Hi, im new to ffh2 and i need help

The absolute best leader for the Elves is, in my opinion, Thessa. Magic is the best way to counter the Ljosofar's weaknesses (no seige engines). Also, the cheap settlers (the more important aspect of the Expansionist trait) helps to speed up your early expansion. But as Mimic mentioned, the magic system of FfH is daunting for newer players, so you may want to go for one of the other leaders until you feel up to exploring the Arcane line.

Well... Leader-wise, my main bias against Arendel is that she is of Good alignment, making her unable to get access to Druids with FoL unless she does a CoE > FoL switch to become Neutral. Usually I'm too dependent on Guardian of Nature by the time I reach Commune with Nature that I'm too lazy to do the swap.

Actually, Amelanchier isn't too shabby either on the offensive side, with respect to filling up the gap made by the lack of siege engines.
His Defensive trait gives +10% withdrawal rates, which allows his Mounted units to be able to very easily hit the withdrawal cap with flanking promos.
Eg. Fyrdwells with 35% base withdrawal + 10% defensive is already 45% withdrawal.
You could easily get Flanking I and bump it up to 65%, and simply smash a good number of Flanking Fyrdwells against a city to weaken its defenders first, before sending in your heavy hitters to mop up safely.
Not to mention that his mounted units have great synergy with his Raiders trait, allowing them to cut deeply through rival territory and gain additional gold from pillaging.
 
I wish elves had a UU druid, that only required the techs and being elven
 
I wish elves didn't every time result in stereotypical FoL->guardians of nature->50 tigers->cottage every plot->repeat every mp game ad nauseum. I think next time I see them in a mp game i will just kill them outright first. Hannah isn't even as pat.
 
thanks so much for the replies, i always thought commerce= gold, not tech with the slider .
Btw, i always try to get the good alignment, so as to not lose productivity when the hell terrain starts comming . Are druids really worth being neutral ?
 
Assuming that you are intending to head to Commune of Nature to get Yvain, yes. :lol:
They can move through impassable terrain, ie camp on top of peaks, and also has Nature affinity like Yvain.
So if you hoard up on Nature mana to buff Yvain, your druids become much stronger too.
..oh and that they get easy access to the Nature III, Vitalize, which lets you terraform your tiles. ;)
 
so, what does nature affinity do, and fire affinity etc... Never understood.
And today, i tried killing loki but he kept withdrawing. Any way to kill him ?
And is there a way to be neutral but having a terrain protected from hell ?
 
More questions :
- Do mines check for ressources once per game per tile, or can i repeatedly build a mine on the same tile in the hope of getting a ressource ?
- Do religion based building leave if i change religions ? So can i build mines of galdur as RoK and then switch to FoL and keep it ?
- If i use the Life 1 spell to clear a hell terrain from a tile, does it make that tile immune for the rest of the game ?
- Can i go from on religion to another, rushing the heroes and killing them, then returning to my religion, building my heroe and being the only one to have some ? Or can heroes be built, die and be rebuilt ?
- How can i code the game to make it do this : If i capture the enemie's city with their palace, i get the palace and the enemy can only have it back by taking the city back. In other words, when a capital is destroyed, the palace stays in the city under the command of the victor ( along with the mana and maintenance reduction) and the one who lost the palace wont have any until he captures another.

tyvm
tabc3dd
 
the tech 'smelting' reveals iron or the mines of gal'dur wonder or infernal palace supply iron but the tech 'iron working' upgrades your units if iron is available.

It's wrong. I mean it's right that "Smelting" reveals iron and you need "iron working" to get the iron from mines, but the iron from infernal palace and Mines of Gal'Dur gives you iron even without the tech and you get iron weapons as soon as you get iron.
 
so, what does nature affinity do, and fire affinity etc... Never understood.
Affinity give the unit a bonus (usually +1) to attack and defense strength for each source of the corresponding mana type that you have. So if you have 3 Nature mana then a unit with Nature affinity will have +3 strength.

And today, i tried killing loki but he kept withdrawing. Any way to kill him ?
Loki is difficult to kill, because he will withdraw from almost every combat situation. The only reliable way to kill him is to attack him while he's in a city. Personally, I prefer to block him into a corner and let him feed puppets (almost free xp) to my units.

And is there a way to be neutral but having a terrain protected from hell ?
Keep the AC low.

- Do mines check for ressources once per game per tile, or can i repeatedly build a mine on the same tile in the hope of getting a ressource ?
Rebuilding the mine is unnecessary. Every turn, every mine that isn't on a special recource is checked to see if a new one is discovered. The chance is very low, of course, but many mines over many turns gives lots of opportunities for discovery.

- Do religion based building leave if i change religions ? So can i build mines of galdur as RoK and then switch to FoL and keep it ?
Yes, you keep the building. Some units will abandon you when you switch religions, but the buildings and wonders stay.

- If i use the Life 1 spell to clear a hell terrain from a tile, does it make that tile immune for the rest of the game ?
No.

- Can i go from on religion to another, rushing the heroes and killing them, then returning to my religion, building my heroe and being the only one to have some ? Or can heroes be built, die and be rebuilt ?
If the hero dies before you switch religions then no one else can build that hero. If you switch religions and the hero abandons you then others have the opportunity to build the hero. If you are in a position to found every religion and build and then suicide every religious hero just so that no one else can have one, then it's probably time to increase the difficulty level at which you play.

- How can i code the game to make it do this : If i capture the enemie's city with their palace, i get the palace and the enemy can only have it back by taking the city back. In other words, when a capital is destroyed, the palace stays in the city under the command of the victor ( along with the mana and maintenance reduction) and the one who lost the palace wont have any until he captures another.
That's a pretty radical change, and quite unbalancing as well. Of course, you can mod your game how you like. I don't know anything about modding the game, so I'll let someone else try to answer that one for you.
 
- How can i code the game to make it do this : If i capture the enemie's city with their palace, i get the palace and the enemy can only have it back by taking the city back. In other words, when a capital is destroyed, the palace stays in the city under the command of the victor ( along with the mana and maintenance reduction) and the one who lost the palace wont have any until he captures another.

The only way I can think of is the rather laborious process of splitting each palace into two separate buildings, one that is the center of government (the building is what determines the capitol, and I suspect that you would run into some serious bugs if you tried to have a civ without a capitol), and one that provides mana and the other effects.
 
Another question :

Dos the event with werewolves, where you have to choose between saving one or saving 5 man, or the event where they ask to kill a witch and you say no, do these have any effect ?
 
Giving up on ljosoflar, too boring and micromanaged, unless someone knows a way to automate adepts to build forests everywhere and builders to build cottages everywhere.

Going to go try the khazad civ, any tips or strats with them? I think im going to go for RoK and put mines everywhere.

And whats the chance by turn to get a ressource on your mines ? Civipedia says around 1/12400
but doesnt give the earth mana modifier.
 
Btw, i tried the sidars, and they have something which allows a unit of level 6+ to becom a great specialists. So i did all the altar of lunotar stage apart from the last one, and my disciple units had enough xp to directly become a great specialist. Since they took only 1 turn to create, i got 1 great speacialist per turn. I was wondering if it isnt slighlty overpowered and why it's still in game.
 
The best I can come up with is:
Code:
  12  - Altar of the Luonnotar (Exalted)
   2  - Form of the Titan
   2  - Command Post
   2  - Theocracy
   2  - Apprenticeship
   2  - Conquest
 + 2  - Dies Diei
 ___
  24
Wane require 26 xp. Where are you getting the other 2 points?
 
only 24 xp ? idk where i got the other two tbh, but anyways, thats like 10-20 turns away from xping anyways .
 
Hey, this seems to be a good thread for asking quick questions:

I've never really bothered with Pact of the Nilhorn, before. Recently I tried it, however, and then sent the stooges up to start bombarding a barbarian city. They get there, and are standing right next to it, but they never had the option to bombard the city! Is there some sort of promotion or tech that I need for them to bombard? Did it not work because it was a barbarian city?
 
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