FfH2 0.32 Changelog

The Slower Experience game option will be really a must for anyone which want to play a balanced game at Marathon Speed.
I would also suggest to scale the Hero Promotion with game speed, there is a huge difference if you get 1xp/turn with a turn limit of 600 turns/1200 turns or 1800 turns.
 
It would be great to have hero experience rate modified depending game speed. Even more, I'd love to have the channeling promotion depend on game speed. Since I always play on quick, it seems like I never get to play with mages (much less archmages) since my adapts never have enough experience to promote. It would be nice to play with the spells more often.

Cheers,
 
Have yet to encounter an earthquake event, is there one?

Maybe an earthquake would level everything on random tile (city, improvement, forest, units, even a feature) and surrounding tiles suffer some damage.

Could have a chance of generating marble or mineable resource, earth elemental or earth mana. Also have a chance of turning tile into a hill tile (not sure if that would work for sea or ocean tiles but would be cool)

Unlikely to have an major effect early game but potentially significant later on

Could have lower chance of occurring in RoK lands, and if it does more likely to generate resource

Could even be a RoK ritual:-
Event; A Stonewarden shows remarkable aptitude in shifting the earth and believes with some further experiments and practice may be able to generate an earthquake to smite our enemies, do we fund further research?

Event; A Stonewarden intends to try to generate an earthquake but the consequences could be dire, do we allow the experiment to proceed? An earthquake strikes random tile within Empire and allows Earthquake Ritual

Ritual; Can cause an earthquake to strike random tile within given area (like hawk recon area). Maybe lowers all other civs attitude but doesn't cause war?

Sorry about the long rambling post :) and I don't even know if any of that is doable :confused:
 
There is a difference between cheating through the world builder and cheating by using an option in the game. With the world buidler you know you are cheating and you are making a conscious decision about it. With the other you are just using the tools the developer gave you to the best of your ability. In fact that is one of the major goals of the game, to figure out the system and develop plans for you empire that are effective. The player trusts that the developer has made all the options reasonable and if we have doen our job all reasonable plans are effective without being to powerful.

So one of our respnsibilities are designers is to remove or boost the bad options, and nerf or remove the over powered ones. Gifting is one of those over powered options, one of the most broken since it allows you to circumvent so many of the games balance restrictions.

Adding it as a game option still condones the fact that it is a balanced option. Including broken options is bad game design.

Loki does have an idea for a better way to implement a "gifting" like mechanic. But we need to wait for another mechanic to come through before we can try it out. So we do have plans to bring this sort of functionality back. But not in 0.32.

Thank you for the response Kael. Hopefully a better gifting system will evolve. I am not an expert player so many of the exploits listed above were new to me but if there is a new gifting system planned for the distant future please could it address the strategy that i belive it is more commonly used for.

I use it to support weaker civs against a common rival, almost fighting a proxy war through my industrial might. If my civics are all set up for peace and i am going for a altar / tower victory, i really dont want to have to get into a long protracted war against an rival with a similar sized army.

The gifting ability allows me to militarise a buffer nation or natural enemy to either slow down or if i really fund them well - even hold an aggressive rival. Sometimes it does backfire - they become the vassal of my rival and turn my own gifted troops against me or if i fail to give enough gold as well, they sometimes disband my gifted forces.

If a new mechanic could still allow this idea of helping allies but just short of gowing to war then that would be great. Couple of ideas to stop exploitation:

- Gifted units lose all promotions
- only allow gifting of three classes (tier 2 melee/cavalry/ archers)
- Gifting a unit in another players city adds a fully built unit of that type into the production queue for that city (after the current build)
- Gifted units (non animal / tier 2>) turn into mercenary units with just combat 1 and 0 experiance
 
Is there a way to set the max number of turns before victory. IE a setting in the options that says game ends at turn 400.??
 
I think it would be cool if city states made all of your cities different civs (but if you were malakim they would all be malakim and you would keep your capital) and either they were all your vassals or in a permanent alliance with you.
 
30. Ars, Buboes, Stephanos and Yersinia can fly.

hmm, how will we be able to attack them now? This is certainly something that is going to be tweaked because we have only a few flying units and none of them are true combat units. Except maybe the griffin, but I haven't seen that in the game.

As far as the recently added change from chaos to law for the Illians, it makes more sense because chaos is closely linked to fire, which is the opposite of Mulcarns sphere. Besides, the chaos spells such as mutate really don't fit with Auric Ulvin, who is supposed to be a reincarnated Mulcarn.
 
I didn't say it would be impossible to attack them, just that the few flying units (I'm not sure if the various angels are classed as flying units or not) that there are, aren't really combat units. While the hawk has combat capability, it is too weak to really be considered a combat unit.
 
You used to be able to get flying from mutate, not sure if that's true anymore. I don't think the flying promo has anything to do with combat. Might prevent defensive bonuses
 
Flying does prevent defensive bonuses, but otherwise doesn't effect combat. You can easily attack flying units with either land or sea units. It is basically the same as waterwalking except that it also lets units move through peaks, gives +1 movement, makes them ignore terrain, and doesn't let the use roads. Unlike Water Walking, it does not negate the amphibious combat penalty.


I personally think that waterwalking might be better for them, so they could use roads and get defensive bonuses.


In the current version of my modmod, I've added a "Winged" promotion to all units with wings in their graphics (except Gargoyles), and let units with this spell cast Take Flight (which gives flying) and Land (removes flying). Usually you'd want to be flying, but not if you want to use roads/highways (I added railroad equivalents at engineering. These clear forests, unfortunately even when built by elves) or to defend. I'll probably try to balance it somehow, perhaps making Flying randomly expire and grant fatigued instead and having a chance to hurt or even kill the unit (when it crashes to the ground or drowns). Or, I might just remove it. It was fun to play around with though.
 
@Magister
Another, more time consuming, way of doing it would be to add +% versus flying to various units. Archers, for instance. So you'd want to land before attacking a group of longbowmen.
 
So, what is an Irda?

The only thing I've found by that mane are the Infrared Date Association, Intermittent rhythmic delta activity, Insurance Regulatory and Development Authority, and Iskandar Region Development Authority, but I'm not sure how any of those fit in FfH.
 
The Irda are a fictional species in the fantasy world of Dragonlance. They are the first born of the Evil gods, and also the ancient predecessors of the contemporary Ogres.
From Answers.com.. atleast more fantasy oriented than your finds heh
 
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