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Any good resources for learning ffh2?

(June 15th, 2014, 04:12)haphazard1 Wrote: Another question: what is the logic for how ravenous werewolves search for something to kill? My Duin is creating lots of them (war with the Calabim), but almost all of them are just wandering around without attacking anything even though quite a few Calabim cities and stacks exist within 6-10 tiles. Is their movement purely random, or do they "know" where to find a target? Also, can they trigger a war by attacking units from someone I am not currently at war with? There is a Clan axeman moving around the area, and I wasn't planning on fighting Jonas and his crew...for at least another 10 turns or so. devil

I'm not entirely sure what logic guides enraged units, but they won't pick fights with anyone you aren't already at war with.



(June 15th, 2014, 04:20)Lord Parkin Wrote: Not sure if you'd say it's a "bug" exactly, but one of my enraged dudes decided to attack Acheron. He's on the same tile that's defended by a bunch of other units. Each turn I get a "unit too afraid to attack", and I get back control of the unit... but it's still enraged, and the following turn it moves back and tries (and fails) to attack again. Seems this could be an endless cycle until I either kill Acheron or leave the unit alone to die.

He'll eventually be able to attack- the chance is just very, very small.



Speaking of enraged units, a fun trick you guys probably aren't familiar with is loading Lunatics on boats- they can't exit them on their own should they go enraged, allowing you to use them as rather powerful amphibious shock troops.
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Thanks for the info, Bobchillingworth! Good to know I won't suddenly find myself at war with the Clan's huge armies due to a werewolf. I am planning to take them on, but set up and first strike is going to be important.

The tip on lunatics is also interesting. I have never tried to put them on boats before, so I had not seen this behavior.
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Anyone know exactly what ancient forests do? The manual only has stuff about spawning treants but I was wondering if tile yields are affected in any way.
Surprise! Turns out I'm a girl!
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(June 15th, 2014, 14:43)Dp101 Wrote: Anyone know exactly what ancient forests do? The manual only has stuff about spawning treants but I was wondering if tile yields are affected in any way.

+1 food, compared to normal forest; 50% defense bonus instead of 25%; chopping gives 30 hammers at normal speed instead of 20.
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Ancient forests are awesome because of the bonus food. smile If you are playing either of the elf civs, then getting ancient forests everywhere is key to growing humongous cities. As a non-elf civ they are less useful, but can still make very nice production tiles with lumber mills that also provide bonus happiness if you choose to run FoL as your state religion and use the GoN civic.
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