I have been playing the FFH series for years, and I think its the best game of its type. I welcome Elemental as being the best current candidate for producing something better than FFH. And I hope they succeed. Anyone wanting to try FFH, I think the Wildmana mod mod is the best. The basic game is the stablist and least resource hungry, but Wildmana 8 has some improvements including a
PiersAS
[quote who="econundrum1" reply="25" id="2791348"]As a Win7 64 bit person, thanks [/quote] +1. Maybe switch back from CivV and see if its less frustrating to paly now.
Just got the Customs charge of £15.84. Honestly since I already have the game, I can't believe whats in the box is worth £15.84 so I guess I just leave it.
Something like that, but IMHO the biggest difference is between one and two, and I rate food on a level with gold. And another big jump between three and four. Then play style becomes important. Depending on that play style I might devalue iron, crystals and horses . And I think you might be underestimating scenic view. In many games diplomatic capital can be traded for gold at a good rate. Just make friends with someone you are d
I think the merchant change is an improvement, but mostly misses the real problem of size one cities being free promoting city spamming. And caravans being too effective. I am hoping that having all cities use an extra food takes time to implement, and the merchant thing is a quick fix until they can get it right.
"Equipment for your NPCs is completely unaffordable." There is absolute expense, and relative expense to equipping other unit types. Too different issues. I understand that relative expense has not changed. Unit across the board have got more expensive due to reduced money supply. Expensive units change the character of the game. I quite like it. Maybe champions gear could be cheaper proportionally. "2) Shards add too much of a bonus to
Someone has probably already said it, but just in case Entering BCDEDIT /Set IncreaseUserVa 3072 into a command line might help. Seemed to work for me, but might be my imagination. This sets mexmem value for Windows 7 in the boot instructions. It might be slightly different for different operation systems.
[/quote][quote who="jaythewise" reply="37" id="2772022"] It seems like a pretty common sense idea to have pioneers cost 1 food! Dont know why that wouldnt be in the game from the start... [/quote] The problem is that food is an income stream not a commodity. Something can't cost food, it can only drain food each turn, and as pioneers only exist for a short while and food only matters when its all being used this is ineffective. <p class="wes
revjwh ahile there are problems with the game, this is not one. Play better. To get gold. Gold mine. There is an adventure tech that will guarantee you another one. Kill enemies. Adventure tech for quests and locations is the way to get big bucks quick. [quote who="nOObonian" reply="1" id="2765898"]You need a gold mine...or a palace to get you going. IF you don't have one, find o
[quote quoting="post"]I have been reading lots of posts complaining about how easy is to overcome the AI. ...[/quote] Well its on your computer, you can do what you want. Certainly you can make place restrictions on yourself and play to them. Current game I decided that I would not build any units, just use heroes and heroins and city leveling units. Works fine, and the really cool thing is that I have not had to do ANY researc
[quote who="Symondus" reply="1" id="2691708"]Yes, good idea also add these arrows to units that have movement left. [/quote] And c an we arrange for caravns to be ignored. I gave up on the unit cycleing becasue of this.
Personal I think it should be 15 points per spell book if not 20, and only the two magic orientated leaders should start with any spellbook. I also think you should only be able to cast an elemental spell if you have access to that shard, so I guess I am a hopeless case.
Does eveyone else keep telling themselves that "I will play up to the next crash" (usually at the beging of the next turn), then restart the game anway?
[quote] [quote]No expansion penalties[/quote] Just been looking at a post about this. My theory is have all cities except the capital have an extra food upkeep, plus reduce the impact of caravans – max it at 25% not 100%, and set a min city level of 2 for building caravans. So the food supply limits the size of your empire, at least at the start.[/quote] <p class="we
[quote]Drastic shifts in numbers[/quote] Just picked up a mace on turn 2. My god does it kick arse! [quote]Exploits[/quote] Yeah! Lots of stuff like that. E.g. Multiple Spies – nasty. Give it time, when the game gets out of beta they will have this stuff sorted. <p class=
So how about changing it so that we need to be size 2 before builidng caravans, (as well as money chanres, archivists and lore shops). And restricing the second caravan to size 3 cities. (I think I can see how to mod the improvments but not a caravan city size change.) (Again not trying to stop city spamming in the end game, just at the start to change the pace of the game)
[quote]Unless you plan to make caravans completely useless or just removing them entirely, it's not going to stop expansion.[/quote] I am not trying to stop expansion, just slow it down sufficently to change the character of the game. Ok I will try a game and see what happens. So do I just edit EmpireSpecialImprovements.xml and change 1 to 2 for Archivist, lore shop a
[quote]Thus, as long as the caravan gives a bonus to food, I don't think you can use food as a limiting factor for city spamming.[/quote] You could reduce caravan bonus. A farm produces 4 food. So as long as a caravan bonus does not exceed 25% then you have some measure of control. Although two food resources would still give a potential profit. [quote] you'll starve as s
Creatures do not spawn in areas of influence.
I think the idea of the game is to counter city spamming by limiting the food supply. I think one should follow the flow of the game were possible. After you research quality housing a city needs around one food less than the city's level for upkeep. So a size 3 city needs two food to support. The problem is that size one cites have no upkeep cost. They cost around 60G to
[quote who="TheBirthdayParty" reply="1" id="2758126"] That's just way too powerful. [/quote] The whole essence is really confusing and not document that I can see. I am still trying to work out what is going on. However I think it is less important than you say. There is very little difference that I can see between an essence of 20 and 20,000,000. It is the rate of essence gain that is the limiting factor. A Fire giant still needs 16 days worth of essence to cast. <
I don't think I had any enchantments, However my sovereign essence was the same as the other imbued champions, is imbuing an enchantment? Edit: I carried on, played another 100 turns. Then tried imbuing again. First time ok then crash to desktop. Again sovereign was equal to other imbued heoros when the crash happened.
Game crashes to desktop when trying to imbue champion. I think maybe a limit to number of champion can imbue. Essence currently 11. Maybe used up all but essence from buildings civs? Bug repeats.
Points 3 and 4 are in conflict. Although I think the spells are nieither balanced nor self consistent, and need a complete overhaul. I think the answer to slow mana regeneration is to give your essence to your heroes and heroins. Lots of smallish essence stats of around 10 to 20 is better than one huge essence stat that never gets above 10. <p class="western" style="margin-
For the first hundred moves or so they were rare. Now around move 400 they happen every three or four turns. Large game, lots of opps. AMDPhenonII X4965 3.4Ghz Quad core. 4GB RAM Windows7 64 2 TB HD RAID 10 2xATI Raedeon HD 5700 Series