Frequently Asked Questions

I don't think this is a bug so I am asking here. Why is the already explored terrain so dark? It wasn't so dark in older versions. Vanilla BTS and other BTS mods aren't so dark. FFH is so dark I can't see anything unless a unit or city can actually "see" the terrain right now? I'm not sure which version contained the change. If there is anyway to change this I would like to know. It really makes planning difficult and sort of defeats the purpose of exploring.
Also, it doesn't seem to matter if I'm using "Blue Marble" terrain or not.
 
it does matter, although FFH2 default terrain is pretty similar to blue marble indeed. the difference isn't very noticeable on plains and grasslands, but tundra for example is VERY different IIRC. the good thing about blue marble is that it's easier to see if a water tile is coast or ocean due to very different colors imho.
 
It gives every new build units the sheut stone promotion:
+1 strength (i believe death) and a small weakness to holy damage.
 
Just curious, which Civ's do you currently feel need the most work from:

A) Balancing standpoint

B) A Flavor and completeness standpoint?
 
A) keelyn's balseraphs, ljolsafar, MAYBE calabim. the AI is always doing very well for them, could do with a lil' nerf.
then you have dwarves (both), sheaim, bannor, kuriotates and maybe malakim, that the AI is always getting killed very very early with. please note that I'm just referring to how the AI is doing with them, not human players.

B) Doviello http://forums.civfanatics.com/showthread.php?t=290591 , others are fine as it is imho.
 
*bump*

so, was that last post of mine above this one highly useless? :D

btw, question about Ancient Forests: is it right that they remain ancient even after you switch religions? it seems kinda exploity to me, switch to FoL for 10 turns, then switch to the religion you want, and get a crapload of food? or am I missing something important here? thanx in advance for for the reply :)
 
[to_xp]Gekko;7268391 said:
*bump*

so, was that last post of mine above this one highly useless? :D

btw, question about Ancient Forests: is it right that they remain ancient even after you switch religions? it seems kinda exploity to me, switch to FoL for 10 turns, then switch to the religion you want, and get a crapload of food? or am I missing something important here? thanx in advance for for the reply :)

We never use pickling in FfH so it isnt useful to us.

Yes, players that switch away from the Fellowship retain their ancient forests, just as players that switch away from oher religions may retain their buildigns, blessing, etc.
 
Well, there are basically three that I think are just too bland:

Doviello, Malakim, Bannor. Each is basically just normal units, and some traits. The actual flavor, and strategic options of each, isn't much greater than "Generic Civ" (AKA, one with no special units, spells, etc.)
 
I think that's the "point" of the Bannor though. I've heard them mentioned as an introductory civilization and I like that at least one civilization is vanilla.
 
We are discussing that in the other forum. Most nations do not need a lot of work is the consensus. Balseraphs are a little high powered, Doviello a bit in need of lovin' in general. There are changes to a few others already being tested.



what other forum? :D

anyway, I agree with Zechnophobe that Doviello ( especially ) , Malakim ( 2nd ) and Bannor ( 3rd ) would greatly benefit from some more unique features and mechanics. I don't think there should be a civ in ffh2 that feels "vanilla" , it would stand out way too much compared to the others. also, the Kuriotates need a couple tweaks ( I think that's gonna be in 0.34 ;) ) , and the Elohim too - tolerant doesn't make much sense for them imho, they're much better in FF ( I think that's gonna be in 0.34 as well ;) )
 
I think that's the "point" of the Bannor though. I've heard them mentioned as an introductory civilization and I like that at least one civilization is vanilla.

Yup, that is how I view them. The Bannor are my favorites, because they need less immersion if FfH tactics and ideas than others, and you can learn the game playing them.

I haven't played FfH in a bit, and I'm in a game now. So I tried the Bannor again on Emperor. I'm on a small Erebus map. Its working great. Right now, its pretty much me against Hyborem (I killed the Calabim, vassalized the Kuriotites. The Elohim are around but pretty irrelevant.)

Anyway, I'm a lot bigger, but I'm losing anyway. Tough war. I killed Hyborem once, and killed Mardero. But I've taken big losses.

But I'm about to be The Bannor. NOBODY fight total war like they do! Yup, I'm ready for Crusade. I just cast Rally, I got 77 new demagogues! Incidentally I've cast Donal' Rally spell 3 times, it can also be a killer. I had my big stack of 25 units defeated by his, I thought I was going to lose, but my demagogues and newly built paladins swept them away.

Take that Hyborem! What a great feel, the Bannor taking on Hyborem with single-minded determination!

The Bannor are about straight on power with no finesse. Use magic users for buffing.

They do take some skill. You have to get your economy up to the point of switching to crusade, and get the towns up for Rally. Build your magic with that in mind.

So I love those Bannor guys!

Best wishes,

Breunor
 
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