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Author Topic: Let's Play Fall from Heaven 2 (Civ IV): CONTINUED IN NEW THREAD  (Read 26610 times)

Criptfeind

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Re: Let's Play Fall from Heaven 2: Ch.5 - Who're you gonna call?
« Reply #105 on: January 30, 2012, 09:35:06 am »

How good is the fort anyway? Is it's bonus better then a city with walls.
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Deon

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Re: Let's Play Fall from Heaven 2: Ch.5 - Who're you gonna call?
« Reply #106 on: January 30, 2012, 12:49:41 pm »

Usually a fort upgraded to citadel is better than a common city. An advanced city with walls, castle and other improvements may be better, but I think that promotons to +% attack against city do not get work against forts, so the forts are better in the end.
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Happerry

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Re: Let's Play Fall from Heaven 2: Ch.5 - Who're you gonna call?
« Reply #107 on: January 30, 2012, 02:15:32 pm »

Settle the Coastal City Ruins and the Valley, and then go for the Woods. The city ruins gives us two more food resources and the valley lets us keep those nasty elves from expanding to far towards our capital. Once you have ocean access and an eye on the elves the woods look like a good place for a longer term settlement.
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Errol

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Re: Let's Play Fall from Heaven 2: Ch.5 - Who're you gonna call?
« Reply #108 on: January 30, 2012, 02:51:21 pm »

[quote author=Deon link=topic=99166.msg2944589#msg2944589 date=1327945781
Usually a fort upgraded to citadel is better than a common city. An advanced city with walls, castle and other improvements may be better, but I think that promotons to +% attack against city do not get work against forts, so the forts are better in the end.
[/quote]

You're incorrect on that last count.

It is, last time I checked, most vital to secure as much land as possible from enemies in Civ and by extension FfH. So if the Svart are to the east, grab dat land, settle between gems and deer. 1SW of the fortress looks like a good spot too - copper's a nice tile to work - as does the city ruins spot or 1E of it. There's no food at the woods area, so it's a really bad spot currently. Bay's Mouth is a good spot, but not for now. Nobody is going to contest you for that area, so first claim the unclaimed land and then fill in the holes.

I'd like a screenshot of the northern area. It's going to be the prime expansion zone in the long run.
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loose nut

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Re: Let's Play Fall from Heaven 2: Ch.5 - Who're you gonna call?
« Reply #109 on: January 30, 2012, 03:06:27 pm »

Caveat: not specifically familiar with Fall from Heaven 2. Very familiar with Civ 4.

I agree with Errol. You want to grab that spot before your elf neighbors do. I would settle right on the fort because, if you get to chain irrigate later on, you should be pretty well set for food on that site.

Then settle the city ruins, I think.
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Gantolandon

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Re: Let's Play Fall from Heaven 2: Ch.5 - Who're you gonna call?
« Reply #110 on: January 30, 2012, 03:21:46 pm »

Take bay mouth or city ruins. For now, you need to expand quickly, and both these places will have plenty of food, especially with Fishing and Hunting researched. They aren't great, but they should grow at least to this 5-6, when you can switch it to produce settlers. Both also seem quite secure.
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Bluerobin

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Re: Let's Play Fall from Heaven 2 (Civ IV): Ch.5 - Who're you gonna call?
« Reply #111 on: January 30, 2012, 04:00:14 pm »

So, uh, what does "plagued" do on the scout? Is it just a stat decrease? Will he die/Will it spread? Can we do anything about it? He seems to be a pretty kickass scout, so I'm pulling for him. :P Also, what happened to the Warrior? "Telefragged" makes it sound like he was teleported to an uninhabitable tile I guess, but I'm pretty unfamiliar with what's possible in FfH.

I vote City Ruins and the valley near the Svartalfar for settlements.
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The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

Solifuge

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Re: Let's Play Fall from Heaven 2 (Civ IV): Ch.5 - Who're you gonna call?
« Reply #112 on: January 30, 2012, 04:25:07 pm »

"Plagued" makes units about 1/3 as strong, and drastically slows their recovery rate from wounds. It may be spread to foes by combat like Diseased does, but I don't think it passes to units in the same tile. As for what can be done about it, we could research down the Medicine tech tree and learn how to treat it, or hope to find a cure somewhere in the world.

As for the Warrior, he was swallowed by a portal as an exploration result and disappeared. I don't know what happened to him after that, but as far as I know he has ceased to be. I'm going to pretend he just got plane-shifted to Valhalla or something.

FYI, I put tooltips on all of the abilities/equipments/buffs and debuffs listed under each unit's summary (they pop up when you roll the mouse over each entry). It describes the in-game effects and powers of each unit.
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Bluerobin

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Re: Let's Play Fall from Heaven 2 (Civ IV): Ch.5 - Who're you gonna call?
« Reply #113 on: January 30, 2012, 04:38:31 pm »

Oh, cool. Thanks for the info.
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The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

sonerohi

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Re: Let's Play Fall from Heaven 2 (Civ IV): Ch.5 - Who're you gonna call?
« Reply #114 on: January 30, 2012, 06:31:35 pm »

Settle the valley by the fortress. Then settle the woods. Easier to expand inwards than outwards.
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Solifuge

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Re: Let's Play Fall from Heaven 2 (Civ IV): Ch.5 - Who're you gonna call?
« Reply #115 on: January 31, 2012, 02:46:46 pm »

Okay, so get this... I just tried out the Master of Magic mod for FFH2, and it is crazy-good. It's very fun to play, well-streamlined, and adds in some huge improvements to the AI. Also, as opposed to the others, it's still in active development; the last patch was released a week ago, and non-save-breaking bugfixes are still being released. They added a separate system for spell research and ritual casting, the unit promotion system got a pretty significant streamlining/overhaul, and the game now models the gathering and stockpiling of material goods like stone, wood, mana, etc. to provide equipment to your troops, cast spells, etc. Long story short, it looks significantly more fun and better-designed than the mod I'm running right now, and I'd like to try it out.

Given the whole slow speed issue, and given how we had a majority of votes to just start a new match, would you guys hate it if we just started a new match using the new mod? Honest answers, one way or the other; I can play it on my own time and keep using Rise from Erebus for this LP, but I did want to run it by you guys who've been sticking around so far.
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Frumple

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Re: Let's Play Fall from Heaven 2 (Civ IV): Ch.5 - Who're you gonna call?
« Reply #116 on: January 31, 2012, 02:54:30 pm »

Run home to MoMmy. Which is to say speedier with neat new mod thing.
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majikero

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Re: Let's Play Fall from Heaven 2 (Civ IV): Ch.5 - Who're you gonna call?
« Reply #117 on: January 31, 2012, 03:02:11 pm »

New stuff is good. Vote for new mod.
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Delta Foxtrot

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Re: Let's Play Fall from Heaven 2 (Civ IV): Ch.5 - Who're you gonna call?
« Reply #118 on: January 31, 2012, 04:13:51 pm »

New game, new mod. Let's try it.
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Scaraban

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Re: Let's Play Fall from Heaven 2 (Civ IV): Ch.5 - Who're you gonna call?
« Reply #119 on: January 31, 2012, 05:50:57 pm »

As much as it pains me to abandon our awesome-ish RNG streak. The epic timescale is too damn long. New mod/game
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