FfH2 0.34 Balance Thread

I just popped a barb champion+2 tigers on turn 0!!!!!!
(from a fort)
 
I am generally getting to dislike how many religions are founded from random cave dwellers. It is fairly unthematic, and really just feels out of place.

Can we make it to that instead of disciples, you get priests, but only if the religion has already been founded. So you could get a priest of the leaves, to spread that religion to your lands, but aren't going to found it 80 turns earlier than normal.
 
seconded. at the very least getting disciples should be a Rare Good event. it should be fairly rare, but right now it's actually very common :\
 
In my current game I could have founded ALL of the religions if I had really tried hard. After I founded 2 I just sent the new disciples I found back towards my capital unescorted. All of them didn't make it except the Order guy who stands a decent chance barring any barbs popping up in his path.

A huge map makes the problem worse as there are many more lairs and such around.
 
I still really think that Destroy Undead needs to actually destroy its targets. The average damage could stay the same, but it should loose the damage cap. It is currently a very weak spell, but if it could be used to kill Pyre Zombies without letting them explode it would be quite useful.
 
Don't know if this has been brought up or not but shouldn't Wilboman get bombardment. I got a hill giant from an event who has bombardment and Wilboman is much larger and more powerful so shouldn't he also have bombardment?

2nd question - beside the 3 ice priests you get is there anyway to generate new priests for the Illians? I can't seem to figure out how:(
 
Well, only OO should be foundable from random cave-dwellers;)
But more seriusly, Auric Ascended needs to be more powerful. In my opion, there should be just 3 ways to kill him a) Godslayer, of course; b) Huge mega-stack of death; c) a moderete number of Daleks. As is, 3 well promoted Lunnator or a single well promoted dragon kills him, and only a few more normalle units.
 
My opinion on the tsunami spell.
Its too strong.

I just played a game in that i adoptod OO.

3 cultists where enough to defeat whole armies using the tsunami.
There were lots of coastal cities, but also the inland cities i could attack because of freshwater lakes!

My suggestion would be to either limit the tsunamis that can be cast per turn or limit the tsunamis that can be cast in a radius of some tiles.
 
It just occurred to me that since the Illians don't have much use for Great Prophets (other than building a shrine or settling in a city), Illians should be able to upgrade Great Prophets into Priests of the Hand.

I like that idea, as it helps all civs, not just the Illians. I can see that being really helpful for the Sheiam and Elohim in their Armageddon wars.

If you want to help the Elohim or the Sheaim in their armageddon wars the Great Prophets shouldn't be sacrificed by accelerating. Give them a certain time they have to prepare (about 5 turns) and it'll be balanced. Flavorwise Great Sages also make a lot of sense for accelerating rituals, but they are too easily acchievable in comparison with Prophets (at least without Theocracy)
 
I really like the suggestion of letting Illian great priests upgrade into priests of the hand...

for rushing rituals though I'd rather have adepts do that ( of course just one adept won't do much, you'll need more, and the adept XP should effect the amount of production that you get towards the ritual )
 
Don't know if this has been brought up or not but shouldn't Wilboman get bombardment. I got a hill giant from an event who has bombardment and Wilboman is much larger and more powerful so shouldn't he also have bombardment?(

I like that, Wilboman needs a little spice, most heros have some sort of gimick.
 
Turning a great priest into a priest of the hand doesn't strike me as a a very good deal. I think there should be an easier way to get priests of the hand. My preference would be that after you build the ritual you can build the priests in cities that have a temple of the hand.
 
I think it'd be interesting if the Ritual of the Hand became repeatable, and it only summoned back the Priests who died. Basically meaning that if you were to use it when only one priest was dead, it would seem a tad less useful because of the time spent building it.

That'd be interesting, but certainly many people would be miffed over it.
 
Well, only OO should be foundable from random cave-dwellers;)
But more seriusly, Auric Ascended needs to be more powerful. In my opion, there should be just 3 ways to kill him a) Godslayer, of course; b) Huge mega-stack of death; c) a moderete number of Daleks. As is, 3 well promoted Lunnator or a single well promoted dragon kills him, and only a few more normalle units.

Agree that AA needs to be more powerful. I just had a game where He attacked (at full strength) a crossbowman who had been injured by snow fall (he had a 94% chance to win). He won, but had just over 1 health left. He isnt living so he has to heal on his own. In enemy territory thats only around 1 heal or so per turn :(. Hes a god for god's sake! At least he should have march or something.
 
The Master Bowyer event (giving Combat I to all archers) is pretty useless for Aggressive trait civ, as Aggressive now gives Combat I to Archers for free anyway. Could it be changed to give them Combat II instead?
 
maybe it should give Drill I instead? not sure if that sucks or is overpowered as I rarely get it though ( it seems like Drill I sucks but when you get to Drill III it's actually very powerful )
 
Agreed with all above, Auric is ridiculously fragile compared to what you need to get him. Plus he's supposed to be a god.
 
With Auric, the trick is to not have him just attack; Get him to kill things from the sky. If you send, like, one High Priest of the Hand with 5 combat promotions and all that along with Wilboman and Drifa, they're the ones who capture the cities. Note that they're all immune to cold damage... so you move in, have the High Priest cast Snowfall against the enemy stack, then position Auric so that he'll hit not only that stack, but another two stacks as well, and let it loose. Suddenly their stack of 25 units has been ripped down to 8, and the blitzing Drifa and Wilboman can obliterate what's left.

You can't, as designed right now, use Auric as a sledgehammer and have him capture a continent solo. At the very least he'd need March and Blitz to do that, maybe a healing spell (castable only on snow, say) or something. But as is, he's some powerful artillery, way stronger than anything else in the game. He'll pound the . .. .. .. . out of the defensive stacks and make it so there's nobody strong enough to attack him... but if he actually gets into physical fights, he's taking a lot of risk and can easily be killed.
 
Been thinking about Stasis. Currently is has the problem of being 'too good' compared to AI's in the early game (Barbarians are doom in a lot of cases). And while it is, in theory, more 'effective' later on in the game, I'd like to see it a bit more elastic, and a bit more of a strategy to employ to a given circumstance.

Here's my thought:

1) Stasis Requires Mysticism to cast.

2) Stasis Lasts 10 turns (Strict weakening in strength, it is an awesome spell)

3) Stasis gives all non Illian units the "Slow" promotion.

The slow promotion effect triggers on cast, and is not re-applied each turn, but due to only 30% decay rate of the promotion, could last longer in some situations than 10 turns. This makes the spell have a more 'specific to a stimuli' reason to be used. Casting it when an enemy attacks you will very much make their units slow down, and right away. As it is now, the effect will stop reinforcements from arriving, but won't actually effect an army all that much.

Lastly, I think The "Slow" Promotion should modify work rate. (Negatively, of course).
 
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