Auric ever getting his hands dirty himself tbh, I'd expect him to just sit back and blast away.
Honestly, the only change I would make is potentially increasing healing or healing after attack.
Crosspost: I certainly wouldn't improve him from the EMM version. I think that may go a bit far tbh - my concept is that he basically makes your stack impossible to beat (unless they have the Godslayer) meaning you can advance irresistibly. This renders it an I Win (as long as I don't face the Godslayer) setup, but not an instant win - the enemy has time to prepare and try to resist. That setup looks like you could just charge Auric off on his own to conquer the world (and fast too) which is an implementation I don't think I like.
That's exactly what I had in mind while improving Auric. In fact, at the end I thought that it may be too powerful in unintended ways already.
honestly, him just being immortal to all but the Godslayer is enough imho ....
being 30 str +20 ice str +10 ice affinity (illians start with one), even at just 4 move + flying (for 5 total move) its enough.
We don't need this excess of 4 first strikes or 7 moves imho. Let me think on it for a bit though. Giving him 20 range paradrop from an Illian city might be a worthy addition .... and I suppose depending on circumstance, the nature of
Although the post seems unfinished, I'll answer the part about movement. My point for giving it 7 moves was to make sure that it could quickly defend Illian territory, and that it could join advancing armies swiftly. I never thought about paradrop, maybe it could be better to lower Auric to 5+flying and give him paradrop instead.
it seems that the stigmata promotion doesn't work , the units have it doesn't benefit from the counter(half the counter bonus)
What makes you think that it does not work? Since I have not touched anything related with Stigmata, it would be strange for it to break. If I remember correctly it should appear in the tooltip.
Also, some of the techs which i haven't research have beakers already in it.(seems it happens after open border)
That is because of technology diffusion, a feature enabled in More Naval AI some months ago. If you have open borders with other civilizations, they will slowly get technology progress towards technologies that you have and they don't, and viceversa. I believe this feature can be disabled via game options.
Where does the Godslayer come from? Is that a scenario?
Whenever an Illian completes the ritual and creates Auric Ascended, the most powerful civilization that isn't them will get the Godslayer via an event. A unit bearing the Godslayer can permanently kill Auric just by being in combat against him, even if it would lose. This happens in normal games too (you will notice it when you try to attack an stack with Auric and you suddenly have very small chances of winning), so be careful while moving Auric around
I wasn't looking for a pattern, but there were times I could research a tech in 1 turn, or only a handful of turns, when it should have taken me the normal research time. I don't know where I was getting the research points into the techs. Figured it was part of the mod somehow.
Besides what I explained earlier in this post, there should be no other changes to technology progress with regard to default FFH2. Bear in mind that some random events grant you technology progress in what you are currently researching.
Also, The Luichurp cast their world spell on turn one (Luichurp really need help LOL), and no barbarian leaders spawned. No acheron, orthus, etc. Only the AC leaders spawned (yersinia, etc.).
I still disagree with the general opinion of Luchuirp being weak, specially in smaller maps in which their stack speed is not that important. The Luchuirp AI will cast its spell ASAP in order to get an early Great Engineer and to get a production boost in its capital. Having this bonus in the early game gives them a significant edge.
Although it is true that Acheron is spawning less frequently than before (I still have to look into ways of solving this issue), Orthus should appear normally unless you are playing in a map that gets crowded very early or you have disabled its game option.
The AI is better at keeping Basium and Hyborem alive, but they always die eventually (removing their Civ traits).
I believe that there is an issue ticket in the MNAI tracker for improving this situation in the future.
I agree Dumannios looks like a good pick. Anagantios looks decent. I may make a game with half barbarian leaders, so Braeden could work there as well. Also, the "favored" effect from Spiritual didn't seem to increase xp for my Eidolons.
Braeden is the only leader intended to be somewhat weak, but I could change that and give him proper traits. Favored is not an effect but a promotion, which is granted to all divine units. It may be possible that it is being granted only when the unit is built and not when it is being upgraded, and therefore if you upgraded your Eidolons from Melee units they wouldn't get the Favored promotion. I'm not sure if not having Favored on upgrade is intended or not.
Only drawback was the entire world made peace and focused on us, so I haven't finished the game as it's going to be a grind.
That's caused by The Draw ritual. The other civilizations do not take the return of the God of Winter lightly (the last time it was allowed to roam around it plunged the world into a centuries long ice age, after all) and they react accordingly.
The new leaders really enhance the game IMO. You make some good points about Riuros, but for my epic games it doesn't help as much. My games usually last well beyond AC 100, and lucked out because all 3 priests survived. Otherwise, there is a fair chance I can't make anymore ICE mana.
That's intended for making the Illian player having to choose between rushing or keeping one of them around.
Edit: Oh, and puppet states didn't seem to work even though it was enabled. Maybe some of my problems are the full of resources mapscript?
The mapscript should not be a problem. In order to create Puppet states, you need to research Feudalism first. This technology was stated incorrectly in the Features page of the wiki, and it will be fixed too in the emm_features.txt file distributed along with ExtraModMod for the next version.
yes, in current EMM letum frigus is not working as intended. I simply had to add aggressive trait to my illians leader via WB.
If you believe that you have found something not working as intended in EMM, please report it as a bug in this thread. In this particular case, though, Letum Frigus is working as intended. The FIRST civilization to reach Letum Frigus with a unit will get their special effect. The Illians get the Aggressive trait, while the Amurites get a Golden Age. Other civilizations get nothing, but they still try to visit Letum Frigus anyways (I do the same when I'm playing as non Illian). Civilizations that reach Letum Frigus after the first visit will get nothing. This is how it works in MNAI (and in default FFH2, I think), and I tested this in 0.4.1 before posting and it is working as I described.