Jernoran- Halfling Civ

Looks great :)
 

Attachments

  • buttonlol.JPG
    buttonlol.JPG
    98.8 KB · Views: 149
World Spell: Rise of the Halfmen, gives all halfing units extra strength
How so? Is it a permanent boost to strength? If so, that could work, though it would be disadvantageous to lose any of those units since new ones wouldn't have it. If it's only temporary, then that's pretty much a weaker version of the Hippus worldspell.
 
What will this be made for? Base FFH? Orbis? FF/FF+?
 
It's made for base Fall from Heaven 2, the worldspell gives a permanent +2 str to all current units. Since they are so weak they need it to survive if say, Orthus came after them.
 
what unit gets repeating crossbows?
 
The arquballista is apparantly the repeating crossbow.
 
The arquballista is apparantly the repeating crossbow.

Heh the halflings have strange names for things, they developed crossbows before anyone else though and they cant use guns so it makes sense they would perfect their crossbows.
 
Uploaded, file contains installation instructions it wont overwrite your standard ffh folder.
 
I just installed it. It seems to be working. I'm gonna play a quick game and let you know how it played. Wish it luck :goodjob:



Edit: Ok. I played it. My Thieves kept getting mauled by spiders and gorillas and then Orthus spawned right next to my city and raped me. You may want to add a city defense bonus to the warriors.
 
Edit: Ok. I played it. My Thieves kept getting mauled by spiders and gorillas and then Orthus spawned right next to my city and raped me. You may want to add a city defense bonus to the warriors.

You could of used Rise of the Halfmen that would of put your warriors up to strength 4.

Also read the 'pedia entry for thieves :lol:
 
Just for reference, if you have to use your Worldspell to be as competent as other civs, something is wrong.

I'm withholding my other comments until I've faced off against Mimic personally ;)
 
I think they should get an extra defense bonus for their knowledge of using their surroundings, but not be as strong when attacking. That way they won't get mauled in the early game and they don't have to use their world spell just to survive until turn 50.


P.S. I've played two games with them. The first time I didn't know what the world spell did and got mauled by Orthus. The second time, I used the world spell and then it was just kinda boring. There was nothing too special. I might just be being nit picky.
 
Well, I really could use some ideas to make them more interesting :dunno:
Saying they are boring isn't very constructive criticism.

I can manage to survive with them, it's a challenge but they are halflings- they aren't meant to be strong.
 
Perhaps -1 attack sregth out of their terratory, leave defense alone? The Elohim use that in FF.
The resoning could be that their a bit like rats: They perfer to avoid the fight, but when cornered (on the defense) they fight, well like trapped rats. The in border strength would help protect against raiders. You could lore-reson it by them being very vicious when their homes are threatened.
 
well rogues can kidnap and thieves can steal. and we are working on more river bonuses. Its an ongoing process. But most of the groundwork has been paved now.
 
I just got a good idea that seems to fit in well with them:

What if halflings(either any unit or just recon units) could set up an ambush? It could take 2-3 turns to set up, after which the unit becomes invisible. When an enemy unit moves ontop of them, you can attack the unit and gain +2 attack strength.
 
Well, I really could use some ideas to make them more interesting :dunno:
Saying they are boring isn't very constructive criticism.

I can manage to survive with them, it's a challenge but they are halflings- they aren't meant to be strong.

Sorry, brah. Didn't mean to be negative. I've been thinking about it a bit. Some of these ideas could be used, some not, and other completely proven unworkable.


1. They can steal a small amount of gold from an opposing city. Put some kind of limit on it like a 10 gold max and have it take a few turns. And if they fail, the unit is destroyed.

2. Give them a bonus in forests. I imagine they would be good at using forests to set up ambushes, hide, and other such things.

3. Give them a UU that gives +2 gold whenever they kill another unit. It could be a tier 2 or 3 unit.

4. Give them a UB that gives recon units extra experience. I imagine them being very recon-based, so they would focus a lot more on training their recon units than normal melee units.



Just a few thoughts.
 
Sorry, brah. Didn't mean to be negative. I've been thinking about it a bit. Some of these ideas could be used, some not, and other completely proven unworkable.


1. They can steal a small amount of gold from an opposing city. Put some kind of limit on it like a 10 gold max and have it take a few turns. And if they fail, the unit is destroyed.

2. Give them a bonus in forests. I imagine they would be good at using forests to set up ambushes, hide, and other such things.

3. Give them a UU that gives +2 gold whenever they kill another unit. It could be a tier 2 or 3 unit.

4. Give them a UB that gives recon units extra experience. I imagine them being very recon-based, so they would focus a lot more on training their recon units than normal melee units.

np cyther I like your ideas, I'll defenetly use them.
 
Back
Top Bottom