Little nags not worth their own threads.

Ekolite

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Sep 15, 2007
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Ok, was playing FFH last night and I stumbled upon some little things.

1. There are a couple of typos in some events.

2. When a city wants to be liberated you get a message saying something like, ''the people of x yearn to join the y nation''. This triggered for me on a barb city I just captured wanting to join the calabim. If possible could the text for the event be changed to something like; ''the leader of y demands the city of x''. This would just suit FFH better IMO. The city they wanted had never been their's, and for some FFH civs its just not very thematic that the citizens would want to join another civ. For eg. Why would they want to leave the Kuriotates or Elohim to become blood slaves to the calabim?

3. The water elemental summon sucks compared to the fire 3/death 3/law 3 summons. It could really do with something else besides water walking. Maybe resistance to physical damage?

4. The inquisition is way too powerful for the religious victory. In an amurite game I was the only civ with RoK, the others were FoL Arendel and Flauros and agnostic Illians. I destroyed the Illians and capitulated the Calabim. I payed them some money to convert to rok (you know, the tempary 10 turn conversion) and inquisitioned all their cities - wiping out OO and a chunk of FOL. The elves had about 20 cities - I converted all of them to RoK, transported a load of priests to all theiur cities, paid ~500g for them to switch religion and inquisitioned all their cities. Before I started going for religious victory FoL was 72% and RoK was at about 20%, at the end RoK was 88% and FOL was 8%. I think inquisition promo needs a higher pre-req.

5. The Happiness bonus from pagan temples for having incense doesn't seem to be working.

6. The Soldier of Kilmorph pedia entry still refers to the giant slaying promotion. (:lol:)

That's all I can remember right now, but I suggest this thread is used for similiar little things other people notice when playing FFH.
 
2. I don't understand how you can play with the advisor nags on. I find them increadibly stupid and annoying. Stupidest and most annoying of them all is the one you're talking about. You see, the people doesn't neccessarily want liberation. That popup is based solely on you being able to "liberate" the city, regardless of if the people in the city want it or not.
 
(I think the arguments you bring forth, Kol, should be posted in the proper thread. Namely the balance and cosmetic issues threads for the current version.)

Maybe Inquisition would have a chance to trigger war (definitely if you try to remove the state religion), or cause at least negative diplomatic modifiers (increasing with the number of cities/religions you remove).
 
Edit: I Agree with JDexter comment about using the proper threads... will move my points there.
Edit 2: Moved
 
My number one irrational annoyance is the complete blind spot Kael seems to have for the contextual use of the words effect and affect. I have to edit the game's text file into shape after every download because hrngh grrrargh IT'S AFFECT. AFFECT, YOU STUPID SPELL DESCRIPTIONS *chokes off into incoherent throat-sounds*
 
''the people of x yearn to join the y nation''

Lol, this never worked for Civ, and definately doesn't work for FFH. Um, I built the city because I wanted a city there.... If I wanted my opponents to have cities there I can count on their ability to do the building...
 
Even if you turn it around to be "Leader X demands City Y" it doesn't work. Then you could wind up with Ethne demanding a city full of Demonic Citizens from Hyborem.


Squirm: Fix the text in a module and you can stop having to fix it all over again each time :)
 
Post 1 editted. I'll keep adding to the list as I find stuff, this way problems wont get lost. Also, just had a ctd as the sheaim. No idea why.
 
I love this mod, its the best game I have played in years. You guys do a incredible job. But there are some minor things I have noticed.

Anyone else bothered by the "Giant Tortoise" being a sea creature? Tortoise=land, Turtle=water.

And the War elephants, the little guy that is suppose to be sitting on top is stuck to the side of the elephants face.

I've been playing .31c, and have yet to see a cemetery, frostling, or griffin. Weren't they added? Am I just unlucky?
 
4. The inquisition is way too powerful for the religious victory. In an amurite game I was the only civ with RoK, the others were FoL Arendel and Flauros and agnostic Illians. I destroyed the Illians and capitulated the Calabim. I payed them some money to convert to rok (you know, the tempary 10 turn conversion) and inquisitioned all their cities - wiping out OO and a chunk of FOL. The elves had about 20 cities - I converted all of them to RoK, transported a load of priests to all theiur cities, paid ~500g for them to switch religion and inquisitioned all their cities. Before I started going for religious victory FoL was 72% and RoK was at about 20%, at the end RoK was 88% and FOL was 8%. I think inquisition promo needs a higher pre-req.

The last game i played ended the exact same way (was the Gigori instead of Illians) but this was the only way i could win as the others had pacts and a all-out war would have been problematic.

Personally i think the inquistor mechanic is great but only if the AI could do the same. A chance to cause of diplomatic penalty would be a good counter balance to the inquistor mechanic.
 
The last game i played ended the exact same way (was the Gigori instead of Illians) but this was the only way i could win as the others had pacts and a all-out war would have been problematic.

Personally i think the inquistor mechanic is great but only if the AI could do the same. A chance to cause of diplomatic penalty would be a good counter balance to the inquistor mechanic.

I really think there needs to be something done about the proliferation of defensive pacts in most games.

Make them last only a certain amount of turns. Have an event/wonder that cancels all defensive pacts for a certain number of turns. Something.

I have quit a couple of games because every remaining civ had 2 or more defensive pacts - this included Hyborem and Basium.

Your only choice with this is to start looking away from any wars (the Aggressive AI option seldom works) and try other ways to win.

How about an option that doesn't allow defensive pacts? :)
 
Have an event/wonder that cancels all defensive pacts for a certain number of turns. Something.

An Undercouncil vote that does this would fit nicely as a counter to the Overcouncil's tendency to form them. Or have "fund dissidents" have a chance to do it.
 
I've been playing .31c, and have yet to see a cemetery, frostling, or griffin. Weren't they added? Am I just unlucky?

I was playing one the other day with an Illian team mate, and I saw a number of frostlings on the edge of his borders... didn't get the chance to go and fight any, though.

This current game, as the Balseraphs, I've had four graveyards of my own, seen the neighborly Lanun have one.
 
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