FfH2 0.20 Balance Feedback

Is Basium supposed to get angels when he razes an AV city? I put a bug report in about it and its mentioned in post 153 (I think) of this thread, but I'm not sure if it might be intended or not.. If so it seems kinda weird
 
There seems to be a problem with the recommended research function (which I guess the AI uses to decide what to research.) My girlfriend complained that her automated workers weren't building any cottages (it was already turn 200 in a normal speed game - playing as perpetach). The problem was that she hadn't researched education (at turn 200!) because she always takes one of the techs recommended by the pop-up.

We then noticed that some of the AI also weren't able to build cottages yet.

I guess that eduction is really underweight for some of the AI leaders, really crippling their economy. (There where other techs recomended for economy - but never education...)
 
In the same way that the Malakim units all get the nomad promotion, I'm thinking it might be an idea to give all Lanun units the Amphibious (or perhaps a similar but unique promotion, "Pirate" or something) promotion, to make them that much more threatening from the seas.

I've been asking for/about this for like the last 3 versions, & have never gotten an answer.

Also an upgrade for the Monk.

Fader
 
In mp skull catapults (or was it bone catapults they where called?) are way too strong, especially in teamers where the drawbacks of starting with no tech as the barbarian is not there. In fact giving catapults 70-80% withdrawal chance is pretty sick too.

And giving slavery to only the ones with one religion is madness in a game where you can have 7food farms. The production output you can get with slavery and all farms around you is too much to handle for any other tactic.
(Again in teamers where others can do research, while ofcourse you could also run aristocracy for a slight less production but better research)
 
Is Basium supposed to get angels when he razes an AV city? I put a bug report in about it and its mentioned in post 153 (I think) of this thread, but I'm not sure if it might be intended or not.. If so it seems kinda weird

If it is intentional and therefore sticks around, perhaps it will help to think of a single Angel being raised from among the many candidates available. Even pop 1 doesn't mean just one person living in the city. ;)
 
I think Arqubusier should really be Gunpowder Unit and therefore ignoring Citys defense. Also they should get +25% resits against every damagetype except normal damage. Same thing for Cannons imho.
 
Just a couple notes from my current game (sheaim, huge, pangea)

First of all, alter victory is vastly overpowered. Right now there are Three civs all simultaneously going for altar victories. All of them are seperated from me by at least one other civ who I have closed borders with. What makes this rediculous is not that it's a victory the AI can actually win at (that's good!) but for two other issues:

1. All the AIs go for it. In my game I have seen at least 30 great prophets appear. Hyborem was just created. That's WAY too many.

2. It's incredibly difficult to stop. In normal civ you could always just "race" somebody else. You can't alter race if you haven't already seriously pllanned for an alter victory. If your opponants are far away, then what?


Other issues:
Hyborem's AI SUCKS. He has failed to take or build a single city. Um, dude? You're strength 14. You should be able to take a city!
While the warscript leads to more AI wars, the Ais suck at wars, so it doesn't really matter.

My current plan (which I'm doing) is to build Elegies in all of my cities, and raise the arm. counter so much that they can't complete their alters. It's an interesting idea, but I have no clu if it will actually work...
 
It's not a balance issue but it has to do with FfH2 difficulty and difficulty levels.
I usually play on vanilla games at Prince difficulty having really good games, without being overpowering or destroyed by AI, on FfH2 i'm finding Emperor the difficulty level which makes my games really enjoying without crushing AI everytime.Considering that actually AI in FfH2 is weaker than in vanilla so games are a lot easier wouldn't be better if AI bonuses per difficulty level could e a bit reworked, until AI is a bit improved?
I am not a fan of playing a game catching up AI for technology so wouldn't be better if AI could have some boost to production bonuses, while technology bonuses remain the same per difficulty level?
 
Just a couple notes from my current game (sheaim, huge, pangea)

First of all, alter victory is vastly overpowered. Right now there are Three civs all simultaneously going for altar victories. All of them are seperated from me by at least one other civ who I have closed borders with. What makes this rediculous is not that it's a victory the AI can actually win at (that's good!) but for two other issues:

1. All the AIs go for it. In my game I have seen at least 30 great prophets appear. Hyborem was just created. That's WAY too many.

2. It's incredibly difficult to stop. In normal civ you could always just "race" somebody else. You can't alter race if you haven't already seriously pllanned for an alter victory. If your opponants are far away, then what?
...
Agreed. So you can turn it off right now and wait for
Patch "g" (unreleased):
7. Altar of the Luonnotar tech requirements increased, last step moved to Omniscience most of the prior steps moved up a level.
Then tell us what you think.
 
1) Larry, Moe, and Curly are much too powerful for how early they come in. Not their strength, but because they have hidden nationality. This allows the (human) player to exp off any nearby AI without penalty. In fact the giants can completely clear out a city, wait for a barb to take it, and then use a normal unit to capture or raze it. Without war.

2) Govannon seems like he should either be earlier (on Sorcery) or get the benefit of his Summoner requirement.
 
I'd like Basium to start with Magic resistance (the promotion, not the trait.) It's just a shame to see him go down to a couple rings of fire. (well, not that it killed him, but it made the battle between him and Big H a bit lop-sided.)
 
On a similar note, i feel the magic resistent trait is rather useless, because the AI doesnt use magic that much and its not very good for anything besides, well fighting against magic.

Its just underpowered, maybe it could have another affect as well? Maybe something for builders?
 
In mp skull catapults (or was it bone catapults they where called?) are way too strong, especially in teamers where the drawbacks of starting with no tech as the barbarian is not there. In fact giving catapults 70-80% withdrawal chance is pretty sick too.

And giving slavery to only the ones with one religion is madness in a game where you can have 7food farms. The production output you can get with slavery and all farms around you is too much to handle for any other tactic.
(Again in teamers where others can do research, while ofcourse you could also run aristocracy for a slight less production but better research)

sacrifice the weak civic does similarly, the Ashen Veil can get it, that means any evil religion can do it, which makes plenty of sense.
 
Sacrifice the Weak also halves the food requirements to feed the population which makes it even better. Especially for the Calabim. Sacrifice the Weak + Agriculture/Aristocracy + Flauros' Financial trait + Law mana = Wow.

Several no-unhappiness cities growing every single turn to sizes 30 and well beyond, producing a tonne of finance even as the Vampires and vampiric mages/priests feast, with still a couple of archmages/liches to spare for combat duties.

Except, when blight hits, not so good...
 
On a similar note, i feel the magic resistent trait is rather useless, because the AI doesnt use magic that much and its not very good for anything besides, well fighting against magic.

Its just underpowered, maybe it could have another affect as well? Maybe something for builders?

It should start becoming more useful when the team does manage to get the AI to use all of the magic. For now though, there is still a use for the magic resistant trait when traveling through flames because all your units can actually travel through the flames with +20% resistance to fire.
 
Why don't drown have amphibious?

They can move over water but the defenders arcross the river from them still get the 25% bonus. Yeah..that makes sense.
 
About City Mainteinance in FfH2, could it be made like in Warlords?Is it a thing which can be easily done or you need different functions which are available only in Warlords code?
Adding decimals to city mainteinance in XP was not a huge change but at least made expansion a bit harder while overall effects of Courthouses, Forbidden Palace were less rounded and more straightforward...so it was frankly better than in CIV4.
 
Why don't drown have amphibious?

They can move over water but the defenders arcross the river from them still get the 25% bonus. Yeah..that makes sense.

It's 40%, and I agree that it doesn't really make sense... maybe the Water Walking promotion should give the benefits of amphibious as well.
 
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