FfH2 0.34 Balance Thread

I like that the barbs DO hunt for cities... I dislike that they DON'T kill my guys when I explore a lair and turn up a TON of baddies. I mean really... In 0.33 none of my scouts ever got back alive, now I can level up warriors by sitting them out of my borders while unhostile barbs hunt for cities. Perhaps barbs should have a 50-50 programming? Like... Is it possible so that there's two types of AI, the old and the new. Half the barbs will wander like before, half will hunt cities...? That might work well...:crazyeye:

I think guild of the nine should be a national wonder instead of a world wonder... Why should Mercenaries have to have allegiance with one civilization... Really...Isn't the whole point of mercenaries so that everyone can buy them? Another solution perhaps is to make it so EVERYONE can buy mercenaries if ONE person builds Guild of the Nine... Mercenaries are MERCENARIES they don't care about has some dusty old building. Right?
 
I think guild of the nine should be a national wonder instead of a world wonder... Why should Mercenaries have to have allegiance with one civilization... Really...Isn't the whole point of mercenaries so that everyone can buy them? Another solution perhaps is to make it so EVERYONE can buy mercenaries if ONE person builds Guild of the Nine... Mercenaries are MERCENARIES they don't care about has some dusty old building. Right?

Yeah, so if it is something where a key tech or wonder needs to start the whole ability to hire Mercs let the founder have the Merc HQ. They'll be more likely to get the creme of the crop OR some discount but, yeah, mercs HAVE NO LOAYLTY TO ONE STATE so should be available to everyone (or at least everyone with the key tech/national wonder).
 
I've been running into barb villages which they're not leaving garisons in. It's kinda confusing
 
Use it before turn 15 and watch the AIs fall one after another as barbs sack all their first cities. :lol:

Yeah... The combination of city rushing Barbs + Stasis would piss me off too...
Maybe Stasis should be later game? Activated by a later game ritual?
 
This version IS different than previous versions.

I was expecting the barbs to come after me early after reading the posts and before I got my game installed and started playing. In my first game, I saw hardly any barbs until TURN 180 - epic speed.

I didn't see any of the boss monsters mentioned - although I did have a couple of Lizardmen appear fairly early. That happened all the time before though.

Also, I got the lair event where I chose to support the Dwarves over the Lizardmen. I got two Soldiers of Kilmorph and three barb Lizardmen appeared. Two (only) attacked my Soldiers and were killed (they had Bronze Weapons!). The third wandered off.

Now, I'm in turn 350 and the barbs have been attacking my capital with no let-up for a good 150 turns. I am having no problem defending as I have several Adventurer heroes and the Stooges. I mentioned in the bug thread that I have the Raider trait (Adaptive) and am not getting any XP for killing all the barbs as my guys have 100 XP.:confused:

Anyway, I have to agree with those who are saying that the human player (me) is being targeted by barbs - only my capital, with my second city pretty much ignored. Meanwhile the remaining AI civs (3 of the 11 were wiped out) are expanding without any barb attacks.

It IS a bit discouraging....
 
@ Sarisin: Raiders has been 'nerfed' a bit, no more +1 XP per combat. Still a very powerful trait. Needed change imo.

Its in the 0.34. changelog under balance-changes. :)
 
I think the AI reaction to Hidden Nationality units got changed, because the AI used to hunt down such units like the Terminator, but on erebus mapscript today I utterly traped the Kazad by parking Curly in the only pass. The dwarfs just ran circles in their area, and ignored the giant, almost as if it were a peak sealing the pass.
 
Sounds pretty smart to me... If you were 3 feet tall would you want to take on a hill giant? :lol:
 
@ Darksaber1: thats due to the pathfinding and hopefully will be adressed. You can seal of valleys. But its rather cheesy to do so for a long time because the AI hasn't got a clue what to do about it... So its not just HN. If you declare war on a civ you can do the same with any unit really...
 
I tried playing as the Malakim tonight and I must say the new +1 gold bonus on desert is not very useful. A hex that has flood plains, oasis or one with an improvement are fine but a plain hex or a hill hex with no mine are never used by the computer.

With a 0/0/1 hex the computer would rather use a great citizen for the 1 hammer (0/1/0) and for some reason the same is true of a 0/1/1 hill and as soon as a great priest citizen is opened up it uses that 0/1/1.

I got my adepts some water promotion by the year 220 and for the last 30 turns the debate about whether I want a desert hex or a plains hex has been waged. All 00/0/1 hexes I turned into plains, same for all my incense hexes as the computer did not want to use them until I turned them into plains for the extra hammer.

During a golden age, those 0/0/1 hexes were now 0/0/2 hexes and still ignored by the computer.

So basically I am still terraforming my lands, not 100% of what is possible, more like 80-85%. It looks like there still needs to be a little extra something, knowing the dislike of giving them an extra food I do not know whether it is giving them an extra hammer or gold for the hex or something else altogether, I am not sure. I just know the 1 extra gold really wasn't making much of a difference in their research/economy or my decisions on terraforming their lands.
 
I think guild of the nine should be a national wonder instead of a world wonder... Why should Mercenaries have to have allegiance with one civilization... Really...Isn't the whole point of mercenaries so that everyone can buy them? Another solution perhaps is to make it so EVERYONE can buy mercenaries if ONE person builds Guild of the Nine... Mercenaries are MERCENARIES they don't care about has some dusty old building. Right?

Or keep the world wonder Guild of the Nine and make it give all civs the ability to recruit mercenaries. The owner of the Guild would get 25% of the gold used to recruit them.

That way you get a rebate on any mercenaries bought for yourself, and a great bonus if anyone else overuses mercenaries.
 
I have noticed that 0.34 means the end of the glorious pirate era for "Barbarian" civs (e.g. the Clan) since on the turn the pirate should be completed one of "your friends" (usually one of the lizardman that lurks your lands) attacks your pirate before it actually is completed.

I must say that I have never noticed this before (in other versions) and I usually play the Clan and I usually have a lot of pirates. The lizardman (and other barbs) usually lurks in your lands but they have never attacked pirate ships before (not before I have a chance moving them at least). This is very irritating, especially since pirates usually is your only substitute if you don't can build better ships and now you have to declare war on the barbs and clear out your lands before you build them, a sad (FFH) day for me this is :sad: (well, I better have a looksie for another favorite civ to play instead my beloved orcs).
 
agreed with Nimbus, I played a Malakim game yesterday to try out the bonus and I have to say that +1 gold for desert square is meh. it really doesn't keep the player from terraforming everything. they need something better imho ;)

btw Nimbus those are tiles, not hexes. you're thinking AoW-ish I guess :p
 
I play with Malakim for 1 reason: INFERNALS BY TURN 125! :D
That seems kind of mean don't you think? :king:
By the end of the game their cities are surrounded by a sea of fire and they're so screwed that it just makes me feel bad... :(
The commerce makes for fast research, put up cottages, bulb techs and you're well on your way to rushing a religion (which is what Malakim works best with... I think)

I don't think I've come across a civ that gets Infernals so fast, they usually spawn on an island or in isolation on erebus script which makes it way easy to just focus on religion, Elohim gets pretty close but Elohim lost their Monastaries so they're alot slower than Malakim now.
 
Or keep the world wonder Guild of the Nine and make it give all civs the ability to recruit mercenaries. The owner of the Guild would get 25% of the gold used to recruit them.

That way you get a rebate on any mercenaries bought for yourself, and a great bonus if anyone else overuses mercenaries.

Neat idea, though it sounds a little bit "modern corporation" to me, not that it's a bad thing. I.e., you own the headquarters of an international brotherhood of mercenaries, and maybe skim 10, 20, 50% of worldwide mercenary salaries. Have something like that either alone or in combination with a discount on your own mercenary expenditures (which I guess could be treated as "you pay full price, but instantly get your 10, 20, 50% rebate due to owning the wonder").

I guess I support the idea of worldwide mercenary access especially so the Hippus game is not too badly ruined, flavor wise, if they get beat out in building that wonder (i.e., we're the masters of mercenary business... oh wait the Elohim built it, we are just the masters of uh... horseys).
 
i explored a dungeon with my starting settler and the game crashed.
 
Hey leo, do you have an autosave that Kael can use to check what happened?
It's in documents->My Games->beyond the sword->saves->single->auto and find one that says autosave 001 or something.
Move your settler to where it was, save them game and try entering the lair again. If the crash is repeatable then I'm sure Kael will look into it.

Well I started up a game and trie to explore as many lairs with my settler as I could... Nothing bad happened no matter what kind of lair it was... Bad luck perhaps?
 
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