FFH2- suggestion thread.

thomas.berubeg

Wandering the World
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FFH2- suggestion thread.

I thought maybe to keep some clutter off the forum, we could have a thread (stickied maybe) to hold all suggestions for this mod :)

me first:

Seeing as the world is emerging from the age of ice, maybe ice should be on the entire globe except for a strip at the equator, and some other random "hot" spots. everyturn or so, the ice melts further and further away, making exploration viable even late game...

well, suggest away.

sincerely,
thomas
 
Yeah I think thats a great idea and I expect that it will be added before everything is said and done. But probably not in this phase.
 
Imperial Roadways A means to upgrade a road to a better road that even further improves movement. I find at the late parts of the game it becomes tedious to move armies across the vastness of my empire.
 
I think elves should not be able to make roads, or if they do - make them invisable, and make all elven units unable to use them.

The "invisi-roads" should be renamed (for elves only) trails or some such thing.

In return, the elves could have movement bonuses through forest, increasing in speed as technology does. I think that at the point of "hidden paths" elves should have a "near-railroad" movement through forests. They'll almost always be followers of leaves, even if they dont found them, so forests will be a plenty.

-Qes
 
I like both the roads ideas but would limit what civs can build the imperial roads, such as bannor, calabim and not clans or doviello for instance.
 
It would be handy to have a use for idle workers too!

Loki already offered them as a useful way to keep mages alive when surrounded by assassins and shaddows - let them sit in the stack and die for the motherland.

Now, when your up against gypsies, tramps and theives, your S.O.L.
-Qes
 
THere should be some thing to prevent heroes from gettint religious promotions when they aren't that religion, i.e. the Cult of the Dragon
 
Not sure if this has kind of idea has been mentioned before but I thought it would be neat to have a tile like the ruins or barrows but for animals. Something like Wilderness or something. I don't know about anyone elses games but capturing animals doesn't come up very much. They all get killed off too soon and by the time you get a hunter with subdue animal most of the barbarians are now warriors (who also kill animals) If I am lucky I get a few animals.

Anyways the special thing about wilderness is that it couldn't be destroyed by just walking into it like ruins or barrows but would require you to chop them down like forests or jungles. Further they could spread like jungles or forests.
 
I think elves should not be able to make roads, or if they do - make them invisable, and make all elven units unable to use them.

The "invisi-roads" should be renamed (for elves only) trails or some such thing.

In return, the elves could have movement bonuses through forest, increasing in speed as technology does. I think that at the point of "hidden paths" elves should have a "near-railroad" movement through forests. They'll almost always be followers of leaves, even if they dont found them, so forests will be a plenty.

-Qes

We considered this, but the main problem is coding it so that then the ljusalfar can still connect resources with their cities.
 
We considered this, but the main problem is coding it so that then the ljusalfar can still connect resources with their cities.

Isnt simply making the Roads invisable, and the units not respond to roads enough to allow the workers to build "roads" which merely link resources, while concentrating unit movement in the catagory of tree-huggery - doable?
-Qes
 
How about having elven workers unable to build roads, but instead build "elven roads" that don't give a movement bonus. If vanilla had railroads that give 8x move, I don't see why you can't have FfH use elven roads with 1x move. Though to be honest, I don't think that this is necessary from a balance perspective.
 
A lot of the discussion is on the Leaves and Elves combo -- How about this? Increase the military production penalty for Leaves? With the number of "free" creatures that they get (werewolves and Treants), I wouldn't be opposed to seeing a drastic reduction in military unit production (even as high as 90% wouldn't offend me) -- then just reduce the cost of specific units which you wouldn't want to be so incredibly high.

I offer this because I find Leaves + anyone to be amazingly powerful.
 
That may change with Fire, though, with all the burny.
 
Some things I'd like for the Staging room for games:

first, itd be nice if the Civ box that shows the Civ of the leader you picked, allowed you to pick a Civ while the Leader is set as Random, and having that choose a Random leader of that Civ,
also, have that Civ box with additional options besides the Civs, like being able to choose Good, Neutral, Evil while the Leader is set to Random and then get a random leader who is the alignment you specified.
maybe also being able to choose a Random Barb trait leader.
 
A lot of the discussion is on the Leaves and Elves combo -- How about this? Increase the military production penalty for Leaves? With the number of "free" creatures that they get (werewolves and Treants), I wouldn't be opposed to seeing a drastic reduction in military unit production (even as high as 90% wouldn't offend me) -- then just reduce the cost of specific units which you wouldn't want to be so incredibly high.

I offer this because I find Leaves + anyone to be amazingly powerful.

Werewolves are not guranteed. I have regularly not gotten the baron while playing the leaves (concentrated on other things).

So, no automatic assumptions with leaves play.
-Qes
 
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