As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

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EitB 0010 Wishlist/Progress

not having played EitB yet. but...
if difference is so huge between drown / SoK / and fawn...
wouldn't it mean that the drown / SoK can be reduced in price ?
s/o said that Fawn have the huge advantage of being upgradable to satyr..
so ?
axes upgrade to champ and chariot, drown to stygian guard... no issue with me
I think even that fawn have an upgrade issue as they can upgrade only once while axe upgrade to T4units and drown too.
SoK are also and issue as paramender suck. but paladin is kinda ok... even if you'll like it better if coming from a priest to have priests spells.

are fawn SO much OP when not in elven hands ? balancing all by the Elven criteria is a bit hard.
just make it so the criteria is moot .. then balance:
-give woodmenII to all fawn instead of woodman 1. thus they have 2mvt in forest, Elves are not better than other civs with fawns and every-body is happy. Only Svart have it better, by +1att.. but why not. svart have so few for them already.

if after such "equilibrium" is endeavored the fawn apperas to be over-used.. then yes, try to use the nerf-stick.
but IMO T2 religious units (combat and disciple) are under-used. so maybe a bit expensive.

something that would make sense (is possible)

make Pool of Tears count as fresh water for its neighbouring tiles

I like that idea

I'm surprised that it doesn't already do so
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.

Tears are salty

(March 24th, 2013, 16:35)Molach Wrote: Tears are salty

Only your own, those of your enemies are sweet, very sweet. devil

Bump smile
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.


checked the changelog, therefore I would like to restate my bid for the following changes to the drill line of promotions.

Strike; Strike; 2 Chances; Strike + Chance


(currently it is chance; strike; 2 chances; 2 strikes)

Suggestion:
Remove mistforms as henchmen.
Remove mistforms as main spawn unit for a good number of turns.
Played: FFH PBEM XXVI (Rhoanna) FFH PBEM XXV (Shekinah) FFH PBEM XXX (Flauros) Pitboss 11 (Kublai Rome)
Playing:Pitboss 18 (Ghengis Portugal) PBEM 60 - AI start (Napoleon Inca)

(June 10th, 2013, 01:52)Molach Wrote: Suggestion:
Remove mistforms as henchmen.
Remove mistforms as main spawn unit for a good number of turns.

Henchmen as when the RNG builds a group of enemies to pop out of lairs etc?
Blog | EitB | PF2 | PBEM 37 | PBEM 45G | RBDG1



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