Suggestions to a great mod

ade

Chieftain
Joined
Sep 4, 2008
Messages
5
Location
Finland
Firstly, thanks to Kael & Co. for a superb mod. :worship: Like many others, I have completely abandoned the vanilla BtS and play only FfH.

However, to throw in my own two cents, I have some suggestions to make this mod even better. These have been asked before but bare with me, please.


1) Divine spells needing channeling promotions is confusing. It would be better to link them just to Divine 1 & Divine 2 promotions + the appropriate unit religion. The current system of Divine+Channeling+religion is too complex. Channeling for arcane spells, Divine for divine spells!

2) Same with Cure Disease & Heal spells. Medic 2 & Medic 3 are the obvious choises for them. No more Grigori Medics of Doom!

3) Free techs from goodie huts & graveyards are WAY too overpowered. I usually turn goodie huts off because of this. Recieving a percentage of a tech (20 - 30% ?) would have the same flavor and still be compareable to the rest of the goodies.

4) The Awatar of Wrath & the 4 Horsemen really need the March promotion if the idea is to have them roaming across the land destroying and pillaging, instead of them parking in the first city they conquer for the rest of the game.

5) Elohim Devouts should be upgradeable to any priests, not just to those who used to have the Life sphere in v.030

6) At the moment Arthendain, Meshabber & the Mithril Golem have the Divine promotion, which doesn't do anything since they don't have Channeling.

7) All religious units should be NeverObsolete. Since you can only have one state religion, the amount of units on your city bar would be only one or two more, but you shouldn't have to build 4 Eidolons, THEN build 4 Stygian Guards, THEN delete the Eidolons, THEN update the Stygian Guards to WaterWalking Eidolons. Same with Radiant Guards & Ratha.
 
Firstly, thanks to Kael & Co. for a superb mod. :worship: Like many others, I have completely abandoned the vanilla BtS and play only FfH.

However, to throw in my own two cents, I have some suggestions to make this mod even better. These have been asked before but bare with me, please.


1) Divine spells needing channeling promotions is confusing. It would be better to link them just to Divine 1 & Divine 2 promotions + the appropriate unit religion. The current system of Divine+Channeling+religion is too complex. Channeling for arcane spells, Divine for divine spells!

2) Same with Cure Disease & Heal spells. Medic 2 & Medic 3 are the obvious choises for them. No more Grigori Medics of Doom!

3) Free techs from goodie huts & graveyards are WAY too overpowered. I usually turn goodie huts off because of this. Recieving a percentage of a tech (20 - 30% ?) would have the same flavor and still be compareable to the rest of the goodies.

4) The Awatar of Wrath & the 4 Horsemen really need the March promotion if the idea is to have them roaming across the land destroying and pillaging, instead of them parking in the first city they conquer for the rest of the game.

5) Elohim Devouts should be upgradeable to any priests, not just to those who used to have the Life sphere in v.030

6) At the moment Arthendain, Meshabber & the Mithril Golem have the Divine promotion, which doesn't do anything since they don't have Channeling.

7) All religious units should be NeverObsolete. Since you can only have one state religion, the amount of units on your city bar would be only one or two more, but you shouldn't have to build 4 Eidolons, THEN build 4 Stygian Guards, THEN delete the Eidolons, THEN update the Stygian Guards to WaterWalking Eidolons. Same with Radiant Guards & Ratha.

#2 - What do you mean by Medics of Doom? I don't get that.

#3 - This was discussed quite a bit in another thread. Many thought that getting the beakers towards the tech you were researching would be a good fix. Personally, I love the goody huts/graveyards and the chance of getting a tech. I think if you are going to nerf them you should also change some of the bad things you can get from them. Don't have a hostile reaction almost everytime a non-recon unit enters. Have the maps actually show some terrain. Have goody huts regenerate in mid-late game with all sorts of surprises in store. ;)

#4 - I don't think giving them March (also Orthus needs this as well as TumTum) would ensure they don't hole up in a city. I find now that the barb 'heroes' almost always do this (if not killed), but, then again, I think the barb behavior is more like other civs than the raging aspect you might expect and want. ;)

Some interesting ideas!
 
#2 - What do you mean by Medics of Doom? I don't get that.

There's a prophecy found in the ruins of the "Fire" code:

When the Waiting Angel's serpent bearers
are Panacea's bane
Erebus falls to insect screams and terrors
in twenty two arcane

It's generally thought to refer (rather obscurely) to the Grigori Medics becoming over-powered being a sign that the FFH2 team will sell out and make the mod an X-box RTS title.

The whole thing is BS if you ask me.
 
#2 - What do you mean by Medics of Doom? I don't get that.

Medics are probably the biggest exploit in the game. They start with Divine and Channeling II and III, which since the spell changes in 0.31 means that they if a Grigori Medic adopts a religion he is immediately capable for using all High Priests spells of that religion. For each Religion present in a city there is a 20% chance that a unit built there will gain a religion if it doesn't already have one. Thus, if the Grigori have lots of religions in a city it is almost assured that the Medic will take a religion, and access all the religious spells. Normal High Priests are national units and have a level requirement, so they are hard to get, especially in numbers. You can build Grigori Medics directly, and have as many of them as you want. This allows limitless Treants, Krakens, Balors, Earthquakes, Unyielding Orders, Crowns of Brilliance, etc. They aren't quite equal to priests since they wouldn't start with Water Walking, Spirit Guide, or Unholy Taint, but armies of religious medics are still pretty awesome.


Of course, they also have the ability to move through rival borders without open borders, can use all the weapon promotions, and no longer are limited to defending only like they used to be (I don't know why).
 
Medics are probably the biggest exploit in the game. They start with Divine and Channeling II and III, which since the spell changes in 0.31 means that they if a Grigori Medic adopts a religion he is immediately capable for using all High Priests spells of that religion. For each Religion present in a city there is a 20% chance that a unit built there will gain a religion if it doesn't already have one. Thus, if the Grigori have lots of religions in a city it is almost assured that the Medic will take a religion, and access all the religious spells. Normal High Priests are national units and have a level requirement, so they are hard to get, especially in numbers. You can build Grigori Medics directly, and have as many of them as you want. This allows limitless Treants, Krakens, Balors, Earthquakes, Unyielding Orders, Crowns of Brilliance, etc. They aren't quite equal to priests since they wouldn't start with Water Walking, Spirit Guide, or Unholy Taint, but armies of religious medics are still pretty awesome.


Of course, they also have the ability to move through rival borders without open borders, can use all the weapon promotions, and no longer are limited to defending only like they used to be (I don't know why).

Thanks, Magister. You answered a couple of questions I posed in other threads. However, I have built five Medics and only one has a 'bonus' item - the Crown of Brilliance. The strange thing, though, is I went back and checked my 5 cities and none have Empyrean or the Order - I forget which one gets that. Some cities have FOL, ROK, OO, and AV, but neither of the other two.

The ability to move anywhere also surprised me when I happened to send one with the HN Three Stooges and it wasn't kicked out.

Still, I can say the Medics come awfully late compared to the priests, etc. I am always in a jam with healing and disease when I play the Grigori as Medicine takes a while to get.

Thanks, though, for the tips on their usefulness!

Now, if you'll excuse me I think I will go start spamming Medics. :p
 
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