FfH2 0.15 Balance Recommendations

Just because he can't singly handedly destroy entire contenent's COUGHbamburCOUGH doesn't make terrible!
 
Yeah, when I first started playing FfH (7-8 months ago), I built Bambur and sent him to destroy the world. I just assumed all heroes were designed this way.
 
Kael, would you consider reviewing promotions that animals can learn? I don't think they should be able to learn city raider. IMO City raider represents troops using siege engines, ladders, siege towers, rams etc., knowing how to build that equipment on the battlefield.. Animals can't learn anything like that. Instead they should be able to learn Enraged, Flanking (To retreat when losing) and something along that lines. But I especialy like idea of animals learning Enraged.
 
It seems that the Kuoriates cannot build the Eyes and Ears Network (at least not on large maps)

Maybe all requirement caps should be as high as their city hub limit on each map size.
 
Great Priest cannot make holy wonders in captured holy city settlements. Not complaining because off the money lost (as far as I know they have -100% :gold: anyway) but I need the extra mana for the tower of mastery :(
 
Nikis-Knight said:
Does loyalty effect charm chances?

No, do you think it should?
 
Well... it would weaken charm, which is right about where it shoudl be I think (saved my behind this morning.) But loyalty is a tier one spell that does nothing for some time, and this would make it more useful. How bout double chance to resist charm if a unit has loyalty?
 
I'd like to be able to cast Spring on Desert/Floodplains. It doesn't work presently, which I assume is because it's extremely twinky... but the possibility of such awesome layouts calls to me... :mischief:
 
Endovior said:
I'd like to be able to cast Spring on Desert/Floodplains. It doesn't work presently, which I assume is because it's extremely twinky... but the possibility of such awesome layouts calls to me... :mischief:

You will need druids to achieve such uberness.
 
Nikis-Knight said:
Well... it would weaken charm, which is right about where it shoudl be I think (saved my behind this morning.) But loyalty is a tier one spell that does nothing for some time, and this would make it more useful. How bout double chance to resist charm if a unit has loyalty?

K, will do.
 
Chandrasekhar said:
Are you sure you want druids to be able to make floodplains into five food tiles, Kael? They're pretty powerful as is...

Druids can already do this thing. Or did I misunderstand the question?
 
They already can... I just was wondering if he'd reconsider the decision to make them able to do that. They're already enormously powerful with the ability to make plains/deserts/tundras/snow into grassland tiles, I'd say that uberizing floodplains might be a bit over the top. Or, if they must retain that ability, why not make them a tier-3 unit, but remove the ability to uberize floodplains until they are upgraded to a similar tier-4 unit?
 
ya, recon and mounted are screwed atm

techs for mounted (costs)
agriculture(100)>animalhusbandry(160)>horsebackrid ing(320)>stirrups(1280)
techs for recon (costs)
exploration(100)>hunting(160)>tracking(320)>animal bond(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.

I always thought of rangers as tier 3 units (because of the scout/hunter/ranger line) but agree that they apear to early, I think they should be moved back one tech to feral bond if possible.
 
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