FfH2 0.31 Changelog

I'm all for a change to the final ToM. I think requiring all mana types is reasonable, if it represents victory for your civ to build it.

Any chance that .31 is going to hold some upgrades to the functionality of the individual Towers? They still seem to have pretty steep building costs for relatively little punch once you build them. I always liked playing with Snarko's mod back in .25 that gave one of each branch of mana with the creation of that branches tower. No need to go that far, though....maybe a generic affinity boosts for mana types related to the tower, without actually having more of the mana? Just an idea.

Tower of Mastery victory, if anything, needs to be easier, not harder. If the Tower itself was going to have a mana requirement, it should require Metamagic mana. Possibly have it require more than one Metamagic mana, if you really want to nerf ToM, but ToM is not an easy victory to pull off. Generally, much like a Domination victory, by the time you manage it, you are really only saving yourself the time it would take to pull a Conquest victory.

...Speaking of victories, though, it's always bothered me that there isn't a true project victory (a la Space Race) in FfH. The two "builder" victories don't actually require you to do much building, just to carefully control your great person and mana output. I'd really like to see some kind of project victory be implemented, just for those times when I have so much production in all my cities that I could easily win a conquest victory (I just don't want to take the effort, or, more likely, I'm playing the Elohim/Khazad and feel it's just wrong to win a Conquest victory when half the other civs in the game are Good), but there's no way I'll be able to pull off Tower or Altar, because I didn't manage my mana/early game GPP properly.
 
did you do anything to death mana?
 
God, now I have to deal with gameflood again. It's penance for playing I suppose....

edit: Am I the only one that has to do triple backflips to get that site to work or does everyone have trouble with it?
 
I've never had a problem with gameflood, I just click the link, click the install without installing the download thingy, and sit back and wait for it to finish downloading. The only problem I've had is when my wireless has died on me, but that's nothing to do with gameflood.

/twiddling my thumbs, waiting for 0.31 to finish downloading, currently @ 60%
 
it keeps on pausing and not finishing the download:mad::mad:
 
0.31

Additions/Removals:

19. Added the Scrub feature (art by AA).

Neat idea! Only thing that struck me at the beginning was they can appear next to a river, and instead of Desert/Flood plains, you get Desert/Scrubs. I'm guessing that removing them won't suddenly give you flood plains, but can't test as walking on them crashes my game (see Bug Thread).

Also either I got really unlucky, or the game-start good-city finder thinks scrubs are good, as I started next to a river with 2 of the things...
 
amurites... yeah i know bringing em up is my thing... but doesnt the meta magic reset kinda nurf there world spell?

and if your including civ specific spells... could i suggest metor comes back as an amurite only tier 3 spell? ... would really give em a magic advantage and make this on civ scary as hell mage wise...
 
75. Removed the Inquisitor unitclass (Luonnotar made into a Druid UU).

I would prefer that Luonnotar is not classed as a Druid. I would prefer from a mod-mod perspective for it to be a new unitclass that only the Grigori get, since I have effects that only target Druids.
 
Arcane Lacuna is still just as powerful, because the primary goals were to annoy your neighbors and GET TONS OF XP. Happening to be able to utilize it to change your magic nodes was a fringe benefit/drawback, depending on one's preference.
 
75. Removed the Inquisitor unitclass (Luonnotar made into a Druid UU).

I would prefer that Luonnotar is not classed as a Druid. I would prefer from a mod-mod perspective for it to be a new unitclass that only the Grigori get, since I have effects that only target Druids.

I agree with that, stopping the grigori from getting druids is a mistake from my point of view.

Also change the amurite palace to give meta, fire and mind mana instead of meta, fire and body. Fits the flavour more
 
I downloaded the mod this morning, and it seems to me there were modifications in the lists of changes. Must I re-download ? Or weren't I attentive enougth this morning ?
 
Okay, my bad, I hadn't read the list before downloading, there were last minute changes.
 
I'm enjoying .31 a lot so far. No bugs to speak of yet (lucky me), and I am well into a game as the Kuriotates. I did want to mention that the Stable has no purpose for the Kuriotates, unless I am missing a religious unit that requires it. Might I suggest a unique building called "Pasture of the Centuar" or something that grants +1 :) or +1 :hammers: for horses?

Also, the third tier Spirit and Enchantment mana seem rather weak at the moment. I know this was mentioned early, but now that I am playing I can see how bad it is. Spirit is only good once, and Enchantment is only good with another sphere. =/

Other notes:
- There are an awful lot of bears spawning.
- I absolutely love the new mechanic for Elephants. This was the first time I ever used war elephants. I like it so much because, with a little bit of money, you can get a strong unit early on if you make the effort to get it.
- I built DiesDie (sp?) and founded the Empirium. I also was the leader of it for a few terms. I had the second highest score as well. And yet, during the most recent election, I was not the ballot for leader of it. Why is that?
- The AI seems to be improved in general game play. Very nice.
- I sure wish the Cult of Dragon was working. :(
 
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