FfH2 0.34 Balance Thread

Okay, let's look at it from the perspective of just the Illians.

You have Mithril if you're that far into the game.

For what you need to pay to get Drifa, you could get 7 mithril champions instead. That... well, Drifa gets the short end of that deal.
 
Slow is wearing off before the enemy can even take their turn, making it worthless. This is probably more of a bug though.
 
I do think that being able to redo The White Hand after your last Priest dies would be nice. Or in some other manner be capable of resupply of your numbers. Playing Towtruck can get a bit annoying, and being reduced by sheer happenstance to a single tow-guy before you even find your first blizzard REALLY bites :(

As for the debate about cost of Dragons, also consider that it is a fair deal easier to get production bonuses for building a unit than for building a project. Thus Drifa costs far more than Eurabatres if you compare maximum discounted prices.
 
I would like to see the priests have the ability to conjure blizzards, or at least once captured they dont disappear until left. Blizzards are too random and dont last long enough to go find one just to have it evaporate. as well.. why do high priests lose the ability to capture blizzards? turned all my priests into high priests and couldn't do crap. Blizzards also need to drop more snow... not reall a blizzard more like a flurry.
 
I too dislike being limited to only 3 Priests of Winter. I might accept it is they were extremely powerful, but they aren't. I made The White Hand a repeatable ritual after my first game.


I too think that Barbarian trait civs should be able to explore lairs, but that all the creatures spawned from this should be HN.


I too would like the ability to make more blizzards. I guess you could just make The Deepening repeatable, but it would also be nice if High Priests of the hand and Auric Ascended could create them.

It might be nice for the Illians to get some special use out of Great Prophets, as they are agnostic and evil so can't really build anything with them. Perhaps they could upgrade to (High?) Priests of Winter? (Actually, I found that Agnostic civs can still found the Empyrean and Council of Esus, so Great Priests aren't useless, but this seems like a possible bug.)

It might be good to just change the name of Snowfall to Blizzard, and make it also create a blizzard feature.


I'm also thinking it could be nice if Letum Frigus spawned Blizzards. I'd like the <FeatureUpgrade> tag (which is used to make smoke turn to flames) not to destroy improvements. Improvements should have a different tag that makes them have a chance to disappear instead of being destroyed when the feature is made. That would let Letum Frigus spawn the occasional Blizzard, and would also let me implement my old idea of making a forest preserve improvement that turns forests into ancient forests.





I really think it would be thematically appropriate for all the dragons to be awakened by rituals, but that the rituals should be cheaper.

One thing I enjoyed doing when playing around on my own a while back might be really cool: Give Dragons a Nuke Range, perhaps replacing the breath fire spell (I don't like that the ice dragon Drifa breaths fire). This will let them attack at range, and makes the whole world shake when they do. However, it will also make them unbuildable until someone finishes the "Manhattan Project," or in FfH terms the "Stir from Slumber" ritual. I'd make the ritual available earlier, but be quite expensive. It might actually be more appropriate to have a series of "Cult of the Dragon" rituals at different tech levels. Once the final one is completed, any of the dragon-possessing civs can build their dragon, and can do so very cheaply.
 
It would be nice if you could summon a blizzard (which would spawn over your capitol or some random place in the world, and be uncontrollable) for each priest of the hand you have (like skeletons). They could then move across the map in a randomly determined direction at speed (2 movement perhaps?), causing havoc.
It currently seems to me that you have to make some rituals, then quickly hunt down the randomly spawned blizzards, then once in tow, cajole a neighbor into opening boarders, so you can then plow tundra over all his territory. Doesn't sound like a tactic anyone but an AI would fall victim too, if pulling it off happened to be feasible that game.
 
So. Um.

WTH BARBARIANS?... turn 14?...

Three games now, I have died horribly early game (sub turn 50) to things like... Two lizardmen, and a scorpion clan goblin hitting me at once. (Turn 14, in this case)

A 8/9 Ogre, with BLITZ and move 2, turn... Pretty freaking early, think 50ish(I had three defenders, across a river, and still died)

I cant even remember the other one.


WTH? I mean yes, the guardian gargs are fixed. And now... The random freaking barbs are their strength?!


In a more serious and calm note. Something is WAY off here. Barbarians are more out of control than they were in the last FF with raging on. At least then you got ~120 turns on standard to prepare... I'm being hit before I could even feasibly build a second warrior!... With stuff one warrior cant handle. And it all just charges STRAIGHT for my city!
 
I'm going to have to agree with RogueThunder here, being the other party in the aforementioned games; getting wiped out of the game by massive barbs in the first 50 turns, basically because of nothing more than sheer luck, is a major fun-killer. Having to keep restarting over and over until those first 50-some turns can be survived by both players is just silly.

Having seen it in action, I'd like it put back to where Barbs won't enter borders until turn 100-something. That at least gave you a chance to defend yourself. If it's not a change you are willing to make for the main mod, can you (or someone else in the know) point out where that bit of code that was changed is, so Rogue and I can change it back for our personal use?
 
Except. In the past, that was fine. Because they didn't B-Line cities.

Actually, the extent to which they rush cities is kinda silly. When I explore a ruin, suddenly find myself surrounded by skeletons, and then the skeletons just wander off to go after some city rather than attack the scout that disturbed them... that seems a little stupid, to me.
 
I agree, it's especially odd when they want to march through your territory, walk straight past a unit trying to block there way, all to get to a particular city.

Very strange. Glad they all come piece meal, but man it makes things annoying for a good chunk of time.
 
...Also, they seem to be a bit biased. I recently found the Broken Sepulcher 3 tiles from the Bannor capital. Since I know that Scouts will never get killed summoning monsters from a lair, I figured it would be a good chance to take the Bannor out of the game. Sure enough, I got the lair to spawn 2 Ogre bosses and a Gargoyle before being cleared out.

All three of them decided to head straight for me (a fifth of the map away) rather than attack the Bannor, 3 tiles away.

What. The CRAP?
 
Yeah, before the patch I had a game where I was killed by the Guardian's gargoyles on turn 30, and they started 23 tiles away from me (and had 2 AI players close by).

Monsters seem to beeline for human players, its weird.
 
Here's another extreme example.

http://i89.photobucket.com/albums/k205/MaxAstro/WTH.jpg

You'll never guess what that Skeleton does in that situation over the next 5 turns. That's right: It zig-zags its way through the path I've created for it, ignoring all those warriors, so it can attack my city.

I officially declare the .34 barbarians ~********~. And also unfair.
 
Just an idea. How about giving all barbarians the animal AI until they grow a certain age? That way they don´t rush too early.
 
I officially declare the .34 barbarians ~********~. And also unfair.

That was a pretty good test there. I wonder what the crap got changed to make that happen.

One "nice" thing I've noticed is that barbs don't seem to go in for the pillaging like they used to. Even if there was a road over a resource they would want to pillage it.
 
More fun with the new barb AI. On any map with chokepoints(Erebus), you can make yourself barbarian-safe with a single warrior. If you have the gap to your territory plugged, they will ignore you completely in favour of civs with available paths to their cities.
 
Two things I already reported in 0.33

- Military State is only useful in conjunction with Pacifism, should be changed the same way of Crusade.
- Succubi should be able to cast Charm and not Inspiration (the 2 spells were swapped).
 
Back
Top Bottom