[MOD] Fall from Heaven II

So I'm trying out the new version, and it strikes me as rather.. odd.. to require Ivory for the Balseraph Merryman unit. It's a pretty harsh penalty not to be able to defend yourself decently in the early game, and there's no guarantee you'll have ready access to Ivory.

So.. I gotta question if that was an entirely good choice. But maybe that's just me.

Cheers!
 
thealien_83 said:
So I'm trying out the new version, and it strikes me as rather.. odd.. to require Ivory for the Balseraph Merryman unit. It's a pretty harsh penalty not to be able to defend yourself decently in the early game, and there's no guarantee you'll have ready access to Ivory.

So.. I gotta question if that was an entirely good choice. But maybe that's just me.

Cheers!

Thats fixed with patch a.
 
Why was the free Mithril Weapon promotion taken away from the Dragon's Horde? 3 Gems is nice, but it's not that great.

Also, the Red Dragon seemed kind of weak. Took him out with 3 death II summons and a Maceman. Maybe he should be buffed (let him have defensive bonus since he can't move) a bit and you get some of kind of special promotion for slaying him.
 
Yeah, I noticed that almost as soon as I'd posted that, but oh well. Can't win 'em all. *grins*

That should remove the risk of being ganked by a lone experienced (barbarian) Orc spearman again. Wee!

ps. Actually, uh, I patched it up and started a new game, and it's still asking for Ivory, oddly enough. But oh well. This time I got me some, so it's all good.
 
thealien_83 said:
ps. Actually, uh, I patched it up and started a new game, and it's still asking for Ivory, oddly enough. But oh well. This time I got me some, so it's all good.

same here, and I also first installed 2012 and then patched it to 2012a. I guess only those few are affected who downloaded it early ;)
 
Patch b is up. It REALLY fixes the merryman issue and fixes the problem where barbarian trait leaders get war declared on them.
 
Kael said:
Patch b is up. It REALLY fixes the merryman issue and fixes the problem where barbarian trait leaders get war declared on them.

Getting a 404 on your link for the main file....
 
Oldfrt said:
Getting a 404 on your link for the main file....

Im updating the file, it will be ready in 42 minutes.
 
K, it is up now.
 
Kael said:
Random, game impacting events, generally hurt strategy games. Since they trend the game towards luck instead of skillful play. But I think there is a balance, we just have to find a way to keep interesting things happening, give the players goals without makign the game random.

How about if the event is a city flipping (eg turn barbarian), and it is tied to the maintinence cost of the city. So long as maintinence is >8gpt then there is a 2% chance the city will break away. It's only the cities you don't have good control over that maintinence should be so high, either because you have too many cities, is too far away, have the wrong govt type, or just haven't build the courthouse yet.

Mostly this would be quite limited, but if the capital fell/moved it could cause a large scale problem! So this can also add some more strategy ;)
 
Love the look of the Dragons guys! But definately agree that they die far too easily, at least the red one does. I've met and killed him twice without much difficulty. Once a ritualist used a ring of fire type spell and while it only injured the orcs in the city it killed the previously uninjured red on the first attempt. In my second encounter I attacked with an unpromoted maceman (to soften the big guy up a little) and to my surprise killed the big guy right then!

Maybe defensive bonuses would help? Though I'm not sure what happened when the spell killed him right off.
 
bluehorn said:
Love the look of the Dragons guys! But definately agree that they die far too easily, at least the red one does. I've met and killed him twice without much difficulty. Once a ritualist used a ring of fire type spell and while it only injured the orcs in the city it killed the previously uninjured red on the first attempt. In my second encounter I attacked with an unpromoted maceman (to soften the big guy up a little) and to my surprise killed the big guy right then!

Maybe defensive bonuses would help? Though I'm not sure what happened when the spell killed him right off.

The maceman is a 7 vs a defending 14. Pretty bad odds. Did you use the worldbuilder to drop the maceman early? The reason I ask is you get a few free kills against barbarians depending on your skill level. If the dragon was one of the first barbarians you fought (unlikely in a real game but very possible if you used the worldbuilder to make the unit) you would auto-kill him.

Also what difficulty are you playing on?
 
I was playing on noble for that game I think, either that or Prince, but probably noble since it was just a test game for me. No, I didn't use the world builder, it was fairly late in the game before I was able to get near the dragon barb city. I'm not sure exactly how many barbs I had killed at that point but it must have been at least a half dozen or so.

Maybe my guy just got lucky? Either way, it seemed a sad demise for that spiffy new dragon.
 
I've been following this mod for a while. Great Work! Awesome ideas!

One suggestion about balance for Luchuirp. Playing 12b. I know they get golems with high strengths before other races but the no exp gaining is very handicapping. Would it be possible to just cut the rate of exp gaining? Maybe by 50% to 75%.
Or bring golems back to a building (Sculptors studio maybe) where they could upgrade using the exp they collected. Simulate the creators making improvements.
Or different set of upgrades for golems that cost more exp. example: Hardened (+20 defense), Improved mechanics (+1 move), etc

Thanks for all the hard work! :)
 
Right now we are discussing a system for the Luchuirp where their golems will gain various promotions, not by levelling but through various golem-specific city improvements that exists in the city it is built in. A bit like the Workshops you can build now, but more extensive.
 
Corlindale said:
Right now we are discussing a system for the Luchuirp where their golems will gain various promotions, not by levelling but through various golem-specific city improvements that exists in the city it is built in. A bit like the Workshops you can build now, but more extensive.

Sounds awesome! Thanks for the reply.
 
Hi all, I have just noticed that Aquae Sucellus doesn't give the free regeneration promotion, I am playing with the latest patch.
 
I play my first game of ffh2, never played ffh1. What are the main differences ?
What are the values for a cultural victory (3 * 50000 ?)

the mod looks good, i had a wish the barbs are more active/stronger after turn 200 ( I play version 2 011)
 
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