FfH2 0.34 Change log

46. Governors Manor gives 1 unhappiness..

You really don't want the order Calabim to have any power, do you?

Also, is the Avatar an avatar?
 
You really don't want the order Calabim to have any power, do you?

This isn't a big deal. The way it is now, you could just read this as Governors Manors give +1 :hammers:," as it is the building also gives +1 hammer from unhappiness, even when there is more than enough happiness to overcome the unhappiness and above the city's population. Under the Order, especially with Social Order, you should be able to have troops providing enough happiness to overcome the unhappiness while leaving the +1 :hammers:
 
Oh, well, yeah, that's not the most useful spell for them. It is still useful for them in recently conquered cities though, as it ends revolts.
 
a couple things that would be totally awesome if they were in 0.34: so, pretty please with sugar :D

1) when you double-click on a stack that has an hawk in it, the hawk is selected instead of the whole stack. :\

2) hidden nationality units can't be grouped with other units: this is a micromanagement nightmare :(

3) also, getting rid of that annoying habit automated workers have of placing a fort in each's city BFC would be very nice.

btw, those changes you added since you first posted this changelog are great ;)
 
[to_xp]Gekko;7320042 said:
2) hidden nationality units can't be grouped with other units: this is a micromanagement nightmare :(

This is unfortunately necessary as allowing them to be grouped was causing WoC spinlocks.
 
Can you make it so that anyone can use Bloom (and any similar spells that may be added) over Camps (or any other improvement that all civs can build over features, without needing the civ needing the Must Maintain tag)?
 
That's a good thought Magister. It at least seems like anyone should be able to bloom over a camp, since camps are buildable on forests.
 
... I picked a VERY good time to check out these forums. Four days till the update, four days 'til I can play as the Illians! Nice work to those responsible for this fine piece of art. :goodjob:
 
Is it possible to move Over and Underconcils to Way of Wise/Wicked like in FF? So agnostic civilizations could adopt it.
 
Originally Posted by [to_xp]Gekko
2) hidden nationality units can't be grouped with other units: this is a micromanagement nightmare

This is unfortunately necessary as allowing them to be grouped was causing WoC spinlocks.

Would grouping HN units only be workable? That way it would at least reduce the micromanagement to two stacks.
 
Would grouping HN units only be workable? That way it would at least reduce the micromanagement to two stacks.

that's right. the three stooges are bearable cuz they are just 3. but when you cast the svartalfar worldspell things get hairy. selecting units one at a time tends to make that would-be-awesome worldspell a too-much-micro-forget-about-it one :D
 
Yes, but the demons shouldn't be benefiting from food. In theory, their troops don't even need to eat.

I'd even dare say no, though still a nerf it won't be a significant nerf, since you can use workshops everywhere you can't use a mine I think you will loose less than 20% military production. Keep in mind that production modifiers apply to hammers and not food. A bigger nerf was the elimination of the serfdom civic which gave -10% food and +20% production in all cities.
 
45. No units start with Subdue Animals or Subdue Beasts anymore, they must always be learned at levelup (most strongly effects rangers).

This was commented on a few pages back, but I'm with Magister and Avahz Darkwood on not liking this change. One of the nice side benefits of teching up from hunters to rangers was having units that start with these promotions right out of the box. Seems to be an unnecessary nerf.
 
agreed with nor'easter and the others on the subdue animals/beast issue, not sure why this was needed :\

btw, we're still not sure what that "+1 trade for malakim on deserts" means, right? :D is it +1 trade route, +1gold or +1 commerce for each desert tile in a BFC? or something else?
 
[to_xp]Gekko;7321783 said:
agreed with nor'easter and the others on the subdue animals/beast issue, not sure why this was needed :\

btw, we're still not sure what that "+1 trade for malakim on deserts" means, right? :D is it +1 trade route, +1gold or +1 commerce for each desert tile in a BFC? or something else?

Its +1 commerce.

The problem with rangers/beastmasters getting the promotions for free was that it didnt mean much to buy the promotions early. Why waste an upgrade on it when you will get it for free when you upgrade. So it robs us of the chance to give the player a cool upgrade, rewards min/maxing, makes recon units more combat centered (since they use the promotion they would have used on grabbing animals on combat skills instead).

Explorable lairs makes recon units better because their movement means you can get out to them faster, recon units have an easier time in the wilderness, and the animals and beasts the lairs sometimes release are going to make these skills more valuable.

If you want your hutners/rangers/beastmasters to be able to grab units for you, your gonna have to spend poitns to gain the ability. Its to good to be free on these units.
 
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