Minor requests and questions thread

Is there a way to get rid of haunted lands ? I've been invading the scions lately, and HL are a severe PITA, as my reinforcements roads go through HL.

My mages seem to love wandering around, foaming at the mouth and bitting bystanders...
 
Sanctify
 
I still think Caminus Aureus shouldn't give Mithril :)

Anyway, I had some more ideas about the mechanos:

A new damage type, Power; it would have a chance to cause a Shocked promotion on units, making them unable to heal and lose 2:move: points.
Some Mechanos units would start with Power damage but mainly, it would be tied to a 'mithril replacement', needing a building to auto-apply a +2 Power damage prom to units built in the city, NOT replacing Iron Weapons;
(but no access to Mithril, as it's more magical than other metals)

I would also like it if there was a Train unit (national limit: 4) with 4 moves, 6 cargo and which would require railroad to move and Iron to be built. Would be necessary to teach the AI how to use it though.

Hmm... I gave them Copper, Refined Mana, and Gunpowder. No manas besides the Refined Mana, which I think is more appropriate.

Not sure about the damage type, but I love the Trait unit. :goodjob:

Really nice ideas for Mechanos Opera but do you feel that they are underpowered? or are the ideas just for flavour? Personally, i can steam roll just about every other race (apart from the damn elves) with the Mechanos due to thier early access to Bronze and strong production. Giving them more military power might require a major rebalance....

That's exactly why in my version their affinity now grants ranged attack strength, rather than normal strength. They can hurt you more as you come at them, but they're quite a bit more squishy if you get to them. ;)

Hmmm, yeah, no, I mean... Yes, I'm talking about flavor, no I don't think they are underpowered. They're pretty decent but they lack a bit of flavor in my opinion.

Also, perhaps the early copper is too unbalancing? I don't really know...

I thought it was. Granted Mechanos Warriors a promotion reducing their strength by one, lost as soon as you upgrade them. Left their defensive strength at four, however.
 
I still think Caminus Aureus shouldn't give Mithril :)

Anyway, I had some more ideas about the mechanos:

A new damage type, Power; it would have a chance to cause a Shocked promotion on units, making them unable to heal and lose 2:move: points.
Some Mechanos units would start with Power damage but mainly, it would be tied to a 'mithril replacement', needing a building to auto-apply a +2 Power damage prom to units built in the city, NOT replacing Iron Weapons;
(but no access to Mithril, as it's more magical than other metals)

I would also like it if there was a Train unit (national limit: 4) with 4 moves, 6 cargo and which would require railroad to move and Iron to be built. Would be necessary to teach the AI how to use it though.

-----

Also, ideas for a reworked affinity system: instead of just increasing strength, make it so affinity can give promotions; say, set it so promotion X needs a affinity to fire to 1 so be gained. 'Affinity to fire' would need another promo to be activated on the unit, or may be part of it. So you'd see something like Chalid, 2 fire affinity; it won't mean he will gain 2 strength for each fire mana you own. Instead, it will mean his affinity to fire will go up by 2 points for each fire mana you own; and the total of points will determine what 'affinity-promo' the unit will gain :)

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Had an idea about reworking the technology trading system...

Currently, once you know one certain tech, you can trade techs with other people (ie, with Writing). What I would like to is to set it so you'd need some specific techs before trading some others. For example, Education would allow trading of Arcane Lore... while Writing would only allow you to trade, say, KotE.

But the main idea would be to set a 'leak ratio' so that if you are in contact with another civ which know a certain tech, you will progressively gain beakers towards it even without researching it. This ratio would depend on the tech but also on how you interact with said civ. The more trade routes, the stronger the ratio; but war won't let you gain anything. Spying might also become handy to get techs...

(One idea could be to then remove tech trading completely)

-----

An idea linked to this would be to make Steam Power leak. It would like very slowly so that a non-Mechanos civ would pop it only during Renaissance or so.

I know, this may sound wrong as it is Mechanos' unique tech and that FFH has a tradition of preserving uniqueness as much as possible. But my idea here is to allow the FFH world to transition to a steampunk technology through the Renaissance, gaining access to trains, zeppelins and such in late game, a way to, maybe, spice things up.

Mechanos would still be unique enough because they would have it since a long time already and the other civs wouldn't have all the unique things of the Mechanos (like, no refined mana).

-----

And that's it for idea time!

@Mithril: isn't it better describe as anti-magical? it resists magic so wouldn't the Mechanos love it because it is anti-magic and they dislike magic?

@Tech leak: I like it, we could abolish trade that way, more trades routes=faster leak, new espionage mission that would be 'tech-jacking' would involve having a spy in the enemy capital (more technology there) and slowly gain beakers on them, you could have multiple spies doing this per civ, if a spy is caught you have a chance to lose some progress on some techs. the more civs that know it also increases the rate at which you get it.... Also make religious techs immune

@Steam Power leak, I like it, you have have it leak REALLY slowly, maybe 1 beaker per turn and active spying on it could increase it to maybe 5 beakers a turn? but make that expensive so it would be mostly endgame before it starts to get acquired,
 
1) How do I clear lairs? This is getting ridiculous. No normal units appear to have the ability to do so and I can't find any documentation as to what has been changed.

2) Why can't my Great Prophet or Great Sage join my city, while it went perfectly fine to do so with my Great Bard? Again, can't find any documentation. :(

3) Researched Mining just to find that I can't build mines anywhere except on Copper resources (presumably also other resources, but I haven't gotten that far - but never on plain hills).

4) Sidar Ghosts doesn't appear to be able to become Hidden at will, despite what the description says.
 
1) How do I clear lairs? This is getting ridiculous. No normal units appear to have the ability to do so and I can't find any documentation as to what has been changed.
You can't explore them?

(Also, stop ranting, please! You just made your first comment here and you're already saying it's ridiculous... Come on...)

2) Why can't my Great Prophet or Great Sage join my city, while it went perfectly fine to do so with my Great Bard? Again, can't find any documentation. :(
Because it's a bug, so no documentation. Check the last posts in the Bug Thread to find my quickfix about this issue.

3) Researched Mining just to find that I can't build mines anywhere except on Copper resources (presumably also other resources, but I haven't gotten that far - but never on plain hills).
Quarries are the way to go (so Masonry).

4) Sidar Ghosts doesn't appear to be able to become Hidden at will, despite what the description says.
This I don't know.

---

@Mithril: I always thought it was magical; we could use MC's insight here.
 
Mithril Golem 'pedia Entry said:
Mithril is prized in part for its ability to resist spells of all kinds, leading to highly sought after armor for any warrior. However, even the Luchuirp Arch-Enchanters found themselves unable to bind any enchantments, no matter what form it was given. For a long time the idea was thought to be impossible. Then one day a dwarven city was overrun by a legion of drowned. The stone warden who found the ruins cried out to Kilmorph, rending his robes as he fell to his knees in horror. Every dwarven woman and child had been beheaded, the men dragged towards the waters, presumably to rise again and spread the misery further through the land. Kilmorph's heart broke, and she spoke to Stonewarden, instructing him to build the largest golem ever seen, shaped like a dwarf but cast of pure Mithril. When the time golem was finished, he was told, Kilmorph would give it life as their spells could not. What they would do with it was up to them; the goddess knew she was intervening too much already. The Stonewarden nodded, and gathered his hammer and set off for the Holy city. It would take a long time to forge the parts, and much blood would be shed as he toiled stoically day after day. But the evil would be pushed from the land-forever.


Mithril is more Anti-Magical than Magical. It is usually seen as the greatest gift of the Earthmother, perhaps in part because the dwarves who first discovered it had been suffering from the persecution and trickery of wicked human mages and finally had a protection against them. The may have decided to use mithril as their highest denomination of currency because no magic could even feign its properties, so they wouldn't end up getting paid anymore in wood chips that had been enchanted to have all the properties of gold until after the trade was complete. I suspect that Nullstone's properties (the ability to deflect or even reflect any spells back on their casters) may actually derive from traces of mithril in this mineral.
 
You can't explore them?

(Also, stop ranting, please! You just made your first comment here and you're already saying it's ridiculous... Come on...)
How is it ranting to say something is getting ridiculous. My map is filled with various lairs and it's getting harder and harder to keep them in check. At first I thought it all wierd - maybe only certain units can explore lairs? But no. Then I thought that "maybe only of a certain level" or "maybe beyond a certain number of turns" - but no. I've been expanding and the game keeps rolling on, but yes, it is getting ridiculous. Which is why I came here. If it wasn't getting ridiculous, I would've waited even longer before asking.

From your counter-question, it doesn't appear to be a intended feature, thought. But no, I can't explore lairs. No such icon shows up when I'm on a lair. :p

Because it's a bug, so no documentation. Check the last posts in the Bug Thread to find my quickfix about this issue.
Bah. And here I was thinking "Maybe I need libraries" or "Maybe I need churches". :lol:

Quarries are the way to go (so Masonry).
Bah. Quarries and Mines switched about, eh? Thanks for clarifying it, thought.

This I don't know.
Too bad. The Sidar doesn't really have many unique units and the Ghost (and the way it's supposed to carry over to upgraded units) mechanic is neat.
 
How is it ranting to say something is getting ridiculous. My map is filled with various lairs and it's getting harder and harder to keep them in check. At first I thought it all wierd - maybe only certain units can explore lairs?
Well, no one else is reporting this.

So, what leader do you play? If you are at peace with barbs, deomons or animals (indicated by tiny icons at scores), you can't explore appropiate lairs if these are guarded. Also, troll caves can't be explored.
Too bad. The Sidar doesn't really have many unique units and the Ghost (and the way it's supposed to carry over to upgraded units) mechanic is neat.
What level are your units? I increased required one to lvl 7 I think, and I think it is in documentation.

Also, all above things belong to bug thread.
 
I've been playing Oribs a lot last few weeks, usually Amurites but tried other civs as well. While I like it better then base FFH, there are some things that look a little bit weird to me :)

1) Free starting XP. In base FFH, starting XP is precious and hard to get. In Orbis, with Training Yard, line-specific building, great generals and wonders, it's easy to start unit with 10 or more XP. While it's not a problem for melee units (maybe even good things, as new units have at least a chance against leveled ones) I have a problem with arcane units. With mage guild (+2), training yard (+3) and two great generals (+4 and very easy to get, even in early mid-game) my arcane units start with 9 XP - almost a mage already ! In fact, if I make a little effort to build Form of the Titan, I start with mages in my military city. With amurites (cave of trials) or scions (alcinus keep and charismatic trait), circle of eight on some more great generals I start with units few turns from becoming archmages. I believe training yard should give XP only to melee units and great generals shouldn't be able to join cities for free +2 XP. That would encourage using them to lead units or build academies.

2) Wizard's Enclave. I love this idea, it certainly gives Amurites a boost they need but it's a little bit overpowered. Giving free 1 or 2 level spell to all units is simply too much. With little bit of luck (or just building lots of units) your melee or archery units start with all buffing spells you need, making mages a bit unnecessery. After all, you don't need more then one unit with Enchanted Blade, Flaming Arrows and many other spells. I believe Wizard's Enclave should give I or II level spells to arcane units only. Also, I believe that Govannon is unique because he's willing to share his knowledge with non-mages, so Enclave doesn't fit flavorwise, as mages are usually jealous of their knowledge and are unwilling to share it with normal people.

3) Guild of the Nine. Researching Currency is almost like researching KotE, all schools of magic and Sorcery for civ that don't want to specialize in magic. For 350-400 gold you can get Mage (not only adept, but already leveled mage) with any combination of schools you want, given enough patience. Of course, it's too expansive to buy whole army of fireball casting mages, but as I mentioned, there are planty of spells you don't need more then one. 400 gold doesn't sound a lot for unit you'd normally had to reasearch at least 3 diffrent techs, build mana nodes, and level up (though last thing is very easy to do, as I mentioned before)

4) Doviello. I miss some things from Doviello+, and while most of them while fun seem unnecessery here, I miss duel system. I gave them ability to fight in Berserker Pits, like Balseraphs can fight in Arenas, but I'd love to see dueling system. Also, Lucian with hero, especially under Charadon can easily destroy two civs - in 26 turns he can get Combat V and Heroic Strength I, and he don't even have to fight single combat.
 
I've been playing Oribs a lot last few weeks, usually Amurites but tried other civs as well. While I like it better then base FFH, there are some things that look a little bit weird to me :)

1) Free starting XP. In base FFH, starting XP is precious and hard to get. In Orbis, with Training Yard, line-specific building, great generals and wonders, it's easy to start unit with 10 or more XP. While it's not a problem for melee units (maybe even good things, as new units have at least a chance against leveled ones) I have a problem with arcane units. With mage guild (+2), training yard (+3) and two great generals (+4 and very easy to get, even in early mid-game) my arcane units start with 9 XP - almost a mage already ! In fact, if I make a little effort to build Form of the Titan, I start with mages in my military city. With amurites (cave of trials) or scions (alcinus keep and charismatic trait), circle of eight on some more great generals I start with units few turns from becoming archmages. I believe training yard should give XP only to melee units and great generals shouldn't be able to join cities for free +2 XP. That would encourage using them to lead units or build academies.

2) Wizard's Enclave. I love this idea, it certainly gives Amurites a boost they need but it's a little bit overpowered. Giving free 1 or 2 level spell to all units is simply too much. With little bit of luck (or just building lots of units) your melee or archery units start with all buffing spells you need, making mages a bit unnecessery. After all, you don't need more then one unit with Enchanted Blade, Flaming Arrows and many other spells. I believe Wizard's Enclave should give I or II level spells to arcane units only. Also, I believe that Govannon is unique because he's willing to share his knowledge with non-mages, so Enclave doesn't fit flavorwise, as mages are usually jealous of their knowledge and are unwilling to share it with normal people.

3) Guild of the Nine. Researching Currency is almost like researching KotE, all schools of magic and Sorcery for civ that don't want to specialize in magic. For 350-400 gold you can get Mage (not only adept, but already leveled mage) with any combination of schools you want, given enough patience. Of course, it's too expansive to buy whole army of fireball casting mages, but as I mentioned, there are planty of spells you don't need more then one. 400 gold doesn't sound a lot for unit you'd normally had to reasearch at least 3 diffrent techs, build mana nodes, and level up (though last thing is very easy to do, as I mentioned before)

4) Doviello. I miss some things from Doviello+, and while most of them while fun seem unnecessery here, I miss duel system. I gave them ability to fight in Berserker Pits, like Balseraphs can fight in Arenas, but I'd love to see dueling system. Also, Lucian with hero, especially under Charadon can easily destroy two civs - in 26 turns he can get Combat V and Heroic Strength I, and he don't even have to fight single combat.

I like lvl 3 mages :crazyeye:
 
You mean archmages ? Game is usually won or lost before Strenght of Will, and you have to commit yourself entirly to get archmages. With guild of the nine you can get mages as good as someone who reasearched sorcery and all benefits of trade, taxation and currency.
 
Well, no one else is reporting this.
I did a complete reinstall of FfH2/Orbis and now everything seems to be fine. I still have no idea what cause the problems, but at least it's fixed. Thanks for the feedback, guys. :)
[...]
Also, all above things belong to bug thread.
Sorry, I wasn't sure they were actual bugs when I first noticed the issues. :crazyeye:
 
Hey, I've got one issue, which is really fairly minor, all things considered, but for me it's incredibly annoying:

When playing as the Risen Emperor, I always choose Korinna the Red Lady because, with Fanaticism, she gains "Undying." The problem is that once she gets resurrected once, she loses Undying, and never gains anything like Recovering (like in Fall Further) or anything... Undying is just removed, never to return. Is that supposed to happen? I can't find any documentation saying one way or the other, though the Background section in the civilopedia states that she has been granted "eternal life." That, to me, means she should keep coming back no matter how many times she dies.

Considering I always use Scions specifically because their hero can't die (which always annoys me to the point of quitting a game no matter how far into it I am) it kind of turns me off when my Undying hero goes up against an 87% win rate or so, and loses, (which is another really annoying thing, but that's all part of chance) and now I have to send her up against nothing but >99.9% just because she's no longer immortal, know what I mean?
 
1) Free starting XP. In base FFH, starting XP is precious and hard to get. In Orbis, with Training Yard, line-specific building, great generals and wonders, it's easy to start unit with 10 or more XP. While it's not a problem for melee units (maybe even good things, as new units have at least a chance against leveled ones) I have a problem with arcane units. With mage guild (+2), training yard (+3) and two great generals (+4 and very easy to get, even in early mid-game) my arcane units start with 9 XP - almost a mage already ! In fact, if I make a little effort to build Form of the Titan, I start with mages in my military city. With amurites (cave of trials) or scions (alcinus keep and charismatic trait), circle of eight on some more great generals I start with units few turns from becoming archmages. I believe training yard should give XP only to melee units and great generals shouldn't be able to join cities for free +2 XP. That would encourage using them to lead units or build academies.

I agree. I also play the amurites and I've had units with 21 XP out of the gate. Cave of ancestors can be quite powerful, especially with a few vassals. Training yards giving +3 XP to all Land Units is a nice idea, but unnecessary. I wouldn't mind if it gave the XP to all combat units i.e. no arcane or disciple.

That being said, I do believe the general idea behind Orbis is making all things more powerful than they are in base ffh....thus the idea behind that (I assume).

2) Wizard's Enclave. I love this idea, it certainly gives Amurites a boost they need but it's a little bit overpowered. Giving free 1 or 2 level spell to all units is simply too much. With little bit of luck (or just building lots of units) your melee or archery units start with all buffing spells you need, making mages a bit unnecessery. After all, you don't need more then one unit with Enchanted Blade, Flaming Arrows and many other spells. I believe Wizard's Enclave should give I or II level spells to arcane units only. Also, I believe that Govannon is unique because he's willing to share his knowledge with non-mages, so Enclave doesn't fit flavorwise, as mages are usually jealous of their knowledge and are unwilling to share it with normal people.

Again, the everything stronger principal is applied. Personally I don't like it. It's overpowered even for Orbis. I've probably played Amurites more than any other civ, and I often quit during the late game because it gets too easy, and thus, boring.

3) Guild of the Nine. Researching Currency is almost like researching KotE, all schools of magic and Sorcery for civ that don't want to specialize in magic. For 350-400 gold you can get Mage (not only adept, but already leveled mage) with any combination of schools you want, given enough patience. Of course, it's too expansive to buy whole army of fireball casting mages, but as I mentioned, there are planty of spells you don't need more then one. 400 gold doesn't sound a lot for unit you'd normally had to reasearch at least 3 diffrent techs, build mana nodes, and level up (though last thing is very easy to do, as I mentioned before)

Again, haven't spent much time in the late game, so haven't used it that much. I've always had a huge standing army of mages and battlemages by that point, so didn't see much sense in spending the gold.

4) Doviello. I miss some things from Doviello+, and while most of them while fun seem unnecessery here, I miss duel system. I gave them ability to fight in Berserker Pits, like Balseraphs can fight in Arenas, but I'd love to see dueling system. Also, Lucian with hero, especially under Charadon can easily destroy two civs - in 26 turns he can get Combat V and Heroic Strength I, and he don't even have to fight single combat.

Not a fan of Doviello, so couldn't comment.
 
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