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Power ratings in FFH

Hey everyone. I'm a new lurker here and I've been reading through some of the FFH PBEM games (excellent reading!) and there seems to be a lot of confusion regarding the power rating and its associated graph.

Power is not simply the number of troops you have. Buildings and techs can also have a power rating, and power ratings are also increased whenever a city grows. I think the confusing part is that this power rating is not only displayed on the power graph, but it also directly translates to 'Soldiers' on the Demographics screen.

Also, some of the XML power ratings are totally out of whack (for example, Hill Giants are 0, Infernal and Mercurian Palaces are 1000!)

So when you see a player's power rating/soldier demographics increase, it could be troops, but it could also be because of techs, buildings, population growth, or all of the above!
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Pretty much. Even more fun, Sons of the Inerferno are equal power to Adepts which are equal to Archers.

Yeeeeeeah.

Sareln's rebalance mod is working on fixing that eventually.
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Yeah, the power ratings are extremely unreliable. Also the infernal and mercurian palaces give the high power they do in order to make the AI play those civs aggressively.
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We've already had a similar topic, although I guess it never hurts to reiterate the point.
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uberfish Wrote:Also the infernal and mercurian palaces give the high power they do in order to make the AI play those civs aggressively.

Unfortunately, artificially inflating a civ's power rating isn't really a good method to achieve that (doesn't matter how powerful they think they are if they have no troops). In fact, in this particular case, it seems to have had the opposite effect as both the Infernals and Mercurians are pretty bad in AI hands in base FFH.
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Tholal Wrote:Unfortunately, artificially inflating a civ's power rating isn't really a good method to achieve that (doesn't matter how powerful they think they are if they have no troops). In fact, in this particular case, it seems to have had the opposite effect as both the Infernals and Mercurians are pretty bad in AI hands in base FFH.

As I understand it making the angels and demons aggressive is NOT the goal of their palace power. Rather, it is making the other AIs not immediately DoW the summoned civ the turn they appear. As best I can tell that design decision actually does work.
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sunrise089 Wrote:As I understand it making the angels and demons aggressive is NOT the goal of their palace power. Rather, it is making the other AIs not immediately DoW the summoned civ the turn they appear. As best I can tell that design decision actually does work.

So that suggests we edit everything else's power, not those two palaces.
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