FFH2- suggestion thread.

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.

Thumbs up to all that if possible to do!
 
Werewolves are not guranteed. I have regularly not gotten the baron while playing the leaves (concentrated on other things).

I am pretty sure he is talking about his own techtree, if i remember correctly he made the hidden paths tech a requiremnt for all the other natue techs->
only leaves get rangers, baron, druids.
 
I made a suggestion box a long time ago... I'll go bump it...
 
I've had this image of a peaceful country side suddenly erupting into flames, and Hyboream bursting through... any chnaces of an animation (or movie) like that happening?
 
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 makes more sense for the more cultured and civilized civs to have better roads

Indeed it does, but what if I decide to play as the Doviello and go for a cultural victory? It's perfectly plausible. Maybe it could be linked to the culture level somehow.

In fact, this concept kinda reminds me of the upgrading roads in Pharaoh, that looked better and better as the neighbourhood became more desirable (it didn't have any effect on gameplay though, IIRC).
 
love the new version of the mod
couple things though: barbarians and the counter, cant remember what you call it
I tried three different campaigns in the past 2 hours because I lost all of them due to being attacked by lizardmen within the first 100 turns. First game I was attacked by 3, next time 2, then 2. Kinda hard to fight off that onslaught with just a warrior.
Also with the counter, it goes up when you raze a city, even a barbarian city. I think this shouldnt factor in barbarian cities because, atleast in the early game, whenever you find these you want to destroy them to rid yourself of a spawning ground for barbs and a supply of gold. Problem is they are usually at level 1. I kept having orc raids into my settlement from this one barb city a block away from my northern province. Id destroy it, they'd rebuild, destroy, rebuild. I brought the counter up 7 points alone.
 
Hi

It would be cool to have the chosen civ leader as an actual national unit for that civ. i.e. I chose Alexis of the Sabatim as my leader and when I start a new game instead of a warrior that comes up with the settler and the scout I got Alexis. Of course they won´t come with Hero promotion instead they have maybe Leader promotion.
Leader promotions are like they gain double the exp from battles maybe...
 
I am pretty sure he is talking about his own techtree, if i remember correctly he made the hidden paths tech a requiremnt for all the other natue techs->
only leaves get rangers, baron, druids.


Well, yes and no. Yes I had been playing my tech tree - so the thought was there... but in general even playing the normal FFH tree I go that route also. But you are right - I had been playing my tree and had forgotten that the two are not tied together in normal.
 
Just thought id repost this here incase my other post in the balance suggestions was ignored. ;)
Xanikk999 said:
And PLEASE, could we do one of the following:

A: Get rid of the desert defense PENALTY. Desert should not give a defense bonus but it should not make you defend worse in combat realistically.

If not that then AT LEAST, make it so DESERT HILLS get 25% defense bonus. It is absurd that an archer on a desert hill does not get a hill defense bonus

At the very least Cities built in desert should not get a defense penalty if you wont even give desert hills the defense bonus.
 
I play DD3 every week, and these days, we're playing Midnight, a realm where evil has triumphed, and, among over things, has set in place a permanent solar eclipse.

That's my suggestion : Why not a ritual or world wonder in order to place a solar eclipse on the world ? It would give a bonus to undeads and vampires. But it would be removed if the city it is built in is destroyed.

On the opposite, there could be a tower of Light, something called the Light of Judgement (like the tower of Kefka in FF3, but for good civs), that would have the opposite effect on vampires and undeads.
 
Units that fortify within a fort should immediately get the +25% defense bonus instead of the +5% per turn you normally get. That would give more incentive to build forts and allow for better hit-and-run tactics. Currently I can't find any use for forts.
 
I think Pirate coves should eventually grow into a settlement, shich would eventualy grow into a city
 
I find it rather odd that Bane Divine is now tied to the Armageddon Counter. Wouldn't this ritual be Cassiel's end goal? To sever all connection between gods and men? And I can't see Cassiel bringing the world to the edge of oblivion for that, for some reason.
 
A thought - when hell spreads to tiles containing resources it changes, could improvements which are no longer valid be destroyed? I'm thinking specifically of cows/sheut stone here, can't remember if any others change. It would make workers which are set to leave old improvements connect the new resource and might make the AI improve it sooner.
 
Behold the power of insomnia

The leader traits should change/be removed when Basium/Hyborem is perma killed.

Hmm just checked the wiki, says that for the Mecurians in Light this is the case. If still true never mind.
 
i think the hippus should have roaming cities...they'd act like cities, but would be able to move like ordinary units.
 
At the very least Cities built in desert should not get a defense penalty if you wont even give desert hills the defense bonus.
The defense penalty for deserts is an important malakim mechanic--only they treat deserts like other flat terrain. The Ai understands it this way.

Also, an archer on a hill in a desert would get its normal +40% hill defense bonus.
 
i think the hippus should have roaming cities...they'd act like cities, but would be able to move like ordinary units.

Is it there a scenario/game play type in Warlords that you are playing as barbarians and have a unit that produces units? This could work for the horsmen. They would have an option to settle down and establish a settlement wich would then turn into a city but the main goal would be the roaming tribes unit that would produce the ordinary units. This way it would be a moving civilisation. An ongoing army that marches here and there. They would have to defend the tribe units at all costs, etc. I doubt it is possible cause no AI could be smart enough to use it properly. :/
 
love the new version of the mod
couple things though: barbarians and the counter, cant remember what you call it
I tried three different campaigns in the past 2 hours because I lost all of them due to being attacked by lizardmen within the first 100 turns. First game I was attacked by 3, next time 2, then 2. Kinda hard to fight off that onslaught with just a warrior.
Also with the counter, it goes up when you raze a city, even a barbarian city. I think this shouldnt factor in barbarian cities because, atleast in the early game, whenever you find these you want to destroy them to rid yourself of a spawning ground for barbs and a supply of gold. Problem is they are usually at level 1. I kept having orc raids into my settlement from this one barb city a block away from my northern province. Id destroy it, they'd rebuild, destroy, rebuild. I brought the counter up 7 points alone.

I agree!

I think playing Fire using the raging barb option is very tough for the reasons you mention. In 4 of the 6 games I played the counter reached 60 before the yr 800 on Marathon setting. In other words, the game was done with more than 1,000 turns remaining.

Also, I just had nothing to cope with the Four Horsemen as in Marathon games with raging barbs you get the more powerful units later than yr 800. I really got killed when I couldn't combat Fear of the second horseman with no adepts to get courage.

I think the Counter should be somehow adjusted for Marathon games and games using the raging barb setting.
 
I think razing a size 1 city should just not count as a raze to the arm counter. The AI doesn't even consider it a raze if you just autoraze a city because of how small it is. It's not like a city that has been around for only 1 year is some super-monumental achievement, just a little town with a few inhabitants that can be dispersed easily.
 
Back
Top Bottom