FfH2 BtS Conversion Beta

If the illusions ignore non-living cities whats to stop them from very easily taking all the Luchuirp cities?

We are talking about future features, so its not worth digging into to deep. We are talking about design, actually working out the kinks happens in implementation (not that its not fun to talk about)

But my thought was that illusions can't capture cities or units.
 
Okay, so I was a little to excited about Excel 2007's ability to import XMl natively (which is how I pulled in all the BtS events). Even after cleaning all the XML data to make sure it didn't refer to anything that doesn't exist in FfH I was still getting crashes from it. So for now the BtS events are out, we will make FfH specific ones later.
 
Too bad about the events.


It seems like it could be a little unbalanced it Svaltalfar summons can't capture anything and everyone else's can, but I guess it does make sense. I was thinking that a dark elf summoner would actually be at a disadvantage against the Luchuirp, since it can't really do much to defend itself against their melee troops. Of course, a smart player would use mixed stacks to defend them.


I was thinking that it would also be appropriate for the Council of Esus's Priests to create illusions, and that Empyrean priests should be able to dispel them. Perhaps a divine Sun sphere spell could make everything within a few tiles visible, destroy the units that don't really exist (illusions), and possibly make HN units lose their HN promotion/status. It would also be nice if the Empyrean spell would be harmful to Vampiric units, and if the religion would be a harmful cult in Calabim Cities (making them unable to adopt this religion, to build its temples, and causing unrest and cultural decline line CoTD). This is because of the curse placed on Vampires by Lugus as punishment for Alexis's crime against his acolyte. (The Empyrean should still be able to spread in Calabim cities, perhaps even faster than normal, but it would be at constant odds with the state an inimical to the prevailing culture. Calabim cities following this religion should have a high chance of rebelling)
 
I think you're going to like "shadow".

As for the Svar illusionists being unbalanced, as in all FfH things we don't balance at the object level, but on the civ as a whole. Our challenge is to make a civ that forces the player to adapt to the strengths and mediate the weaknesses. I dont believe the Svar will be sort to win in a unit vs unit overwhelm battle, but they may have a couple tricks to help them compensate.
 
Yeah, I didnt think that prophets were particuarly worthwile.
As I remember, prophets were vey useful for Grigorians - to make an initial culture impact for new cities.
 
The flags are all in there, but they compressed in the Pak0.fpk file.

Im still unable to edit the faction flags, because i cant find the files that contain them other than the buttons for them, (falgt is all white and if edited stays white) is this just me?, or am i missing something?.

Turn sequence, how about a spring/summer/autumn/winter sequence rather than years, might prove usfull for events occuring in particular seasons for instance.
 
As I remember, prophets were vey useful for Grigorians - to make an initial culture impact for new cities.

Well, Prophets now require Pagan Temples, so Grigori can't build them anyway. They also do seem thematically inappropriate. Perhaps a unique unit - Philosopher - could be created instead? Wouldn't be a healer (they've got Grigori Medics for that) but could create a Great Work. Might require Elder Council or a Library.

Oh, and Kael and everyone else working on this - thanks for a brilliant mod!
 
Barbs now have a golden age. They're getting pretty smart.
QUOTE]

How smart should Barbarians be?? I've always considered them to be barbaric (obviously). In other words not too far removed from the Dominant Male form of govenment.
 
A simple (and flavourful) idea for the puppets would be to make them permanent and have a one puppet per pupeteer limit. (I guess this would mean that Keleen needs something different than the summoner trait.)

If the Summoner also is replaced (say by a "Master of Puppets") you would need a seperate cycle of puppets so that players can't sneek in a tier3 summon for every teir2 caster they have.
 
no BtS events :( But I know that eventually you'll find the trouble and have a raft full of events by version .35. Now if Fireaxis would just get off its duff, er finish smashing bugs and push v13 out to us poor peons.
 
@Kael

I understood that the W patch is based on 3.13. Right? Still it might work with a 3.02 or 3.03 exe.

I am asking because you made it more difficult to wait mentioning the new features in W.

Unfortunalty it doesnt work with 3.02 or 3.03, it would just crash.
 
Barbarian World- Barbarians start the game with 2 cities for every player, gotta conquer to expand
Double Animals- Double the normal amount of animals
No Armageddon Counter- No Armageddond Counter or effects
No Hyborem or Basium- Hyborem doesn't appear when Infernal Pact is research, you cant build the Mercurian Gate at all
No Lairs- Lairs aren't distributed on the map
No Settlers- No one can build settlers
10. Added the "No Lairs" game option.
11. Added the "Hallowed Ground" game option.
12. Added the "No Settlers" game option.
13. Added the "Compact Enforced" game option.
14. Added the "Wildlands" game option.
15. Added the "Labruscum" game option.
16. Added the "Living World" game option (seZ).
17. Added the "Last Days" game option (seZ).
Is Labruscum the barbarian world? what are the last two options that seZ is came up with?
 
Is Labruscum the barbarian world? what are the last two options that seZ is came up with?

Yeah, Labruscum is the area in Erebus where Orthus is from, Braduk the Burning is, what used to be the center of the Bannor Empire in the Age of Magic, and the place where the Bannor returned from hell. Its also the name of a scenario in "Ice" that is set in that area. As you suspected it is the game option that starts the map with a few barbarian cities.

BtW I have been playing my games with Wildlands, Advanced Start, Fractual, Large Map, Labruscum, Agressive AI, Classical Era and Im loving it. Advanced Start and Labruscum together make for an interesting combo as the barbarian cities are already there when you begin placing cities and units.

SeZ's options are Living World (doubles the frequency of Events) and Last Days (doubles all changes to the Armageddon Counter).
 
lol i wrote "is came up with"

Living world should be fun for Perpentach.

How do Satyrs figure into leaves?

So far the Satyr's are recon replacements for the elven archers that used to be there. As recon units they allow the fellowship to get a jump on hunting without worrying about lodges. SeZ is working on an upgraded version so they have a later game ranger equaivilent version to upgrade to. This upgraded version will probably be pretty buff, but require a minimum level (so you can't build them directly).

But we are still trying to think on a little something extra for the base Satyr. Maybe they start with Subdue Animal, maybe some minor unique spell.
 
But we are still trying to think on a little something extra for the base Satyr. Maybe they start with Subdue Animal, maybe some minor unique spell.

the vine spell, maybe? or bloom. those would require less work and fit the flavor.
 
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