Hi, im new to ffh2 and i need help

did the city even have defences? quite often they don't
Yeah, it did. A polar bear and two barbarian warriors (and two workers who just disappeared when the hill giants "won" the battle with them because they couldn't actually enter the city, I guess).
 
Oh, wait. You mean like palisades and city walls, right? That's probably the issue. I guess I never knew how bombarding worked.
 
Basically, developed cities have this percentage defense bonus figure from either culture or defensive buildings like palisades. This is the defense bonus for units defending in the city (not including the unit fortification bonus).
Your stooges (or other siege weapons such as catapults) would get a bombard command that you can use to reduce this figure to 0%.

If its a new barbarian city still with city culture radius of 1, it probably doesn't have that culture defense bonus, so that might be the reason why you aren't able to bombard the city.

And yep, your stooges are Hidden Nationality (HN) which means that they cannot enter and capture the city, so you either have to get another of your non-HN unit to do it, or declare nationality on the giant to walk in (but its irreversible!)
 
New problem: I downloaded the orbis modmod . I put it in the Beyond the sword/ Mod directory, next to the FFH2 mod . Problem is, when i launch the shortcut, it says the program has encountered an enconvenience and has to close . I openened the mod folder to see if i could access the program . In it, theres a link called Orbis.xlsm, and my computer says it cant read the xlsm file . is that the problem ?
 
Orbis says it requires patch a, does that mean it can also work with patch b, since it comes after patch a, or do i have to downgrade ? Coz when i try to play FFH2 under patch a, i also get the " program has encounter an enconvenience and has to close ", but it works perfectly without patch and under patch b .
 
Orbis requires BtS v3.17 + FfH2 0.41a. If you upgrade to BtS v3.19 + FfH2 0.41b then you won't be able to play Orbis.
 
Ok, tyvm, and if i have BTS 3.19 and FfH2 0.41a would that work ? Or does patch a require bts 3.17 ( That would explain alot)
 
I dont understand, the Orbis mainpage says to get FFH2 0.41 and patch it to a . But 0.41 requires BTS 3.19 and BTS 3,19 is not compatible with a. Where am i wrong ?

And if i got BTS 3.19 patched to b, what good modmods does that leave me with ?

And can someone explain to me the basis of modding, cant find any guides. Say for exemple i want dwarves to have a trait which gives +1 food and production from hills ? Or i want dwarves to be able to create, only once per game, a unit which can go on mountains and transform only one into a huge gate which can only be used by your characters ? Or if i want to add special features ?

tyvm
tabc3dd
 
If you aren't using a version the automatically installs patches (such as the Steam version, for example), then you can reinstall Civ4 and only patch to v3.17.
 
Now working on a modmod aiming at enhancing the dwarves in the game. Here are my ideas :

- Dwarven civs get a civ trait called "diggers" . Hill tiles give +1 food +1 production.

- New world wonder . " Pass of Bal-Dar" No bonus, but creates an architect. This architect can transform a mountain into a passable terrain for your units, but stays impassable for others. Dies when creates the pass.

- New world wonder. " The underdark " +10 culture. +3 GPP towards merchant. +10% crime rate . ( can anyone explain what crime rate does ?) Free thieves guild in all cities. +1 trade route with all cities.

- New building . " Runic anvil" . +1 culture. +1 happy. +5% production. Required for adepts to become runesmith at level 4+ and runelords at level 6+.

- New world wonder . " Anvil of Creation " +10 culture. +3 GPP towards Great prophet. Free runic anvil in all cities.

- Runesmith replace mages, cannot cast spells but can promote the stack he is on with runes. Ex : Rune of strength gives +10% strength. Rune of regeneration increases heal rate by 5 %. Rune of elusiveness increases withdrawal chance by 10% etc...

- Runelords require the RoK state religion, a level 6+ runsemith and are limited to 4. They can buff their stack with enhanced runes. Ex: Greater rune of strength gives +30% strength.

- Dwarven druids can now cast terraform. Transforms the caster's tile into a hill.

- The Dwarven promotion reduces strength by 20% in forests.

- New building. Prospector's cabin. Required to train prospector.

- New wonder . Needs a name , give your ideas. +10 culture. +3 GPP towards Great engineer. +1 gem +1 gold. Free prospector's cabin in all cities.

- Prospectors work like workers, but can sacrifice themselves in mine for a 5% chance to find a new ressource.

- New wonder. " Tunnel to UnderHome" . +20 culture. Links the city it is built in to the fabled location of Underhome. Increases GPP by 50%, commerce by 20 % . More ideas of bonuses for this one needed imo.

So i wanted to know if you guys had more ideas, and if any of those currently proposed here seem way too overpowered. Of course, with all these buffs, dwarves will dominate the game, but im working on improving each race one at a time.
 
Back
Top Bottom