FfH2 0.13 Balance Recommendation

couple small things

not sure if this is on purpose but werewolf doesnt spread to units in walled cities it spreads fine to unwalled ones just not walled ones

also noticed the worker prob in cities

Should lizardmen be able to become werewolfs? Seems Odd. Maybe a werelizard LOL use same graphics as lizard man but with claws instead of weapons.
 
Chalid said:
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.

Strange, everytime i build a temple my net money gain went up a little bit. But i'm not sure it was always one gold.
 
Frozen-Vomit said:
Strange, everytime i build a temple my net money gain went up a little bit. But i'm not sure it was always one gold.

Maybe that was religion spread? Did you have the holy city wonder built by then?
 
kevjm said:
Maybe that was religion spread? Did you have the holy city wonder built by then?

Yes - but the settlements were already part of the fellowship...
 
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.


I think you wrote in another thread you changed it again, haven't you? Because with p=10/10000=0.001 the probability of having at least one escape in e.g. 500 turns is actually 40%...
 
dreiche2 said:
I think you wrote in another thread you changed it again, haven't you? Because with p=10/10000=0.001 the probability of having at least one escape in e.g. 500 turns is actually 40%...

Yeah, it was 20 out of 10,000 in 0.13b, 10 out of 10,000 in 0.13c and it will be 3 out of 100,000 in 0.13d.
 
AI flooded me with about 20 tigers (I wonder how he got so many?). I used my rangers to defeat and capture them, most of them were level 5 or so, with few combat promotions. When I captured them, they still had promotions, but they were level 1, so they could get their next promotion with just 2 exp. I gave them combat 5 and city raider 3 with just few battles. Well, they are weak anyway so it doesn't matter but I think it isn't right
 
I got attacked by tigers from the Balseraphs, and sent my Assassin (former hunter) to catch them. I can't recall if the idea of letting the Balseraphs breed animals in captivity ever came to fruition. If so, that would perhaps explain the abundance of tigers.
 
I noticed a change in combat today in my game playing as Grigori on a huge Lakes map with raging barbs.

Previously when, for example, a stack of barbs arrived with 6 goblins and 1 orc spearman I would select my warrior to attack. This strategy worked because I was mainly worried about the orc spearman, who mainly wants to pillage improvements, and not the goblins who are weak and easily defeated by city defenders. So, select the warrior, kill the orc spearman and let the goblins attack the city.

Today, I discovered this strategy no longer works.

When I select my warrior to attack, only the goblins are targeted. I have to kill off the 6 goblins in the stack first before I can take down the orc spearman or my improvement is gone.

Maybe the AI was changed, I'm not sure, but I thought the defenders always selected the strongest defender to defend the tile - in this case, the orc spearman, not the goblins.

Is this a fair change, if it is a change having selective defenders by the AI rather than the strongest ones? When my city/stack is attacked, I cannot choose the defender - I think it is automatically the strongest one.

I applaud Chalid (I think he is the culprit) for tweaking the AI as far as attacks go. I have noticed rather than a stack of 15 spearmen and goblins marching against my city to be duly slaughtered, they are splitting into three groups of five and taking out improvements as noted above.

You are a true rat, Chalid!:p

But, what about the issue of having the strongest defender defending the tile?
 
I suspect in your case you had either promoted your unit on shock or the goblins were promoted on shock/combat. This way the gobbos were the stronger defenders (goblins are no melee troops so shock does not work against them)..

For choosing yourself. We modified it that not only the strength defined who defends but so that Heroes and Mages come later in the line (when the strength is equal normal units would defend first) and Summons come earlier to defend.


The AI has not yet been tweacked to change the way it attacks (i have only dealt with the way mages are moved by the AI, but am not yet satisfied with the way they do). But i'm planning on implementing some task force based attack algorithms for the AI farther down the road.

You are a true rat, Chalid!

Thanks for the compliment! You know.. my goal is that experienced games have to switch to Warlord to beat the AI ;)
 
Is there any way to build a priest without the required resource? I had to wait until I built Sphener before I could heal any of my units in my current game. Perhaps if you could also upgrade experienced adepts or could build inferior priests without the resource? Or perhaps move the resource requirement up to high priests, like the arcane units which require reagents.
 
Re the heroes: After a few games on noble, it seems that the Baron is a lot stronger than the other hero who comes with feral bonds. the other one is more mobile and is a fine pillager, but then a horse archer can do that almost as well. Bannor is very strong given how early he comes out; I have twice used him to take out the dragon. and by the time I get Typhoid Mary she hasn't been much use, but then I haven't made a beeline to alchemy.
FWIW I have been much more successful with the elves and dwarves (the non-golem ones) than the other civs; I don;t know whether this is because they are stronger or just because they come with a theme that suggests how to play them, while I dont really understand how to play the others.
 
The upgrade form Adept to mages is a bit fast. You have those 5 XP nearly always when you built them (so you could as well allow building Mages),
Id say increase that to 10XP/level 4.

Then the extra xp you gain on upgrade to mage boost you considerably (especially if you upgrade late) so that you can Archieve an Archmage in reasonable time (level 6 seem ok for them).

But High priests are a pain as Priests do not get the XP boost mages get. Maybe lower the level to lvl 5.
Alternatively increase the XP gain with Channeling II (and later on III).

Some of this will of course be reevaluated when the Mages get free promotions without getting XP. (Btw i have an idea how we accomplish that easily i think )
 
Chalid said:
The upgrade form Adept to mages is a bit fast. You have those 5 XP nearly always when you built them (so you could as well allow building Mages),
Id say increase that to 10XP/level 4.

Not a problem, I'll change it.

Then the extra xp you gain on upgrade to mage boost you considerably (especially if you upgrade late) so that you can Archieve an Archmage in reasonable time (level 6 seem ok for them).

With this change we will need the bonus promotion without a level trick, otherwise the will only be mages for 1 level.

But High priests are a pain as Priests do not get the XP boost mages get. Maybe lower the level to lvl 5.
Alternatively increase the XP gain with Channeling II (and later on III).

Id rather increase the xp gain with channeling 2 and 3. I like that all national units require level 6, and all others require level 4 (formorly level 3). I just think its easier for players to remember rather than tuning it individually for each unit.
 
Chalid said:
Seems like you should better make war early for that Incenses. :D In fact that is the reason for strategic resources ...


Nah, I should've gone for Ashen Veil instead of Order- there's no incence on the entire continent (there are 2 continents, standard map) but there are reagents. I'd be on good terms with the other 6 evil civs if I did that too.

Problem is, no other units can cure disease. As was demonstrated by the Grigori affair, priests are essential. What if you brought the cathedral back, made it available with a later tech than priesthood and allowed priests to be built without the required resource then? Perhaps even make it a national wonder.
 
kevjm said:
Nah, I should've gone for Ashen Veil instead of Order- there's no incence on the entire continent (there are 2 continents, standard map) but there are reagents. I'd be on good terms with the other 6 evil civs if I did that too.

Problem is, no other units can cure disease. As was demonstrated by the Grigori affair, priests are essential. What if you brought the cathedral back, made it available with a later tech than priesthood and allowed priests to be built without the required resource then? Perhaps even make it a national wonder.

I agree with Chalid, the situations were you are shorted resources are exactly why they are there. There are at least 3 incense in the world, you may have to get them by force or diplomacy or have to make your way in the world without them.
 
Im not much of a seafaring man myself but I thought Id give it a try and started researching Octopus Overlords as my religion
I looked ahead at their special buildings and noticed that all wonders that can be built when you have this religion offer: -% gold, -% research, - trade route

why would I want to build these things? some of them even add +/- unhappiness to the city
 
how about giving (captured only?) wolves the tracking(I or II) promotion, so they might be used for something besides beeing stuffen in the carnivals, as every unit has at least 2strenght or a 100%vs animals bonus, they get sloughtered in almost every battle.
would also be really nice to see those wolves "domesticated" and used as watchdogs, warning early civilizations of advancing foes.
 
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