Frozen: Bugs, Balances, and Feedback

Cão;9167412 said:
Same here...

I´m killing 20 demons each turn, and they keep coming to defend that city, I don´t know how. All with 0 age. It´s just insane.


Did they have mokka's cauldron in the city? Apparently the demons that die get respawned as demons again, making an infinite loop of city defenders.
 
I've taken to just disabling the frozen a the start of the game, or if I forget (because Civ forgets the custom game options as usual), I either declare immediate war and forget everything else to just wipe them out. Should I be able to find them, they often spawn on large continent all of their own and can expand ludicrously with no resistance.

Why? They're just far too overpowered and their effects nerf, damage or just ruin the civs of every other race.

This "magic" wintered promotion appears randomly within your own units and rapidly spreads through combat to everything. Khazad, for example, are utterly hozed at this point as it's impossible to remove this promotion without tier II spells, i.e. dispel magic. Magic *immunue* units still receive this promotion, but it's impossible to remove it because the unit is, erm, magic immune.

"Winter" appears spontaneously around the map and never leaves. Doesn't matter what you do to the underyling terrain, scorch everything to desert if you want, the "winter" is still there.

Various cold patches keep on re-appearing in the sea, producing ice blocks that are immovable through any means. Maybe a flying unit that happened to have scorch could do it, but no idea as I've never managed this.

Tar Demons spawn out of control - every time you kill/destroy one it splits into two (or more?) new ones. While highly profitable when you have a pile of units with blitz and pillage (or whatever the +2gp for killing a unit is), it makes it extremely frustrating to take out anything Frozen. Eventually they seem to stop, but you need a stack often 4 times the size of anything frozen and a few game turns to make much headway against the frozen.

Fire doesn't seem to particularly effect the frozen in any increased way, however their cold damage and "wintered" certainly does affect your own units. It would be logical the fire (sun) damage really hurts them but doesn't seem to.

Frozen lands appear everywhere - you have to waste a lot of time fixing your own lands and re-terraforming them back to what your people like. Doesn't matter if that's desert, hell terrain, swamp, etc - the snow/ice appears all over the place and overrides your own civ's terraforming. Which, incidently, is a HUGE difference - a non-frozen's terrain tends to stop at their own borders (slightly different for hell of course), however frozen lands affects everything, everywhere.

Blizzards! Exactly how are we meant to get rid of these? They happily sit there, even if everything else is fixed, damaging everything that passes through them. Which, given how bad the route-finding in civ is, usually includes all of your units. A similar problem is with units insisting on marching through haunted lands - the tool-tip path shows a safe path past the land you want to avoid, the reality is the unit walks straight into/through it.

If it wasn't for the over-reaching powers and impenetrable effects and various other smaller issues, I'd quite like the frozen. They're suitable different and interesting but right now the only way to play with them is either without them (!) or to destroy them the moment they start the game - hoping that you get to their cities before they turn massive and viral.
 
I'll say it again- the next version of RIFE will have a more balanced version of the Frozen.

So until then, you should play with it off.

Or download the Fall Further or the Fall from Heaven 2 version (which I need to update to patch N), which are available as standalone mods, and see how they perform there. Hopefully, in those mods the Frozen should be more balanced.
 
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