FfH2 0.15 Balance Recommendations

Deathling said:
I never got why spearmen overpowered mounted units. I mean they can both wield spears...
the spearmen on the ground can plant thier spears in the ground and brace while aiming in a defensive wall
the spearmen can also skip the shield keeping both hands free, as it is the (rather large) pike formation that provides the protection


plus calvalry can't use spears effectively because you need one hand to ride and the other hand to hold your sword
cavalary require a weapon you can actually swing from horseback
(lances are not made for breaking spear formations and aren't a practical weapon to begin with)
 
Just a little thing here, but it bothers me.

Playing as the Kuriotates, if you take over a city, and haven't used up all your City Hubs, then the new city is automatically a Hub. This is bad when you take over (for example) a tiny, worthless outpost built near a valuable resource that you want, so you don't want to raze the city, but keeping it would waste a valuable Hub that you'd rather have elsewhere.

To fix this, I'd suggest one of the following...

1: As with newly-built cities, immediately give the player the option of choosing. This is definitely the preferred option, if possible.
2: Make newly-captured cities Settlements, that the player can upgrade as he sees fit. This might be problematic regarding captured cities with buildings in them, but I haven't had it come up yet...
3: Allow City Hubs with no buildings in them (except Walls and a Monument) to be converted back to Settlements for 1 Hammer. This might be a good idea anyways.



Also, it'd be nice if Settlements could also build Palisades. Naturally, they aren't good for long, but the capability would be handy for defending those early resource outposts from Barbarians and such, and it's not fundamentally different from building City Walls.
 
Also It seems to me with the Kuriotates, that i still dont have the option to make a settlement instead of a city. Everytime i had a settler, it was city, city city, settlement. There werent any options. Were not options put in recently? What am i doing wrong?
-Qes
 
Summon Phönix (sp?) can create cities next to each other (the normal distance is a least 2 tiles). I would suggest that the spell is only castable when the city ruins are not inside this radius.

Maybe the spell could just remove the ruins when they are to close to a city... (a way to get rid of ruins in a fat cross - haven't found a way to remove them yet.)
 
@Kael: I will echo someone else who said this before, but can't Brewery change from needing Fresh Water instead of River. It doesn't make sens to me, at least, you not be able to build a Brewery with a big lake by your side :D
 
Hello,

I have a few balance recomendation. I feel that recon unit is moving too fast. I suggest to remove Mobility II access to recon unit, instead we could make Commando promotion easier to access. We could make commando promotion required Combat 4 Or (Combat 1 and Flanking 1).

My other suggestion is to add trample effect into Mounted unit. Maybe we could add collateral damage (20 ?) into Flanking 3 promotion.

Thanks,

rief_s
 
ya, recon and mounted are screwed atm

techs for mounted (costs)
agriculture(100)>animalhusbandry(160)>horsebackriding(320)>stirrups(1280)
techs for recon (costs)
exploration(100)>hunting(160)>tracking(320)>animalbond(640)

units for those tech lines
tier 1
horsemen 3 strength, 3 moves
hunters 3 strength, 2 moves
tier 2
horsearchers (require archery too) 5 strength, 3 moves
rangers 7 strength, 2 moves

already i see a huge imbalance there, the ranger 'match' requires double tech research time, an extra tech, require a resources, and they get 2 less strength. add on that there is an anti-mounted prmo but no anti-recon and you get the reason why no one researchs that tech line. also note that horsemen come at the 3rd tech while hunters come at the second in their line.

horsemen are fine, theyre atleast comparable to hunters, but rangers are uber easy to get units (they can even walk on mountains and subdue animals).
rangers (and hunters) need -100 city strength and a lowering of strength to about 5 or less, and stirrupts and any techs after should be reduced by half their research cost to make them valid strategies for the game.
 
Heh, I must admit that rangers do own pretty badly. Sureshot, Deathling, Yohan, and I were just playing a game, and my rangers absolutely creamed all three of them at once (they ganged up on me...). Seems that they're also powerful in SP. Any chance of toning them down a bit?
 
Frozen-Vomit said:
Summon Phönix (sp?) can create cities next to each other (the normal distance is a least 2 tiles). I would suggest that the spell is only castable when the city ruins are not inside this radius.

Maybe the spell could just remove the ruins when they are to close to a city... (a way to get rid of ruins in a fat cross - haven't found a way to remove them yet.)

Just pillage them or build another improvement on top.
 
Nikis-Knight said:
Raiders with city raider 3? :eek:
ya a raider that could actually raid cities, its insanity!! :D

but also, neat promotion lines are fun. like warrior>drown>stygians, or for elves, warrior>archer>rangers>druids (lots of crazy promos in there)
 
Bad Player said:
If the Balseraphs are not going to have heros then maybe they need compensation for not being able to normally build Shrine of the Hero (or whatever it's called).

Yes, because it's so easy to kill Loki...
 
Yes, well that would mean that if I, as Hippus were to build Magnadine another player playing Hippus would be able. Can you build the shrine with Loki dead while you're the only one playing Balseraph?
 
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