Hi there !
First of all, sorry for my poor english, it's not my native language. I also want to thanks Kael and all the FFH team for the amazing work they've done on this excellent mod.
I've not played with 0.34d yet, but i'm playing since 0.18 (or something) and enjoyed playing with nearly all leaders/civs. I've a few remarks about the mod I'd want to share. I'm pretty sure that some if not all have been posted on the board, but i don't have an Internet access at home so it's kinda hard for me to check every post here
Anyway, here we go.
I do like the idea of ancient forest used by the FoL religion, but is it really necessary that they grow up so fast ? They offer a huge bonus both in health and fighting (moreover for elves with the right promotions, not speaking of the "treant" worldspell). Don't get me wrong, I don't say they are overpowered, but having them growing a bit slower and/or downgrade to standard forests outside of FoL influence (not sure if it already does that or not) should be more consistant with the term "Ancient".
I've played tons of my recent games with the Svartalfar, the assassin / CoE combinaison works amazingly well with my game style. In fact too well as soon as i've created the hero, Alakazim (sp?), i know i've won the game. My troops conquering nearly empty cities. I know that the common answer to this issue is saying that the Civ AI is too weak to understand who the hell are all those HN assassins (and omg HN shadows) coming from. Yeah right, but it's still an unresolved issue. Dunno if it would work but maybe each AI could keep an internal counter (in fact, one for each other other civ). Let's say the Svart. are attacking the Bannor with HN. Each time a Svart HN is attacking, the bannor's counter has (let's say):
- 60% chance of doing nothing (unable to detect who is the attacker)
- 30% of increasing for the Svart
- 10% of chance to increase for random nearby race (damned we caught the wrong guy)
The value of each counter would slowly decrease when the civ isn't under attack for a while. And if the counter for a given civ reach a said amount the relationship will decrease, and may lead to a war. I'm no Civ4 modding expert but from a programmer point of view it's not very hard to implement afaik. And it would basically mimic what a 'real' player would do in such circonstances. Nerfing (a little bit) the HN in SP games without altering MP games.
Another race i enjoyed are the Hippus, dominating the world using a 100% cavalry line military was one of my best games. hopefully the small nerf to the raider trait will balance them. Because right now, i usually keep one barbarian city near/inside my borders and use it as a training ground for my horse archers.
Another complaint i have (damn, so many complaints for a game i love, must be crazy
) is about the Amurites. I sometimes do like playing with magic oriented civs. But compared to Keelyn/Balseraph or Sheiams (both evil), they are rather dull. The world spell is weaker than many, the mages with a one-time spellstaff promotion not as fun as they should be. Only the firebow has its use. They aren't especially weak, just dull (weird for a civ of powerful mages).
Another thing, why do animals stop spawning (i know about the FF modmod, yes) after a while ? Is there any particular / technical reason for this i'm not aware of ? (cause it leads to an unbuildable wonder, at least in 90% of maps, not too much a big deal, but still weird).
I've probably forgotten most of the things i wanted to say when i started the thread but it will be enough for now i think
First of all, sorry for my poor english, it's not my native language. I also want to thanks Kael and all the FFH team for the amazing work they've done on this excellent mod.
I've not played with 0.34d yet, but i'm playing since 0.18 (or something) and enjoyed playing with nearly all leaders/civs. I've a few remarks about the mod I'd want to share. I'm pretty sure that some if not all have been posted on the board, but i don't have an Internet access at home so it's kinda hard for me to check every post here

Anyway, here we go.
I do like the idea of ancient forest used by the FoL religion, but is it really necessary that they grow up so fast ? They offer a huge bonus both in health and fighting (moreover for elves with the right promotions, not speaking of the "treant" worldspell). Don't get me wrong, I don't say they are overpowered, but having them growing a bit slower and/or downgrade to standard forests outside of FoL influence (not sure if it already does that or not) should be more consistant with the term "Ancient".
I've played tons of my recent games with the Svartalfar, the assassin / CoE combinaison works amazingly well with my game style. In fact too well as soon as i've created the hero, Alakazim (sp?), i know i've won the game. My troops conquering nearly empty cities. I know that the common answer to this issue is saying that the Civ AI is too weak to understand who the hell are all those HN assassins (and omg HN shadows) coming from. Yeah right, but it's still an unresolved issue. Dunno if it would work but maybe each AI could keep an internal counter (in fact, one for each other other civ). Let's say the Svart. are attacking the Bannor with HN. Each time a Svart HN is attacking, the bannor's counter has (let's say):
- 60% chance of doing nothing (unable to detect who is the attacker)
- 30% of increasing for the Svart
- 10% of chance to increase for random nearby race (damned we caught the wrong guy)
The value of each counter would slowly decrease when the civ isn't under attack for a while. And if the counter for a given civ reach a said amount the relationship will decrease, and may lead to a war. I'm no Civ4 modding expert but from a programmer point of view it's not very hard to implement afaik. And it would basically mimic what a 'real' player would do in such circonstances. Nerfing (a little bit) the HN in SP games without altering MP games.
Another race i enjoyed are the Hippus, dominating the world using a 100% cavalry line military was one of my best games. hopefully the small nerf to the raider trait will balance them. Because right now, i usually keep one barbarian city near/inside my borders and use it as a training ground for my horse archers.
Another complaint i have (damn, so many complaints for a game i love, must be crazy

Another thing, why do animals stop spawning (i know about the FF modmod, yes) after a while ? Is there any particular / technical reason for this i'm not aware of ? (cause it leads to an unbuildable wonder, at least in 90% of maps, not too much a big deal, but still weird).
I've probably forgotten most of the things i wanted to say when i started the thread but it will be enough for now i think
