FfH2 Game Balance Thread

After playing through the Barbarian Assualt scenario yesterday, I believe that the Amurites starting with an Adept instead of a scout should be commonplace in every game of FFH2, just like the Elves start with a second scout instead of a Warrior.
I second this idea. It would definitely help the amurites early on in securing a better start. The doviello start with an axeman, so why can't the amurites start with an adept?
 
Well, before Puppets were added, Keelyn was weaker than Perp ^^

Anyway... Industrious seems underpowered.
 
Death 3 has two spells. One summon, and the ability to become a lich. liches means double the achmages, so it equals the enchantment Spell level 3.
There always complains about too many summons in level 3 spells. And the fun gain with achmages is not very big. So I vote for 2 level 3 spells.

The horseline has no buff.
Melee has entchanted Blade,
Archer have fire arrows,
scouts have poison blades,
even ships have a move buff.
I don´t think that the horesline is so overpowered. Look at the ranger with Str. 7, or assasins...

Huts are awfull if the give you just a map. And why do you get a full tech if you are lucky.

Last thing, the recon line (Ranger and Beastmaster) are too strong. And the hawk is nice, but awfull mikromanagement. I would like to see the hawk to increase the vision, without beeing able to Scout. Like vision 1 & 2.
 
Nah, I see no reason why. Do we really need to duplicate features just because? That is often not the norm in FfH. The less similar features the better.

Well, because their territory is full of it. Infernals have hell terrain spreading throughout their territory every turn. And I think they don't have enough bonuses in it.

All they get is a measly 10% strength bonus. While that is nice, the elves/dwarves get that bonus for their terrain too, but more importantly, they also have easy acess to the Woodsman/Guerilla promotions, which farther VASTLY increase their potential in such terrain.

There's no equivilant "Hellwalker" promotion or similar. The demons just don't seem "at home" enough in their own lands. I think allowing them to use such terrain as roads would be a nice improvement, and also a farther incentive to keep it out of your own territory if you're not using demons.


Also, on another note. Giving the Amurites an adept to start is a BRILLIANT idea. It must be done :)
 
Last thing, the recon line (Ranger and Beastmaster) are too strong. And the hawk is nice, but awfull mikromanagement. I would like to see the hawk to increase the vision, without beeing able to Scout. Like vision 1 & 2.

I think a passive increase to viewing range wouldn't be as good.

Personally, I'd rather be able to automatically have the hawk to a recon run to a targeted point every turn, after just being given the order to do so once.
 
Also, on another note. Giving the Amurites an adept to start is a BRILLIANT idea. It must be done :)

Yes, but if you do this you need to give the adept a Lore-specific name, so the player feels ten times as bad when the adept is killed.
 
a guy tried that out and said that being able to cast metamagic I on turn 1 lets you explore your surroundings waaaaay too quickly. so maybe the adept should not be able to learn metamagic.

I'll second WarKirby on hawks gaining auto-recon of course :D
 
[to_xp]Gekko;7678583 said:
a guy tried that out and said that being able to cast metamagic I on turn 1 lets you explore your surroundings waaaaay too quickly. so maybe the adept should not be able to learn metamagic

A blind adept? With a flightless Hawk familiar!
 
[to_xp]Gekko;7678583 said:
a guy tried that out and said that being able to cast metamagic I on turn 1 lets you explore your surroundings waaaaay too quickly. so maybe the adept should not be able to learn metamagic.


I don't see a problem with that, versus a few extra turns with a scout.

Metamagic I isn't much use in the long run anyways, since you've usually done most of your exploring by the time you learn sorcery. It would be perfect to have an adept with it right at the start of the game.#

The doviello starting with an axeman is far more overpowered, IMO.
 
I agree with giving the Amurites an Adept to start with instead of a Scout.

I'd be tempted to move the various Mills down the Engineering line towards Construction and then grant bonuses to them at Engineering and/or Machinery.

Engineering also ought to give Workers a spell to dig a drainage ditch (12 turns) which turns Marshes into Plains and Scorch ought to dry them out.
 
I'm not entirely sure about exploring way to quickly. The way I see it, the eye can only explore in a limited space around the adept, and the adept isn't going to last long if he moves very far away from you borders anyway, with things like bears and spiders lurking about. They don't come with the initial 2 movement points of a scout, so they can't run away from any barbs/animals that they might come cross, and it will also take them a lot longer to get around. And though I could be wrong, I remeber that scouts should be getting better resultsfrom tribal villages, which would pose a fair disadvantage of scouting with an adept instead. Plus, even if they can see a little further around them than usual right from the start, it's not like it's going to make them over powered or anything, and why shouldn't the Amurites get some sort of small early game strength.

Anyway I can't really say until I've given it a try, so I may go and have a look myself now :)
 
I agree that Amurites should start with an Adept. I also agree that the mills should be moved down towards construction and get bonuses later. The only usefull mill for me so far, is the lumbermill, but by the time I get the tech to build it, I have no more forests left. A Lumbermill is a basic type of mill. I do not see why someone should research smelting to get it!!
 
Because industrial production of lumber requires better metal tools.

Given that fat crosses have 20 tiles in them and 20 population is difficult to achieve without Guardian of Nature/Sacrifice the Weak, is it so hard to keep a couple of forests about?
 
Because industrial production of lumber requires better metal tools.

Given that fat crosses have 20 tiles in them and 20 population is difficult to achieve without Guardian of Nature/Sacrifice the Weak, is it so hard to keep a couple of forests about?

Better metal tools? A saw is enough to get a primitive lumbermill. I do not think lumbermills start their existance in the industrial age. Industrial age lumbermills are just more effective. A crappy +1 :hammers: is by no means representive of an industrial production... IMO.
 
Smelting really isn't an industrial age tech. Smelting has been known since prehistory, and needed for even copper tools. A Saw is a relatively advanced metal tool. Saws made of copper or bronze don't really work so well, as those materials don't have high enough tensile strength. Before Smelting trees would just have to be hacked at with stone axes, which tends to pulverize part of the tree rather than cut it..
 
I agree with giving the Amurites an Adept to start with instead of a Scout.

I'd be tempted to move the various Mills down the Engineering line towards Construction and then grant bonuses to them at Engineering and/or Machinery.

Engineering also ought to give Workers a spell to dig a drainage ditch (12 turns) which turns Marshes into Plains and Scorch ought to dry them out.

seconded, everything he said :D
 
If the adept has a fixed promo at the start, that would avoid a too big advantage for picking the starting city.
 
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