FfH2 Game Balance Thread

One thing that annoys me about horse archers if how often the AI upgrades them from archers with City Garrison promotions. The unit doesn't get defensive bonuses, so I'm pretty sure that promotion is worthless to them and a waste of xp when that path is followed. It would be nice if the promotion was replaced with a free promotion pick upon upgrading.

I beseech thee Kael's alter ego to command him to do that...
 
I used worldbuilder to test it, and Horse Archers do get the bonus from the City Garrison promotions when defending a city. They do not get city defense bonus from culture/walls, however.

The real problem of Archers with City Garrison promotions being upgraded to Horse Archers is that a defense 5 unit that gets +25% city defense and up to +25% fortification bonus (effectively 7.5 defense) is being upgraded for a cost to a unit with defense 6 that doesn't get those bonuses - so even though the Horse Archers get the City Garrison bonus, it is still a bad move.

It would be nice if the promotion was replaced with a free promotion pick upon upgrading.
I would suggest that a better solution would be to hard-code the AI to never upgrade an Archer to a Horse Archer if it has one level or more of City Garrison. Of course, I have no idea how hard doing that is compared to your suggestion. I think it would be better because an AI with Horse Archer and not Longbowmen ends up upgrading all its Archers and then has nothing to use to defend its cities. The free promotions would make the resultant Horse Archers better, but do nothing to address the lack of defenders.
 
I think the disciple you get when you get a religious tech should have 100% chance of spawning its religion regardless of if there already are other religions in the city. it's very annoying when you get a religious tech via tech trading, the disciple you get fails and here you are with no way to ever spread that religion in your cities cuz you have no way to get other disciples.
 
Speaking of archers, I always thought they were too powerful for when they appear. Once they pop up they basically make any kind of attacking impossible until catapults and bronze axemen show up. Really puts a stalemate hold on any kind of early warfare. They're not even that bad attacking either.

I mean, you have a unit that's strength 5 on defense when everything else is 3 to attack, a city/hill bonus, and a first strike. They don't need all that. They'd be fine with just two of those, or even only one. As of now they're like crossbowmen showing up when everyone's still using champions to attack, except even worse because you don't have magic or siege that early

My 2 cents
 
aren't Pyre Zombies still too powerful? in a Sheaim game, Buboes spawned and all I had to do to kill him was throw 4 pyre zombies at him... very unclimatic.
 
That wouldn't have happened if Magic Immune still gave 100% immunity to Fire damage instead of 50%.

For the most point, making Destroy undead Lethal has balanced Pyre Zombies pretty well.

Perhaps they could have their strength reduced by 1 though, as they will often get the Strong promotion from the Tower of Mastery Necromancy. Or maybe the Tower of Mastery Necromancy should give another promotion that gives +1 in Death damage.
 
you mean tower of necromancy, right? tower of mastery should definitely give some bonus for those that play without that victory condition :)
 
This is just an opinion but it seems that having the dragon slayers is kind of redundant for the Grigori. I feel this way because there are only 4 dragons in the game that hardly ever appear during a game session. Also the number of hero units available to the Grigori in a given game seems mismatched when going up against an ogre horde that have the same base strength as heroic dragon slayers. I think the Grigori should have more national units, stronger champion units, or something of that sort. In short it just seems like they need some tweaking to make their armies a little bit stronger.
 
I think maybe there should be some religion that fits with the "warrior" civs such as the Doveillo and the Clan of Embers. The religions in the game do not fit them as well as say the Runes of Kilmoref of the Dwarves and the Fellowship of the Leaves for the Elves.
 
I think maybe there should be some religion that fits with the "warrior" civs such as the Doveillo and the Clan of Embers. The religions in the game do not fit them as well as say the Runes of Kilmoref of the Dwarves and the Fellowship of the Leaves for the Elves.

Don't make multiple posts, edit your previous one plz.

And not every religion that exists in the lore is represented in the game for balance reasons. The Doviello worship the White Hand, however, from represented religions, Fellowship of Leaves (of more feral interpretation) fits them most, lorewise. Ashen Veil lorewise fits the Clan the most, since the fire goddess Bhall, whom they worship, is a patron of that religion along with Agares.
 
I think that maybe there should be a Werewolf Civ in the game. That could make for a very interesting game to play. And I think they could be used as a civ to counter balance the Vampires. Once the Vampires have a foothold with there endless promotions can be pretty impossible to beat especially with a human player. Maybe the introduction of a new Civ like a Werewolf one can counter the strength of the Vampires or maybe new promotions that give bonuses against vampires?
 
I demand the Giant Mutant Ninja Robot civilization in the game.
 
But if there were Giant Mutant Ninja Robots, you'd need to implement a giant racial promotion too. In any case, Giant Mutant Ninja Robots are still ninjas, which means the Lanun would pirate them easily.
 
I think that maybe there should be a Werewolf Civ in the game. That could make for a very interesting game to play. And I think they could be used as a civ to counter balance the Vampires. Once the Vampires have a foothold with there endless promotions can be pretty impossible to beat especially with a human player. Maybe the introduction of a new Civ like a Werewolf one can counter the strength of the Vampires or maybe new promotions that give bonuses against vampires?

This may be a little bit too extreme, but giving werewolves a +25% bonus against vampires promotion may fit very good.
 
This may be a little bit too extreme, but giving werewolves a +25% bonus against vampires promotion may fit very good.

Well, the FfH vampires are not classic vampires, so the cliched vampire-werewolf brohaha might not be applicable here.
 
Well, the FfH vampires are not classic vampires, so the cliched vampire-werewolf brohaha might not be applicable here.

I'm just saying something should be done so that Vampires are not so strong. Granted I think Vampire Lords might be the most fun units to use in the game but when they get strong enough to kill the Avatar of Wrath with a 99.9 percent chance that seems a little extreme.

Also Werewolves do not seem to have a really big presence in the game. I was thinking if they were stronger some how, say giving Duin the hero promotion, there would be more werewolves lurking about in the game. Usually when I play the game if the AI builds Duin he dies pretty quick or he really is not used enough to spawn werewolves to make there presence seem noticeable in the game. From my first impressions when I started playing FFH is that werewolves were going to be another pain in the butt like hording barbarians are in the beginning of game play. I was disappointed when they were not.
 
Normal Speed, Noble difficulty. 10 turns into the game, I pop a goodie hut and get Cartography. Sweet! about 20 turns later, I pop another one and I get Hunting. Yeah baby! another 20 turns, another goodie hut. this time I get ANIMAL HANDLING. at about turn 50 normal speed. suddenly the game is a lot less interesting... it's one thing to get Bowyers on turn 300 by a goodie hut which survived stranded on a tiny island, but animal handling on turn 50 is way overdone and should not happen imho. in FF there's a cap on the amount of beakers a goodie hut can give you, so in this instance I would have got a small portion of animal handling, instead of the whole tech which on turn 50 is just outrageous.
 
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