FfH2 0.21 Balance Feedback

sorry I have misunderstood you. But then: how could one change them? - I'm not sure if the airplanes in Vanilla are like the ones in Civ3? Maybe that would be a way... (have to admit, that I've never played Vanilla Civ4 in the modern age, because FFH was out at the time already, so... :) ). If this would be possible, they could be like a target/bombard unit with a range, which can be transported by spell waving units.

btw: your signature reflects my feelings - since FFH2, no other game has really driven me away from IT for long...
 
He means turn it into a targetted spell, like other targetted spells. There is no unit. You just click on who you want to hit and it happens.

It would make for a much better visual effect as the fireball animation could travel much faster and in a straight line. You could add a great whooshing sound too.
 
He means turn it into a targetted spell, like other targetted spells. There is no unit. You just click on who you want to hit and it happens.

It would make for a much better visual effect as the fireball animation could travel much faster and in a straight line. You could add a great whooshing sound too.

make mages into airplanes?
 
I know the AI has changed in patch F..
in my current (now last) game, I've received an alert that somebody had founded AV. OK, I thought Hyborem would be joining the party soon... (I didn't have contact with everyone yet). Now I have contact with everyone and... the AV founder (probably Keelyn - Charadon became neutral) has converted to another religion. Keelyn is OO and Charadon RoK.
shouldn't the AI research Infernal Pact (I think this is the name) right after founding AV and avoid converting to another religion?

I dunno if this is the right topic... but well, I was expecting to play as Basium for the first time :(
 
make mages into airplanes?

I think the proposal was to make the fireballs/meteors (not the mages who summon them) act like airplanes instead of as land units or just a targeted spell. I think this could work, but it might be better to work like missiles (not that there is a big difference). The fireball would be an immobile summoned unit that attacks units within its range in a method similar to a targeted spell. The attack process would destroy the unit. Using the airplane/missile type graphics would show the fireball flying strait at the target. This is better than getting rid of the unit and just giving the mage/archmage a targeted spell because when multiple fireballs are summoned my the same spell (fireballs with twincast, meteors either way) they can attack multiple targets without complicating the function determining whether the mage can cast again.

I don't like the idea of getting rid of them as units, but immobile ranged units are fine by me.
 
Chandrasekhar makes some good points. I believe mans can be sacrificed for porduction, I'm not sure if the ai "knows" about it?
Ah... actually, I didn't know about it either. Still need to play as Hyborem myself. It would be nice if he'd burn them for production when he's out of gold to upgrade. Actually... do manes cost upkeep? They shouldn't...
Nikis-Knight said:
I think ai's in general need to be able to evaluate whether their current opponent (possible someone on another continent) really should prevent them from declaring war on someone new. (If they can't, idk the details.)
That'd be real nice.
Food is useful with Conquest. And he likes Conquest, doesn't he ?
It's sort of useful... but here's the problem: only surplus food is used. In a size 20 city, it's only food above 40 that gets turned into hammers. If this could somehow be changed, he might be a lot more powerful.
onedreamer said:
interesting idea. Not sure how the AI would react to it though.
Since when has that been a barrier? :D
onedreamer said:
When he has that gold. Most of the times he doesn't and will send them to suicide against his enemies. Bad stuff...
And even when he does, it must really hurt his research rate.
onedreamer said:
Sacrifice the Weak probably ?
:wallbash: I can't believe I didn't see that.

Still, considering that his population requires manes to grow, it might be best if he didn't do that.
 
It's sort of useful... but here's the problem: only surplus food is used. In a size 20 city, it's only food above 40 that gets turned into hammers. If this could somehow be changed, he might be a lot more powerful.

Hyborem is Fallow. All food is surplus in his cities. Theoretically conquest should not work for him either though as his citizens don't eat. As some mentioned, Sacrifice the Weak doesn't make a whole lot of sense for him either.
 
Hyborem is Fallow. All food is surplus in his cities. Theoretically conquest should not work for him either though as his citizens don't eat. As some mentioned, Sacrifice the Weak doesn't make a whole lot of sense for him either.

Hyborem being fallow only means that the city will never grow or shrink due to food. Infernal citizens will still consume food.
 
-could beast of agares be changed to have less unholy and more of another type of damage? they have unholy making them a poor choice for any holy unit fightning(from demon) in the first place, giving the infernal a unit that isn't entirely vulnerable would be nice(especially since its mean to be the paladin counter).

and does anything give holy resistence, aside from purifying ardor, and magic immune?
why not just make the unit extra strong, +30% vs demon?
-or maybe stigmata could give holy resistance, based on 50% of the ac counter?(cumulative with the current bonus)
 
@fireballs

so we have three possibilities:

a land unit (with water walking)
3 :strength: 2-4 :move: (spell extensions I+II)
has to be summonded

a missile unit
? :strength: 2-4 operating
immobile, transportable
has to be summoned

a target spell
which has to be chosen (like the crush spells)
is not really in the game.

why shall we choose one of them? couldn't we make different spells?

Flare
Iceball
Splitter
Shatter
Incinerate
etc...
 
The CotD seems a tad puny at the moment.

I've never seen it spread very much, or far, which makes the dragons' conversion spell not all that useful, IMO.

Apart from the Mana, you consequently don't get a lot of benefit from Wyrmhold either.

Some suggestions.

(1) Some way of spreading it, requiring the Holy City. A more expensive, but invisible Disciple unit, say (assuming this fits the colour of a "secret society", which the cult seems to be), so you could spread the joy around a little.

(2) Maybe give city intelligence for cities with CotD if you own the Holy City/Dragonhold as if if were your state religion.
 
The CotD seems a tad puny at the moment.

I've never seen it spread very much, or far, which makes the dragons' conversion spell not all that useful, IMO.

Apart from the Mana, you consequently don't get a lot of benefit from Wyrmhold either.

Some suggestions.

(1) Some way of spreading it, requiring the Holy City. A more expensive, but invisible Disciple unit, say (assuming this fits the colour of a "secret society", which the cult seems to be), so you could spread the joy around a little.

(2) Maybe give city intelligence for cities with CotD if you own the Holy City/Dragonhold as if if were your state religion.

Agreed, I think CotD is really quite underpowered atm, especially since the conversion chance was taken away. Also, there are distinct disadvantages to CotD which make it even worse- you can't inquisition your own cities without losing it, and if it becomes widespread it prevents you from winning a religious victory.
 
Blakmane, that is a good point, though when it does spread and their cities stop doing anything, it is most amusing!
 
on Hyborem and food.
Some people here must have missed the last changes for Sacrifice the Weak. Half food consumption from citizens means a nice combo with Conquest. Hence Sacrifice the Weak makes sense for almost any civ with AV and especially Infernals...
 
The CotD seems a tad puny at the moment.

Speaking of the Cult of the Dragon, can anyone clarify the mechanics behind the negative culture features of the game? Do they work as intended?

I haven't seen the Cult have any effect in the games I've played so far. When I first read about the cult, I assumed the -1 culture growth was an absolute, but it appears that it simply reduces culture growth by 1. That makes the cult's presence a little annoying, but it certainly doesn't make my empire 'harder to manage and control' as the Wiki suggests.

I realize that Gypsy Wagons need fixed. However, I drew the Balseraphs in a recent Emperor game, and sent Loki to a neighboring city I was trying to culture flip. He reduced the culture growth in that city from 10 to around 7, which wasn't that all that helpful.

Anyone else underwhelmed by these game elements?
 
Speaking of the Cult of the Dragon, can anyone clarify the mechanics behind the negative culture features of the game? Do they work as intended?

I haven't seen the Cult have any effect in the games I've played so far. When I first read about the cult, I assumed the -1 culture growth was an absolute, but it appears that it simply reduces culture growth by 1. That makes the cult's presence a little annoying, but it certainly doesn't make my empire 'harder to manage and control' as the Wiki suggests.

I realize that Gypsy Wagons need fixed. However, I drew the Balseraphs in a recent Emperor game, and sent Loki to a neighboring city I was trying to culture flip. He reduced the culture growth in that city from 10 to around 7, which wasn't that all that helpful.

Anyone else underwhelmed by these game elements?

the cotd can prevent new cities from ever growing, and significant negative culture can cause the city to auto flip or auto raze itself...(first the cultural borders shrink to just the city itself)
 
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