Valkrionn
The Hamster King
Dying to try a full fledged naval war with this... Gonna try Archipelago for the first time in FFH. 

Another naval issue I would like to discuss would be regarding OO.
Similar to the above, with ship and sea creature str going up by as much as 40% in 0.34, OO's naval prowess has taken a huge hit.
It does make sense that cultists shouldn't be a match to heavy warships (I agree with the cultists/ship str ratio).
But, having the Kraken stay the exact same str as before, makes the high priests kind of obselete.
Religious Law and Theology are very expensive techs, and simply to get one free "strong" man' o war feels slightly too little for the beaker/upgrading costs.
(=P maybe I should post it on the main forum too since it applies there as well, but I guess I'll see how naval warfare pans out in FF first)
Regarding the Arcane Barge - there have been a few ideas thrown around, but I think I'm favouring using it as a "support vessel" with a few more spells.
The problem with repair, as I see it, is that it will make Pirate/Privateer's too powerful.
At the moment, if a privateer is damaged, it either has to make it to a city to heal faster, or it has to find a secluded spot to heal up, where no one will go after it.
And repair is a same turn thing. Meaning you could attack and repair in the same turn, giving your opponent a smaller chance retaliating successfully. That is one of the major benefits of the heal spell, which is on a fairly advanced unit.
As an aside, the Lanun are ocean-fairing, so you would think there ships would heal/repair faster. Has anyone considered that in the past? Something like a 5-10% heal rate added to Lanun ships?
What about just giving the acane barge Channelling and allowing it to gain and cast spells as a mage? This would really represent a mage who is on the ship. Or perhaps it is a LiveShip that can cast spells or some other fantasy creation. Then the player can decide what is important for their game. Perhaps allow an upgrade path for the 2nd and third tier spells...
The problem with repair, as I see it, is that it will make Pirate/Privateer's too powerful.
At the moment, if a privateer is damaged, it either has to make it to a city to heal faster, or it has to find a secluded spot to heal up, where no one will go after it.
And repair is a same turn thing. Meaning you could attack and repair in the same turn, giving your opponent a smaller chance retaliating successfully. That is one of the major benefits of the heal spell, which is on a fairly advanced unit.
As an aside, the Lanun are ocean-fairing, so you would think there ships would heal/repair faster. Has anyone considered that in the past? Something like a 5-10% heal rate added to Lanun ships?