FfH2 0.15 Balance Recommendations

Chandrasekhar said:
I was thinking that maybe if mithril became visible sooner, we'd have more wars to obtain it... maybe visible with iron working?
maybe the metals can become visible with the tech before them
 
Just wanted to point out that I made some mistakes in my past a ways back about Twincast. I loaded the save, and actually, I was using Amurites, not elves, and that was why I could level my casters up to maxed out Wizards/Conjurers as soon as they were built, thanks to the Cave of Ancestors giving them so much xp with the Palace mana, the Eternal Flame, some nodes, and the Form of the Titan. (I actually thought I was the elves, and that anyone could built the Cave till I saw Kael's post in another thread.. wish that stuff was in the wiki, heh.) I did, however, skip all tech but cottages and such to get my casting up quickly, and proceeded to wipe out the planet with 9 twincasting mages :)

Sorry, still kinda new to this, all these civ names get confusing, heh. I tried to duplicate that feat with Sheiam, and failed miserably, due to not having the Cave. Methinks the Amurites need more credit than they get.
 
JuliusBloodmoon said:
maybe make a special improvment, Mithril Mine, avaiable whit Mithril Working, but let mithril be seen at Iron Working...
...:confused: ...
where would you build this mine?
on top of prospective mithril rescources?
 
i start my mithril wars early and just assume every hill can have mithril... then just eliminate anyone with ahill in their territory...
but seriously, why bother fighting for mithril before you can use it? theres some advantage in having it ready and all, but it would just be annoying more than anything to see it and not be able to use it.
 
Tell me if this is A) wrong, or B) been mentioned before.

I had myself a level 20 Vampire Lord. He made me very happy. Perhaps I was too happy. But as i was trouncing my enemies underfoot I noticed a very perculiear design exploit.

I only did this once or twice, so bare with me it may not be infanitely repeatable.

6 Well armed, well defended units sit in a city. I am sick of using contagion, so im gonna play around with Dominate.

My Vampire Lord Dominates a Crossbow man, he then eats a crossbow man and can go again. He dominates a longbow man, he then eats the longbow man and can go again. He then dominates another longbow man. He then attacks (i got sick of this little version, and i wanted him to kill something.)
But still. Is this supposed to work like this?

How does dominate work,what are the chances of failure? And how are they determined? Does level matter? He was SUCH a high level.

Anyway, Lemme know.
-Qes
 
I'd like to see kuriotate settlements able to at least build naval units.

Also, I think the kuriotates could be a lot more fun and I hope they are not 'done.'
 
QES said:
How does dominate work,what are the chances of failure? And how are they determined? Does level matter? He was SUCH a high level.

Anyway, Lemme know.
-Qes
If dominate is resisted, the caster actually joins the other side.
The effects of dominate are prevented by the loyalty promotion (if your caster has it, he can cast it without fear of being converted to the side of the enemy, if the target has it, he doesn't get converted even if he fails the resist))


for all spells:
Resistance chance is
20% + spell resist modifier
+ 5% * target level
* 2 if magic resistant
* 2 if hero
- 2% * caster level
- 10% if caster has channelling 2
- 20% if caster has channelling 3 (stacks with channelling 2)
- 10% if caster civ has tower of alteration
Maximum at 98%, and minimum at 5%

Dominate's resist modifier is 30%, so its base resist chance is 50%. With a 20th level caster, that has channelling 2, that a level 1 goon has only a 5% chance to resist.
Furthermore, as your vampire continues to eat the stack, the average level of the target decreases.
Actually, looking at the system, a base resistance chance of 50% (which would bring dominate up to 80% by default) might be reasonable.

(Although it might also be a good idea to limit the number of times a vampire can feed per turn)
 
I was thinking about the spell Tremor.
Right now, it's a 3rd level earth sorcery spell, which (unless resisted) pushes effected units one plot away from the caster, and does nothing else.

Any unit which has mobility will still be in attacking range when the next turn comes about, and furthermore, its sole effect can be entirely blocked by one unit in the target plot. With all this, since tremor does no damage, it has a pretty high possibility of being useless.

Compare this to Tsunami, Meteor, pillar of fire, etc...

To remedy this, I propose the following options, to be taken in any combination.

Option 1) Add damage to tremor. Surely an earthquake which can toss a squadron a mile or will leave many of them with bruises and broken bones.
Option 2) Make tremor stun effected targets for one turn, (like entangling vines). This way, the caster has an extra turn to escape unharassed. And again, a cohort which has been tossed a mile will need some time to regroup.
Option 3) If the unit is to be pushed into a plot which an enemy (civ they are at war with) unit occupies, force combat. (Currently in this case, the unit is blocked from being pushed, completely negating the effect of the spell)
Option 4) Deal damage to "pushed" units if the end plot is impassible or occupied.
Option 5) Two plot push radius -- units which resist the tremor are pushed one plot, units which do not are pushed two plots. Added benefit of scattering stacks.
Option 6) Scattering -- units within the radius are not simply pushed directly away from the caster, but have a random chance of being pushed to the side as well (example:)
Code:
           Current:        Scattering:
           X X X           XXXXX
            UUU            XUUUX
changing   XUCUX   into    XUCUX
            UUU            XUUUX
           X X X           XXXXX
(U is a unit, C is the caster, X is a plot that a pushed unit may end up in after tremor is cast)
 
QES said:
Tell me if this is A) wrong, or B) been mentioned before.

I had myself a level 20 Vampire Lord. He made me very happy. Perhaps I was too happy. But as i was trouncing my enemies underfoot I noticed a very perculiear design exploit.

I only did this once or twice, so bare with me it may not be infanitely repeatable.

6 Well armed, well defended units sit in a city. I am sick of using contagion, so im gonna play around with Dominate.

My Vampire Lord Dominates a Crossbow man, he then eats a crossbow man and can go again. He dominates a longbow man, he then eats the longbow man and can go again. He then dominates another longbow man. He then attacks (i got sick of this little version, and i wanted him to kill something.)
But still. Is this supposed to work like this?

How does dominate work,what are the chances of failure? And how are they determined? Does level matter? He was SUCH a high level.

Anyway, Lemme know.
-Qes

I suspect this is a part of the problem with having multiple units selected when casting targeted spells. A vampire feeding on another unit should reagin its ability to attack and a point of movement, but shouldn't regain the ability to cast.

I just ran a test with the multiple units selected fix and I couldn't reproduce it.
 
I really liked the flavor of Soldiers of Kilmmorph building mines. Why not give them the ability back, and give the Khazad a UU that replaces Soldiers of Kilmorph who can build Dwarven ones?
 
Grillick said:
I really liked the flavor of Soldiers of Kilmmorph building mines. Why not give them the ability back, and give the Khazad a UU that replaces Soldiers of Kilmorph who can build Dwarven ones?

Hmm.. the soldier of kilmorph is really just a religious version of the Khazads UU Dwarven Soldier unit. If I made a UU of the soldier of kilmorph that would be a UU of a religious unit of a UU. My head might explode.
 
But the Soldier of Kilmorph has abilities the Dwarven Soldier lacks. For instance, Hurrying production. Even if the development originated in that manner, they have diverged significantly now, such that each unit occupies a unique niche in the production line.

Even as the Khazad, I found a lot of use for Soldiers of Kilmorph, long after I had iron, copper, and mithril.
 
- Playing as the Kurioates I captured a city from the Barbarians before I build 3 normal cities. It would be cool to have the same city/settlement selection as when founding cities on the raze/take city screen.

- (More cosmetic) It would be cool when when the city/settlement selection took place before the building list pop-up (many useless choices when you select settlement afterwards)

- I can now rush regular wonders? (Aqua Sucellus could be rushed...) Is this intended and why? This change shifts the game even more in the get as much money as possible direction...
 
Sureshot said:
cant you rush wonders in normal civ? as far i remember you could.

Yes you can, though national wonders cost an additional 50% to rush and world wonders cost an additional 100% to rush. In vanilla civ4 every building can be rushed. In FfH only the tower of mastery cant be rushed.

I did go through and make sure the above was applied correctly, there were quite a few wonders that were missing their rush modifiers.
 
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