onedreamer
Dragon
I really wanted to congratulate with the staff because FFH2 is getting quite polished again after the shift to BtS. I won't go on listing the many positive changes in the last version, but I wanted to comment on some things that still need improvement, and a couple of bugs. In order of importance (3 are my main concerns):
- The AI builds really loads of units. A standard AI empire in a standard size map can easily reach 200 units. This means roughly one thousands units on the map at one time for the AI to move... which results in really slow interturns even on a decent machine, and can easily lead to loss of interest in finishing a game. Large maps are unplayable for me. I know you probably can't do much about it, however regular BtS AI doesn't produce as many units.
- War Weariness should be toned down in my opinion. The background of the mod encourages conflicts between opposing alignements, opposing civs, different religions. Plus the rising AC causes more wars to happen. You should take into consideration that since the AI builds so many units (see point above) wars are likely to last quite long and civs are likely to have many casualties. However, 20-30 turns of war can easily cause 20 unhappy citizens (in developed good civs Empires). So I would either tone down WW or add boni vs WW in buildings and in more Civics.
- Since in FFH2, thanks to easy xp, you can easily get to combat5/drill5, the drill promotion has become really powerful, IMO overpowered. A defending unit with combat/city defense promotions and drill V is almost invincible. I have had such a unit successfully defending against about 30 attacks in one turn, something I had not seen after Civ3
Other observations:
- AI doesn't seem to make much use of mages in my games. I have seen many adepts but I can't recall seeing one mage ever. Maybe it has problems upgrading adepts ? It does however use priests spell well.
- Entangle from Druids is too powerful IMO. A unit has like 5% chances to resist it, if not less, unless it has the magic resistance promotion. In this case, its about 30-50%. (note: I'm not talking of programmed numbers but of empirical results). With the change introduced in version 0.32 (immobile units can't cast spells anymore) this spell will be even more powerful. Practically makes a city untakable, at least from the AI.
- On War Weariness again: I think the WW from Basium's losses is added to the team (hence to his summoner). While Basium doesn't care and will declare war whenever he wants even if he will clearly loose many units, his summoner does care because he doesn't receive the benefits of the Mercurian Gate. I think the summoner should also get these benefits or not suffer from Basium's losses.
Bugs:
- When a unit triggers the withdraw ability while defending, the offending unit's turn is immediatly ended even if it could have moved more.
- Dies Diei does not grant eligibility to Head Councelor to the possessor.
- The AI builds really loads of units. A standard AI empire in a standard size map can easily reach 200 units. This means roughly one thousands units on the map at one time for the AI to move... which results in really slow interturns even on a decent machine, and can easily lead to loss of interest in finishing a game. Large maps are unplayable for me. I know you probably can't do much about it, however regular BtS AI doesn't produce as many units.
- War Weariness should be toned down in my opinion. The background of the mod encourages conflicts between opposing alignements, opposing civs, different religions. Plus the rising AC causes more wars to happen. You should take into consideration that since the AI builds so many units (see point above) wars are likely to last quite long and civs are likely to have many casualties. However, 20-30 turns of war can easily cause 20 unhappy citizens (in developed good civs Empires). So I would either tone down WW or add boni vs WW in buildings and in more Civics.
- Since in FFH2, thanks to easy xp, you can easily get to combat5/drill5, the drill promotion has become really powerful, IMO overpowered. A defending unit with combat/city defense promotions and drill V is almost invincible. I have had such a unit successfully defending against about 30 attacks in one turn, something I had not seen after Civ3
Other observations:
- AI doesn't seem to make much use of mages in my games. I have seen many adepts but I can't recall seeing one mage ever. Maybe it has problems upgrading adepts ? It does however use priests spell well.
- Entangle from Druids is too powerful IMO. A unit has like 5% chances to resist it, if not less, unless it has the magic resistance promotion. In this case, its about 30-50%. (note: I'm not talking of programmed numbers but of empirical results). With the change introduced in version 0.32 (immobile units can't cast spells anymore) this spell will be even more powerful. Practically makes a city untakable, at least from the AI.
- On War Weariness again: I think the WW from Basium's losses is added to the team (hence to his summoner). While Basium doesn't care and will declare war whenever he wants even if he will clearly loose many units, his summoner does care because he doesn't receive the benefits of the Mercurian Gate. I think the summoner should also get these benefits or not suffer from Basium's losses.
Bugs:
- When a unit triggers the withdraw ability while defending, the offending unit's turn is immediatly ended even if it could have moved more.
- Dies Diei does not grant eligibility to Head Councelor to the possessor.