My nephew mind controlled the giant gorilla and orangutan. That gave him the strongest units at the time. He defeated everything he came across. LOL.There is literally nothing funner in this game than stealing cities with dimensional warps like some sort of mad wizard.
There is literally nothing funner in this game than stealing cities with dimensional warps like some sort of mad wizard.
My nephew mind controlled the giant gorilla and orangutan. That gave him the strongest units at the time. He defeated everything he came across. LOL.
That's what makes Fall from Heaven so fun compared to other mods tbh; you can just go balls to the wall with the insanity and make a complete joke out of the endgame once you're reasonably built up with the necessary "infrastructure". It's a mixed blessing the AI can't understand half of what you can theoretically do as a human player, otherwise fighting against them would be complete hell. I'm pretty sure the AI can't be just taught to be aware of and utilize everything, as it'd take a very radical rewrite of the AI mechanics for it to be up to snuff. As one example, it just can't understand how it can use dimensional rifts to exercise complete power projection capabilities, as if I'm right their temporary status as summons and the fact Magister had to jury rig the nuke function to make them go anywhere at will confuses them to no end.
I could be wrong, but that's how it is right now, and how it will be unless someone drafts a team and gets the AI mechanics up to snuff. One can only dream right now.
PS: Does the AI see temporary summons as expendable? It's been a while since I last played, as I've been messing with retro PC builds for a long while.
As an aside, doing a multiplayer game would solve this issue, but given stability problems that have arisen, Out of Sync errors that I have experienced myself in vanilla FFH, and the splintering of an already miniscule playerbase with all the modmods, its unlikely to happen.
Yes. Actually, Its possible to pick the promotion when it is accessible. However, the promotion is removed after the ending of the turn and, maybe I wrong, but appears that the promotion is not accessible by all the allowed units. I only managed to get a few mages and priests that have access to the White Hand Pact promotion.Has anyone else experienced issues with the Pact of Winter (& perhaps other Pacts too) not being selectable? I have half a dozen mages with Ice Affinity, converted them to the White Hand, have Ice mana and Malevolent Design but i can't always pick up the promotion. The same is true for my Priests of Winter; whether they have Ice Affinity or not, they can't always pick up the promotion.
The last save (TURN-0403) crash is a bug with the White Hand ritual. It needs the Letum Frigus in the map to be complete and when the feature is not present it crashes the game. To avoid the crash, just enter in the world editor and put Letum Frigus in the map. The other save I don't know what is the problem. Sorry.I am still having crash problems between turns. Downloaded update on 20 Dec 2019 and had 2 good complete games. But my last 2 have crashed between turns. Game files attached.
Thanks for doing that. I did resurrect the game for awhile, but again crashed between turns. Just posting these in case it helps you. Love the game.The last save (TURN-0403) crash is a bug with the White Hand ritual. It needs the Letum Frigus in the map to be complete and when the feature is not present it crashes the game. To avoid the crash, just enter in the world editor and put Letum Frigus in the map. The other save I don't know what is the problem. Sorry.
I have load the save and played a little but no crashes happened. Have you received some message after the crash or it just happened ?but again crashed between turns
Crashed between turns again one turn later. No message. Suddenly, blink, the program was closed.I have load the save and played a little but no crashes happened. Have you received some message after the crash or it just happened ?
hello, little balance questions.
for the first time in a while I went for OO.
and please notice my disapointment when I couldn't drown my warriors anymore, I had to wait until researching necromancy.
by that time, I already had swordmen/axemen, so the little drown were of much more ambiguous use : amphibious & waterwalking, but undead (no haste) (so I didn't make any).
The lunatics that I could make out-of-the go, while strong, were not an equivalent exchange to me : they are mostly uncontrolable for harassing other people, they don't allow to defend against barb trirems or invade nearby islands.... and you get them by paying the huge early price of a 1 unhappiness building (which is less damaging later in the game, but founding-OO-early, it's expensive).
So my question is about the "why" ?
Why was it needed to nerf drowns ? (pushing them back in the tech tree without boosting the unit in any apparent way is a nerf)
what do OO get as a early religion bonus ? (FoL & RoK get units, RoK even get dwarven mines)
What was your philosophy while rebalancing OO ? (where did you push the big bonus ? ...Etc)