FfH2 0.33 Changelog

Has anyone noticed the new equipment Black Mirror. Now it looks like a few things worse than Alazkan will be cloning.:eek:

I did have to block the clone from being able to cast so people coulodnt have to much fun with it (you cant mirror corlindale and use peace every turn or any such schnanigans).
 
Has anyone noticed the new equipment Black Mirror. Now it looks like a few things worse than Alazkan will be cloning.:eek:

Yep. I imagine I'll have to try a mirror of Meshabber or the Mithril Golem sometime. Would Mirrors of Gibbon be able to impersonate someone (letting to switch player an unlimited number of times), or would they always be summoned without the ability to cast and not enough duration to get it back, even with a summoning trait civ?
 
I'm actually not sure if casting is really blocked, but I was thinking the copied unit was counted as having already casted. I don't see that in the python code though.


The mirror unit starts with the Illusion promotion, which makes it not be a living unit. Only living units may be grafted into flesh golems.
 
37. Removed the dwarven, elven and orc slaves and the dwarven, elven and orc worker units. They are now graphical changes from the base worker/slave with modified work rates from thier race promotions. (this is just to simplify, the only functional change from all this is that elven workers/slaves can now remove forests if they are captured by another civ).

Just to clarify, this won't make any changes to the add slave to freak show ability will it? I mean, I can still have a cage representing all the races right?
 
Xienwolf's idea a few posts up sounds absolutely awesome. I bet it would be an absolute nightmare to code though.

Of course it would mean that you could be working on a mimic from a captured Balseraph city for 40 turns, then lose that last 5% or whatever Balseraph culture and then lose all your work.
And wiping a civ out (or someone else doing so) would then lose you your ability to build anything of theirs, despite your tolerance to their survivors in your cities. (Civ4 removes culture from defeated players.)
Seems like a lot of frustration for people who aren't paying close attention. A culture based model makes a certain amount of sense, but adds lots of complications that do little for gameplay, imo.
 
Does the casting block also count add to flesh golem?

I'm actually not sure if casting is really blocked, but I was thinking the copied unit was counted as having already casted. I don't see that in the python code though.

The mirror unit starts with the Illusion promotion, which makes it not be a living unit. Only living units may be grafted into flesh golems.

Its exactly as MC said. The illusion starts as if he had already casted that turn (and mirror illusions only last 1 turn) so he wouldnt be able to be added to a flesh golem or anything.

Well, there is one creature you can mirror that would allow you to keep the illusion around for longer, but that wouldnt do you much good.

Just to clarify, this won't make any changes to the add slave to freak show ability will it? I mean, I can still have a cage representing all the races right?

That is correct. Thats actually why slaves were seperate units in the first place, but we took that requirement away a few version ago and they just hadnt been cleaned up yet.
 
So.... can Orthus's Axe equip the Mirror, and then someone can equip the Summoned Axe? :)

Nah, only living holders can use the mirror.
 
1. Why exactly are the tolerant, agnostic, sprawling, and adaptive traits instead of just inherent civilization effects? Its quite inconsistent, as all of these traits are on all the leaders of those civilizations, and other civ effects like the dwarven vaults are not.

2. Does the tolerant trait prevent you from building temples in antagonistic civs? Do you keep all the effects if you take over a infernal city?

3. I assume the AI using the 2 plot radius instead of 3 doesn't apply to sprawling civs?
 
It occurs to me that most of the really strong, unique stuff in FfH is tied to religions, traits, spells, and civ-inherent mechanics... there really aren't that many overpowered racial UUs and UBs. The Sheaim have one, the Luchuirp have a bunch (but they rely on a hero) and... what else?

Tolerant doesn't seem so overpowered. There just isn't anything that strong to be assimilated.
 
It occurs to me that most of the really strong, unique stuff in FfH is tied to religions, traits, spells, and civ-inherent mechanics... there really aren't that many overpowered racial UUs and UBs. The Sheaim have one, the Luchuirp have a bunch (but they rely on a hero) and... what else?

Tolerant doesn't seem so overpowered. There just isn't anything that strong to be assimilated.

Ive played a bunch of elohim games and Im not seeing a balance problem. I liked having my captured Amurite city with a cave of ansestors in it for producing adepts, but nothing game breaking (freaks without a building requirement are probably more of a balance concern).

In an aggresive civ it would have been more overwhelming. But the elohim arent good rushers so it feels balanced for them (to me at least).
 
Release update: We are a go for tomorrow. Playtesting is going without issues (not that you guys won't find tons of course) and Im all locked on my side unless the artissts/writers offer some last minute additions. Tonight I go through and click on all the units/buildings etc to make sure links and then begin the final build process.
 
Yes, or a captured Khazad city will be able to produce dwarven units and dwarven forges, a captured calabim city will be able to produce vampires, etc.
In my last Elohim game I captured an amurite city early and created all of my adepts out of it because I was able to build a Cave of Ancestors there and create some cool boosted adepts.
In .2x one could use captured elven workers to build farms and huts in the woods without cutting the trees. In .32 this was not possible any more.

Does this also include the abilities of the workers or only the buildings in a conquered city?
 
I'm pretty sure it would include all the abilities inherent in the workers (or their promotions) themselves--which is to say, only the work rate.
 
As it stands - assuming the Elohim are good and take a Sheim AV city - is there any coding which encourages them to raze the city in order to reduce the AC count anyhow?

Maybe that could be another part of the trait, autorazing any Ashen Veil cities... It would then mean their armies would have a much lower chance of using units from any of the evil civs, which would seem to fit their flavour quite well. After all tolerance can only go so far...

1. Why exactly are the tolerant, agnostic, sprawling, and adaptive traits instead of just inherent civilization effects? Its quite inconsistent, as all of these traits are on all the leaders of those civilizations, and other civ effects like the dwarven vaults are not.

It is much easier to understand that way, the ones that are in traits have a much bigger impact than the inherent bonuses, and since one of the first things most players would look at is their traits it allows people to understand that they are going to have to change their playstyle around that trait, while with the inherent bonuses they don't make such a big difference that you need to know about them straight away...
 
Release update: We are a go for tomorrow. Playtesting is going without issues (not that you guys won't find tons of course) and Im all locked on my side unless the artissts/writers offer some last minute additions. Tonight I go through and click on all the units/buildings etc to make sure links and then begin the final build process.

I feel as though there should be some cool Elohim thing you can do for each civilzation you have a city from. Like build some sorta embassy, or conglomeration. Example:

Conglomeration
National Elohim wonder
Requires Philosophy
+1 Relationship with all foreign leaders.

Ambassador to (Nation)
Can only be built in a (Nation) city.
Requires Conglomeration to be built in civ.
Has ability "Add to Conglomeration (Nation)"

Add to Conglomeration (Nation)
Creates a (Nation) Embassy in city.

(Nation) Embassy
City can build as though it were of (Nation)
+2 Relation with (Nation).
+4 culture


The idea being that you'd build the 'conglomeration' wonder in a major city of yours, and then 'collect' the cultures from the various worlds to make that city strong.
 
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