[MOD] Fall from Heaven II

I just built a road across the ocean and now my boats can move faster on it.
Is this intentional?
 
Just a quick caution on the bonus traits for Elves and Dwarves

I had noticed ealier on the forum that some were asking for bonus traites for Dwarves and Elves. After playing Ljosalfar and Khazad I find these two civs to be very powerful. Elven farming is basically a hammer bonus and the Dwarves never seem to have money issues. If anything I might tone down these civs with a slower growth rate to reflect the general fantasy theme of these races. My style of play is defensive and I enjoy building empires more than destroying other civs so these races are advantageous to this.

PS I would love to see the Devillo have an ability to farm the tundra similar to elven farming, elven cottage ect. to reflect their ability to survive all these years on the ice. Perhaps a building (Reindeer farm?) would help in this way as an alternative. Even a Weretype attribute to their units (Werebear) given their Clan/Norselike theme.

Anyway thouroughly enjoying the game and look forward to all new developments

Fenrii
 
and the Dwarves never seem to have money issues

Be aware that this is a feature of the Dwarven religion, not the race, and Runes of Kilmorph is essentially available to everyone. The Khazad race, which is the most classic dwarf race, hasn't really got anything going for it yet, and that is why we are discussing a number of improvements for them.
I kinda agree about the Elves, though. I think cottages in forests need to be turned down, at least.
 
um, the flavour text seems to suggest that corindale is the amurite hero.. I'm very late into the game and I still haven't found who it actually is.
if it is corindale, I can't build him.

Is he the amurite hero? if so, does he require reagents? seems a bit unfair that other heroes require no special resources, especially much stronger late game heroes like sphener (who helped me conquer the calabim when they had mithril and I had not even iron)
 
Lightzy said:
um, the flavour text seems to suggest that corindale is the amurite hero.. I'm very late into the game and I still haven't found who it actually is.
if it is corindale, I can't build him.

Is he the amurite hero? if so, does he require reagents? seems a bit unfair that other heroes require no special resources, especially much stronger late game heroes like sphener (who helped me conquer the calabim when they had mithril and I had not even iron)

Corlindale was born Amurite but is the Elohim hero. The Amurite hero is Govannon, who isn't in the mod yet. You can see all the current and scheduled heroes here: http://forums.civfanatics.com/showthread.php?t=160519
 
My mistake on the dwarves, thanks Corlindale,

Sorry meant to say dwarves already have a trait (double move hills ect), which I think is an appropiate skill not in league with Elven though as their forest movement trait combined with elven farms, cottage, ect is very good plus if you have ancient forests, even more so.

Contrast this trait with Deviello units (+50% def on tundra) which is unfortuately not a useful trait as most cities are not built near tundras so not as much fighting. Although I appreciate the trait in staying with the theme of Deviello.

Personally I have enjoyed playing all the civs although some are tougher than others but then Fall of Heaven II is still in developement. (I don't think you would want to hear what my girlfriend has to say though seems we haven't been spending as much time together for some reason)

I can't wait to see what the team comes up with for Kazad (the traditional dwarves).

Fenrii
 
So when will the next contest be Kael? The last one was fun.
 
Samuelson said:
So when will the next contest be Kael? The last one was fun.

I was just thinking about that. There will be one soon. I was playign with Abman's giant spider last night and he and I have been exchanging PMs about the specifics. I think you guys will enjoy it. Let me figure out what we need input on and I'll start a contest around it.
 
I've been watching this thread for the last couple of weeks, and am very excited about the mod. I haven't downloaded it yet, because it's still unfinished. However, I can't stand the suspense. Just how close is the mod to being complete? Is it worth downloading now, with few expected changes later?
 
Nanocyborgasm said:
I've been watching this thread for the last couple of weeks, and am very excited about the mod. I haven't downloaded it yet, because it's still unfinished. However, I can't stand the suspense. Just how close is the mod to being complete? Is it worth downloading now, with few expected changes later?

If you want to play a stable game you probably want to download FfH1. This version will be going through major changes, so if you dont like changes this isn't what you want.
 
I agree with Chalid (item 5884)of Ffh, and now with FfH2, Heroes defensive is just plain bad. I got my Dis of Mes killed by a simple crossbow person with three lucky hits, and same for all of them three hits and poof gone, you try so hard to get them because of their ability and by the time you get them, really, they are not even as powerful as the military units you can get normally (even with their upgrades not that powerful). I say (my opinion) give them a defensive hit were they can get hit six times before their demise. Othewise heroes are just no fun. (Dang, i hate waking up with a headache).
 
I disagree on that. heroes are freakin powerful.
just try harder to keep them alive :)

First level religion heroes can kill practically anything after they got their 100 xp. and this is especially true with those that have access to city raider promotion.
And the A.I doesn't understand how to focus on killing them or the danger they represent so the only way you have of getting them killed is basically attacking a too well defended city/stack and taking unnecessary risks.



Well, that or having them disappear when an ent is spawned.
I had that happen too. suddenly my valin is gone. poof. along with some of my favorite battle-hardened units :(
 
My thoughts on elves: To balance cottages, double their growth rate. That will both balance them and represent their slower growth rate. Maybe even make it so that elven cottages grow only until villages, not to towns?

City raider and city garrison should be toned down a bit, that bothered me since FfH 1. Non melle units (Disciple, mounted) are useless because they can't get raider, and non archer units stand no chance against raiders if in city- they have worst odds then if they were in open fields, which is wrong (this isn't case in vanilla- in vanilla defenders have good bonuses and raider just reduces that bonus)
 
TheJopa said:
My thoughts on elves: To balance cottages, double their growth rate. That will both balance them and represent their slower growth rate. Maybe even make it so that elven cottages grow only until villages, not to towns?

That is planned. We might have to prohibit Blooming on existing improvements than. The elves shall get an special improvement that only grows to vllage (elven cottage or something)

City raider and city garrison should be toned down a bit, that bothered me since FfH 1. Non melle units (Disciple, mounted) are useless because they can't get raider, and non archer units stand no chance against raiders if in city- they have worst odds then if they were in open fields, which is wrong (this isn't case in vanilla- in vanilla defenders have good bonuses and raider just reduces that bonus)

Just an unfinished thought on this. How about allowing the actual city raider not to become greater than (city garrision + City defense value? )
 
I agree that the elves are very powerful, but my impression was merely that that was because they were closer to being "done" then most of the other civilizations.

Also, while I am posting, I noticed the other day that while you can spring an Oasis (on desert), you can not spring a Flood Plain. This struck me as a particularly strange and inconsistent juxtaposition (so much so that I commented out those lines in reqSpring :/ ).

I imagine it is a balance concern, but it seems somewhat misplaced, to me. It would be nice to have, perhaps an earth power, to remove flood plains entirely. Analgous to draining swamps. I wish someone would make a swamp feature... Ah well...
 
Belizan said:
Also, while I am posting, I noticed the other day that while you can spring an Oasis (on desert), you can not spring a Flood Plain. This struck me as a particularly strange and inconsistent juxtaposition (so much so that I commented out those lines in reqSpring :/ ).

I imagine it is a balance concern, but it seems somewhat misplaced, to me. It would be nice to have, perhaps an earth power, to remove flood plains entirely. Analgous to draining swamps. I wish someone would make a swamp feature... Ah well...

Its entirely on purpose not to be able to spring on floodplains but to do on oasis. There are two reasons.
a) Oasis are much less common than floodplains.
b) Oasis cannot be furtehr improved by Improvements.

We did consider removing the floodplain when spring is used but decided against as this might be a reason to :cry: for unexperienced players and it will make it more complicated for the AI later on.
 
Kael and the Team,

Your last patch greatly improve the gameplay for some civ, such as the Luchuirp. :goodjob: As a lover of the Amurites, i nearly always play them. I think they are now one of the weakest, with the Doviello. Their main field unit is very usefull to defend cities but nearly useless in open field battle.
Furthemore, they have no leader at that time. Meanwhile, they are fun to play.
When do you will add their hero ?
Will you add some other UU ?

The Frog.
 
Hian the Frog said:
Kael and the Team,

Your last patch greatly improve the gameplay for some civ, such as the Luchuirp. :goodjob: As a lover of the Amurites, i nearly always play them. I think they are now one of the weakest, with the Doviello. Their main field unit is very usefull to defend cities but nearly useless in open field battle.
Furthemore, they have no leader at that time. Meanwhile, they are fun to play.
When do you will add their hero ?
Will you add some other UU ?

The Frog.

Yeah I definitly want both (more uu's and there hero). Right now we are working on the Kuriotates, and then the Khazad and I think we will be done done with all of the deep design work. After that its all polish.

I want to get Govannan (the amurite hero) but Im kinda stuck thinking of a special ability for him. Functionally he is a mage with with the hero promotion, thats enough from a power perspective. But I would like a flavor skill for him, any ideas?
 
Kael said:
Yeah I definitly want both (more uu's and there hero). Right now we are working on the Kuriotates, and then the Khazad and I think we will be done done with all of the deep design work. After that its all polish.

I want to get Govannan (the amurite hero) but Im kinda stuck thinking of a special ability for him. Functionally he is a mage with with the hero promotion, thats enough from a power perspective. But I would like a flavor skill for him, any ideas?

Kael,

Great. And understood.
I agree with you when you say that a MAGE HERO would be strong.
At that time, i have some (little) ideas about a flavor skill and UU.
Can you just tell me a little bit more about the Amurites and Govannan ?
Are they expansionist, magic researcher, religious,...? Do they want something special (like the Sheaim)? Is Govannan a fool, a king, a prophet,...?
I will send you my ideas (after i traduct them) ASAP.

The Frog.
 
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