 to 10 in 10000). It sound like I may need to do it again. Its supposed to happen in 1 out of 5 games, not 5 times a game.

Unless there is a code bug this is fine, if someone gets unlucky it's just one of a thousand unlucky things that can happen to you in Civ.

In my last game I had an escape for the first time, I re-nabbed it right away so I did not see: does the animal then stand in the same spot and not attack like when cultural borders get them? Does it rampage? I would think rampage or run for the nearest open square would be best if it possible to get the ai to do that.
 
drjones said:
Unless there is a code bug this is fine, if someone gets unlucky it's just one of a thousand unlucky things that can happen to you in Civ.

In my last game I had an escape for the first time, I re-nabbed it right away so I did not see: does the animal then stand in the same spot and not attack like when cultural borders get them? Does it rampage? I would think rampage or run for the nearest open square would be best if it possible to get the ai to do that.

With "C" they rampage.
 
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.

My experience is that it is too early. I've seen Education discovered prior to turn 10 in a couple games. Because it is so early in the tree, it is possible to have it get popped from a hut.
 
Janusi said:
Just tried the Balseraph once again and I noticed that Acrobats, unlike Hunters, can't carry a bird. Why is that?

ITs a mistake, it will be fixed in patch D.
 
Just played as Kurioates with Fellowship of the Leaf. Two Problems:

- Bloom works on improved tiles - after some time you have ancient forests with mines, towns or farms. This even works on Ressources and leads to very very powerful tiles.

- It's possible to sneak tempels into settelments with priests. Very powerful combination with the spiral minaret.
 
Frozen-Vomit said:
Just played as Kurioates with Fellowship of the Leaf. Two Problems:

- Bloom works on improved tiles - after some time you have ancient forests with mines, towns or farms. This even works on Ressources and leads to very very powerful tiles.

I am compaling about that for ages..


- It's possible to sneak tempels into settelments with priests. Very powerful combination with the spiral minaret.

not powerfull at all. This gold from the minaret is calculated in the settlement and mutliplied there by the nice factor of 100%-100% = 0%. So no gain for you.
 
K, players wont be able to bloom on improved tiles in patch D.
 
Balance recommendation: Allow Kuriotate settlements a slight (10-20%) amount of science. Even with as many Villages as I could support with my 3 core cities, all with libraries, etc, there was no way for me to even come close to competing for techs around the 4000 to 8000 cost level on a huge Pangaea map. I got a huge head start in the tech race, pulling no less than 6 techs out of huts early on, being the first to found Kilmorph and the Order - but by around turn 200 I was hopelessly behind in the tech race.
 
Ive noticed that you cannot capture workers that are in cities and when you attack them on the map, they appear at the spot where your unit originated. This allows any near by enemies to take it away the next turn and it flees...
Also when I took over a barbarian worker, it wanted to heal for 4 turns to get back up to full strength?

Were spiders supposed to get their own cage in the carnival? And did you want animals to have the ability to get city raider?
 
soibean said:
Ive noticed that you cannot capture workers that are in cities and when you attack them on the map, they appear at the spot where your unit originated. This allows any near by enemies to take it away the next turn and it flees...

I want to make a global capture function (right now there is different code under each way to capture a unit). When I do that I'll try to put the captured unit with the attacking unit if possible.

Also when I took over a barbarian worker, it wanted to heal for 4 turns to get back up to full strength?

Ill take the damage off of the worker.

Were spiders supposed to get their own cage in the carnival?

They dont require a carnival. A spider pen doesnt provide happiness and culture, instead it produces silk.

And did you want animals to have the ability to get city raider?

Yes.
 
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