Long time FFH2 player who just recently discovered RifE, and I am very impressed. Didn't know FFH could be improved upon, to be honest.
As with any great game, there is still room for improvement. I thought I would give my input on a serious design flaw. Yes, I know the game needs to be challenging, especially for veteran players. But it shouldn't be arbitrarily unplayable, and barbarians as is make it so. I see 3 major problems: (1) in the early game they are so far superior to anything the player the can build that there is often no getting rid of them; (2) they can wipe out opposing civs so that what was supposed to be a 6-player game becomes a 3-player one with all the unbalanced lack of challenge that presents; (3) the Muris clan goblin wolf rider can easily destroy your first warrior defending your capital if that event occurs very early. The problem is of course exacerbated by the AI exploring every lair and goblin fort it comes across and thus generating powerful barbs that neither it nor the player can handle.
I don't mean to inflate these problems - I turned off Savages and Demons and while they still appear, rarely are they such a problem that I need to restart the game. However, I hated to turn them off, since normally I would prefer to play with barbs on, and as I mentioned it doesn't completely solve the problem.
For what it's worth, my advice is to tone down barbarians considerably. They should be a challenge, but the regular units shouldn't be beyond anything the players can create. Occasional Oh S**T units should exist, but not every barb should be an Oh S**T unit. For example, a regular ogre that can appear on turn 50, when all the player can build is warriors, will walk up to his city and quickly ranged attack his way up to +60% or +80% strength, at which point the player could easily lose 8 warriors trying and failing to kill it (I know this from experience). Some players will like that extra challenge - it is not my idea of fun and I specifically tried to turn off barbarians in order to avoid it. I would also add a condition to the Muris clan goblin event to not happen in the first 50 turns. If a player doesn't have 2 warriors defending his capital by then, he is SOL.
Again, I know others will disagree with me. Keep in mind that when it comes to design issues, this is largely a matter of opinion and style. However, I have tried to provide what I think are reasonable concerns for my opinions. I'm new to this mod and this forum, so I apologize if this has been discussed before, but I welcome any discussion.
Above all, I want to reiterate that this mod is excellent and I am merely nitpicking here. I don't want to come across as a troll, merely wanted to give some suggestions.
Cheers, Zolak
As with any great game, there is still room for improvement. I thought I would give my input on a serious design flaw. Yes, I know the game needs to be challenging, especially for veteran players. But it shouldn't be arbitrarily unplayable, and barbarians as is make it so. I see 3 major problems: (1) in the early game they are so far superior to anything the player the can build that there is often no getting rid of them; (2) they can wipe out opposing civs so that what was supposed to be a 6-player game becomes a 3-player one with all the unbalanced lack of challenge that presents; (3) the Muris clan goblin wolf rider can easily destroy your first warrior defending your capital if that event occurs very early. The problem is of course exacerbated by the AI exploring every lair and goblin fort it comes across and thus generating powerful barbs that neither it nor the player can handle.
I don't mean to inflate these problems - I turned off Savages and Demons and while they still appear, rarely are they such a problem that I need to restart the game. However, I hated to turn them off, since normally I would prefer to play with barbs on, and as I mentioned it doesn't completely solve the problem.
For what it's worth, my advice is to tone down barbarians considerably. They should be a challenge, but the regular units shouldn't be beyond anything the players can create. Occasional Oh S**T units should exist, but not every barb should be an Oh S**T unit. For example, a regular ogre that can appear on turn 50, when all the player can build is warriors, will walk up to his city and quickly ranged attack his way up to +60% or +80% strength, at which point the player could easily lose 8 warriors trying and failing to kill it (I know this from experience). Some players will like that extra challenge - it is not my idea of fun and I specifically tried to turn off barbarians in order to avoid it. I would also add a condition to the Muris clan goblin event to not happen in the first 50 turns. If a player doesn't have 2 warriors defending his capital by then, he is SOL.
Again, I know others will disagree with me. Keep in mind that when it comes to design issues, this is largely a matter of opinion and style. However, I have tried to provide what I think are reasonable concerns for my opinions. I'm new to this mod and this forum, so I apologize if this has been discussed before, but I welcome any discussion.
Above all, I want to reiterate that this mod is excellent and I am merely nitpicking here. I don't want to come across as a troll, merely wanted to give some suggestions.
Cheers, Zolak