The barbarians are too strong!

Of course, another question Sarisin, is what difficulty do you play on? Like the orcish barbs, the demon spawn strength and frequency is tied to difficulty level - at Deity you'll be practically buried in them.
 
The Sheiam going good and raising the AC, sounds like a strange oddity.

I'd say that building Elegy of the Sheiam should lower your alignment. Raising AC and being good are suppose to be polar opposite things.


Also, this is why Broader Alignments needs to be standard.
 
Consider this, the ultimate good thing to do is defeat the ultimate evil and to do that said evil has to be present. So maybe they have developed the magics necessary to summon the evil so they can dispense with it once and for all.
 
Consider this, the ultimate good thing to do is defeat the ultimate evil and to do that said evil has to be present. So maybe they have developed the magics necessary to summon the evil so they can dispense with it once and for all.

Sounds like the reasons a corrupted Bannor might use.
 
Of course, another question Sarisin, is what difficulty do you play on? Like the orcish barbs, the demon spawn strength and frequency is tied to difficulty level - at Deity you'll be practically buried in them.

I usually play at Monarch, but dropped back to Prince because I haven't play the new version in awhile.

Actually, I was getting swarmed by strong Demon barbs, especially Manticores - I cannot imagine what it would be like at the higher levels you play at.
 
I don't play at Diety, lol >_> Though that's largely due to the AI I'm working on for Fall Flat (I eventually expect the stupid thing to be at least mildly competitive at Noble. Lots of work to go, as you can guess.)
 
I don't play at Diety, lol >_> Though that's largely due to the AI I'm working on for Fall Flat (I eventually expect the stupid thing to be at least mildly competitive at Noble. Lots of work to go, as you can guess.)

If I were you , I would wait for the next FF patch, before doing any AI work. I expect it to have lots of AI improvements. I assume you wouldn't want to spend quite a few hours on this, just to find out that notque, and anyone one else from the FF team working on te AI, have done this already, and better than you have.
 
Notque and I have been in touch about the AI since before he joined the Fall Further team. He's actually the one who started me down the path of toying with it... AFAIK his edits are in the DLL, and are focusing on making the AI better at combat. My edits are somewhere else, and I'm trying to get the AI's economy and technologies up to snuff so they can afford to fight said wars.

Besides, I enjoy modding (except when I break my game) so worst case no real loss.
 
Another point on the subject of Strong Barbarians, that kind of bugs me.

Is it intended that Goblin archers are the single most powerful archers in the world?
They have the same 3/5 Strength as normal archers, but also +1 poison combat. Giving them 4/6, which makes them overall stronger than Ljosalfar archers.. That just seems wrong.

I'd say they should be equal with an average archer at most, and preferably, weaker than average. Like 2/4 with no +1 poison.
 
Ljosofar archers have Dexterity.

I would like to see them at 2/4 +1 poison, though.
 
Goblin archers are incredibly strong considering they spend their time fortified in goblin forts on hills. If they just ran around like normal goblings it would be fine. Come to think of it, maybe suiciding heavily fortified 3/5 +poision archers is what kills all the AI heroes lol. A goblin archer on a forested hill fort would have like what, 11.5 strength. (does the poison strength get defensive bonuses or only regular strength?)
 
Don't know, but I could totally see throwing their heroes at Goblin Fort archers as killing the AIs. I hate the gobbo fort guys just because I usually end up with one or two inside my cultural borders, and have to endure the marching sound for ages before dealing with them (Their first strike means they can take a lot of punishment before even noticing damage., so it takes a pretty hefty ARMY to dislodge them before serious military production is up.
 
I usually send a pack of 6 Warriors if I want to dislodge a Goblin Archer early on. I expect 2 to survive.

Wish you could outflank with multiple units, would really cut those losses down. ;)
 
If you play with the Barbarian World option on, I find the Goblin Archers migrate from their Forts to the barb cities where they fortify and are extremely hard to take down.

The best thing to do is catch them on the move before they set up shop in the barb city.
 
At least you guys are seeing them defend the forts once your culture takes over the tiles. All of the (very few) games I have run through personally to test something the moment my culture touches a Gobbo Fort the defender just wanders off for some reason. Was going to check into what was going on, but I suppose if most other people don't see that it could have just been a Giant Spider happened to take over guard duty or something.
 
I often come across Goblin Forts in the wild without defenders.

As I said, the Goblin Archers tend to migrate to defend barb cities, but usually they wait until there are one or more (plain) Goblin defenders.

Of course, the Forts are easy pickins' when left undefended, but odds are you will get a bad result from them anyway.;)

BTW before I stopped playing FFH/FF, I was charting results from lairs, ruins, barrows, etc. over a good number of games. I wanted to make a sample size of 200, but never made it.

I can say that the bad results were running 4 out of 5 explorations.

I know there can be some debate on whether a result is good, bad, neutral, very good, very bad, etc.

My criterion was if my unit was killed or damaged in any way, I called that a bad result.

80% bad results. Yet, I still explore 'em. :crazyeye:
 
I THINK the results are adjusted by the level of the unit.

I KNOW there is a lesser badgoody result attached to, of all things, Courage.
 
Another point on the subject of Strong Barbarians, that kind of bugs me.

Is it intended that Goblin archers are the single most powerful archers in the world?
They have the same 3/5 Strength as normal archers, but also +1 poison combat. Giving them 4/6, which makes them overall stronger than Ljosalfar archers.. That just seems wrong.

I'd say they should be equal with an average archer at most, and preferably, weaker than average. Like 2/4 with no +1 poison.

Think it was intended by Kael, and is only on the Scorpion Clan goblin archers. It is a little tricky to deal with though (with axemen - even champions aren't even a sure thing). I've changed the strength to 3/4 +1 Poison (so 4/5). They remain a good defensive unit for the forts, just not quite as good as they were before.
 
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