FfH2 0.13 Balance Recommendation

Sarisin said:
I see that Warlords will let you play the Barbarians as a civ. That sounds like great fun.

Will this capability also be possible in FFh?

I hope I can buy Warlords somewhere over here in Thailand. Yes, they will have the pirated version quickly, but I don't go there.

Won't be back in the US until October, and I am guessing the new version of FFh will require you to have Warlords loaded.

See the "Fall From Heavenly Warlords" thread here: http://forums.civfanatics.com/showthread.php?t=176226 .
 
Hoedus said:
OMG can you please remake this awful sound of 'Raise Skeleton' spell? It drives me crazy. It needs definitely something more quiet, maybe bones knocking?

That is my favorite spell sound!
 
I was wondering why the Ashen Veil cant have High Priests... it just seems weird to me that an evil religion wouldnt be able to promote its priests to a position of power but can build inquisitors.

Overall it just seems that the AV are greatly weakened by only having access to 3 tier 4 divine spell casters while the other religions get 6. Maybe if you still dont want ritualists to become high preists then maybe you could let them have special inquisitors that can turn into an alternate spellcaster with a promotion (similar to the lich) so that AV can have 6 tier 4 divine spell casters.
 
The play-as-the-barbarians thing in Conquests is a Scenario, not a normal gameplay feature. Besides, you already CAN play as the barbarians - there's a few leaders with the Barbarian trait.
 
Xyshi said:
I was wondering why the Ashen Veil cant have High Priests... it just seems weird to me that an evil religion wouldnt be able to promote its priests to a position of power but can build inquisitors.

Overall it just seems that the AV are greatly weakened by only having access to 3 tier 4 divine spell casters while the other religions get 6. Maybe if you still dont want ritualists to become high preists then maybe you could let them have special inquisitors that can turn into an alternate spellcaster with a promotion (similar to the lich) so that AV can have 6 tier 4 divine spell casters.
oh no don't say that i am going there............arghhhhhhhhh! With the Calabrim and once again no stables...........arghhhhhhhhh! With lots of Elephant resorces and oh gods I hope they domesticate for this civ but it doesn't look promising.........Mercinaries may be my only option..........but high level spells "Take The Tile" don't they.
 
Xyshi said:
I was wondering why the Ashen Veil cant have High Priests... it just seems weird to me that an evil religion wouldnt be able to promote its priests to a position of power but can build inquisitors.

You're right. They will be able to in 0.14.
 
I was playing a team game with AI's and noticed a few things that I'm a little confused about.

Spring (Water II spell) allows you to turn deserts to plains in your team mates areas.
Vitalize and Bloom (Nature II and III) do not allow you to work your allies areas.

Any chance that will be changed?
I can see why just having open borders with someone might make those spells conceivably not always beneficial (as opposed to Spring which is 100% benefical) in the case where you might not want a plains turning into a grassland (1 food for 1 shield is a preference thing), but every other case seems of benefit for Vitalize, and Bloom adds +1 shield (and even if they don't want it they could cut it down for production and it can't be done where theres already improvements).

Oh, and I was wondering if the Fire I spell that turns plains into deserts could be used to turn grasslands into plains (but only by the tile owner - otherwise people could use it to completely devastate an enemies lands early on with no counter),
 
Sureshot said:
I was playing a team game with AI's and noticed a few things that I'm a little confused about.

Spring (Water II spell) allows you to turn deserts to plains in your team mates areas.
Vitalize and Bloom (Nature II and III) do not allow you to work your allies areas.

Any chance that will be changed?
I can see why just having open borders with someone might make those spells conceivably not always beneficial (as opposed to Spring which is 100% benefical) in the case where you might not want a plains turning into a grassland (1 food for 1 shield is a preference thing), but every other case seems of benefit for Vitalize, and Bloom adds +1 shield (and even if they don't want it they could cut it down for production and it can't be done where theres already improvements).

Blooming a neighbors lands could get annoying as it would slow their ability to place improvements, and potentially lock them out of bonus's if they cant chop forests yet. But I can remove the check on vitalize.

Oh, and I was wondering if the Fire I spell that turns plains into deserts could be used to turn grasslands into plains (but only by the tile owner - otherwise people could use it to completely devastate an enemies lands early on with no counter),

Its simplier just to keep it as is (plains to deserts) rather than add conditions to it when those conditions arent typically used.
 
I thought I remembered reading at some point that Vitalize would turn Grasslands into Plains, but I don't think that happens (and maybe it was wishful remembering). There's a lot of good uses for plains, and sometime's I end up not wanting genesis since it will remove my plains indiscriminately with no recourse for me to change them back.
 
I think the Summoner trait is too powerful, I can easily get 9 Balor's, 20-30 Chaos Marauders, all with +30% strength and +2 movement. Yesterday I was playing Sheaim on Prince, I had 3 Liches, 3 Eater of Dreams and 17 Conjurers. I have captured ~15 cities (all my neighbours) and lost only ONE unit (Shadow). Personally I like it, but it makes no sense, my foes has no chance against this summoned army, which can be recreated every turn
 
Zurai said:
The play-as-the-barbarians thing in Conquests is a Scenario, not a normal gameplay feature. Besides, you already CAN play as the barbarians - there's a few leaders with the Barbarian trait.

C'mon, do you really thing that is the same?:)

I actually tried playing as Sheelba once. It just didn't work as it was no fun not being able to capture animals and fight barbs. Also, the penalties (-10% research, for example) make it tough.

You have to really manage your score to make sure you don't exceed the next civ by 50% or it's lights out and here come the barbs.

Finally, at least in this game, I was able to identify two civs (sent goblin scouts to have a look) without the BAR trait that were not being attacked by barbs. They continued to build up their civs. With you unable to gain XP and animals and the various penalties, you were at a strong disadvantage.

However, being able to actually play the barbs sounds like it might be fun.
 
Sarisin said:
C'mon, do you really thing that is the same?:)

It's pretty similar, actually, except you're more powerful as a civ than you would be as the barbs. And if you *really* wanted to play as the barbs, it's easy to make them playable.
 
Hoedus said:
I think the Summoner trait is too powerful, I can easily get 9 Balor's, 20-30 Chaos Marauders, all with +30% strength and +2 movement. Yesterday I was playing Sheaim on Prince, I had 3 Liches, 3 Eater of Dreams and 17 Conjurers. I have captured ~15 cities (all my neighbours) and lost only ONE unit (Shadow). Personally I like it, but it makes no sense, my foes has no chance against this summoned army, which can be recreated every turn
Magocracy in any game is devastating and you must have done a great job of that in your game.........however i myself have't accomplished such a devastating magacracy before and big summoners like yourself fit in wonderfully in the FfH scenario liches and all.........the bad guy in that land over there, ya know the one to conquer for the sake of our children and grandchildren.......:mad:

Point being, play hotseat and see what can be done vs someone like that and see what strategies work on which don't because most of the things summoned have promotions to defend against them, more challenging yes, undefeatable no.

Good job regardless, you made a magic weilding conquer driven empire that vanquishes its enemies :goodjob: and your post has given the Team ideas about AI changes I am sure not to mention those that are in the works.:eek: .......that new magic user AI and its potential growth already scare me and now I am not sure what will happen when I go to sleep...........:lol:

Sooooooo, If summoning is too powerful and the things I summon get defeated often so I don't fully relate but even if the team wasn't going to looke at things that way my post doen't help either:D and look at the aveatar....so i hope that summoning isn't reduced, I just hope defense against magic developements increase.........:mischief:
 
H.GrenadeFrenzy said:
Magocracy in any game is devastating and you must have done a great job of that in your game.........however i myself have't accomplished such a devastating magacracy before and big summoners like yourself fit in wonderfully in the FfH scenario liches and all.........the bad guy in that land over there, ya know the one to conquer for the sake of our children and grandchildren.......:mad:

Point being, play hotseat and see what can be done vs someone like that and see what strategies work on which don't because most of the things summoned have promotions to defend against them, more challenging yes, undefeatable no.

Good job regardless, you made a magic weilding conquer driven empire that vanquishes its enemies :goodjob: and your post has given the Team ideas about AI changes I am sure not to mention those that are in the works.:eek: .......that new magic user AI and its potential growth already scare me and now I am not sure what will happen when I go to sleep...........:lol:

Sooooooo, If summoning is too powerful and the things I summon get defeated often so I don't fully relate but even if the team wasn't going to looke at things that way my post doen't help either:D and look at the aveatar....so i hope that summoning isn't reduced, I just hope defense against magic developements increase.........:mischief:

I suspect summoning situations like that are doublewins. There was some general lowering of summoned creature strength and of course the upgrade only requirements to slow mage creation. I like where it is right now, but I think the AI has to get a little better at using them (which Chalid has made awesome progress with).
 
About AI and Summoning, seems like they never (or rare) build a Ring of Warden in their cities. I was thinking about "how can you stop summoned Burning Legion". How about to add (level 2 or 3) 'Purge' spell, which will have chance to destroy or cause a heavy damage to summoned creatures in target tile?
 
I suggest exchanging the mobility I bonus from burning blood with mobility III. Than the spell effect wouldn't be wasted if the caster already has mobility I.
As most (or even all) of the units that can have burning blood never can get mobiliy III this wouldn't conflict any more.
 
Frozen-Vomit said:
As most (or even all) of the units that can have burning blood never can get mobiliy III this wouldn't conflict any more.

Thats true as Mobility III was cut..
 
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