Possible features/changes

ok here is just a fast look at what i see when first trying out the mod:

1. Dont like the way the Archers/Spearman are there so soon, that way there is no need for the warriors.

2. Need an Archery Range or building so that the archers need prior to being built.

3. Need to move Bronze Working in the tech tree to a later place.

4. I think wooden walls should be before stone one?

5. Copper is already founded way to early.

6. Elephant unit is way to early.

Some food for thought for now.

Feel free to voice your opinion and or suggestions also. Thats what this is all about. (Or is that the Hokey Pokey?):p
 
1. Dont like the way the Archers/Spearman are there so soon, that way there is no need for the warriors.
I want warriors out fairly quickly.
2. Need an Archery Range or building so that the archers need prior to being built.
What do you say that the archery range increases XP for new archery units built instead?
3. Need to move Bronze Working in the tech tree to a later place.
5. Copper is already founded way to early.
I suggest that Mining requires Masonry and Metal Casting requires Early Prospecting.
4. I think wooden walls should be before stone one?
What tech would enable wooden walls?
6. Elephant unit is way to early.
What is your idea for changing this? Right now, elephant riders would require the techs hunting, agriculture, animal husbandry, riding, and animal training, as well as a supply of elephants.
 
Wooden Walls could have no tech prereq.

I agree here completely, just use this as the first wall built. Then use Taller walls as the first stone wall, then highest wall or some other name for the best wall to be built.
 
I might have found a bug is why i asked some of the questions above.
See attached pics:

1. Three pics of when starting a game with Custom Scenario's map. This one shows alot of techs already given to the player when first starting. Didn't matter which custom map i played all of those techs were there to start. (CM1, CM2 and CM3) Total around 22.

2. Two pics on a Play Now map. This one shows only two techs given when starting. (PN1 and PN2) Total around 2.

3. Still need more ideas and or suggestions from everyone , thx.
 
The reason for the free techs is the difficulty level; Some Civs get free techs too. I'll list them in a bit.

Here are the global free techs per difficulty level:
Settler Difficulty: Free Roads, Early Tools, Early Prospecting
Chieftain Difficulty: Free Roads, Early Tools
Warlord Difficulty: Free Early Tools

The opposite for higher difficulty; AI gets free techs:
Monarch:Archery
Emporer:Archery, Hunting
Immortal:Archery, Hunting, Early Tools
Deity:Archery, Hunting, Early Tools, Roads

Looking at this, I realize the AI free techs need to be changed. I will change it to:
Monarch:Early Tools
Emporer:Early Tools, Roads
Immortal:Roads, Early Tools, Early Prospecting
Deity:Early Prospecting, Hunting, Early Tools, Roads

Opinions on this?
 
Free techs per civilization:
Black Orcs: Orcish Folklore, Hunting
Grey Orcs: Orcish Folklore, Mining (Should replace mining with Early Prospecting?)
Mithrilcraft Clan: Dwarven Folklore, Early Prospecting
Stonecutter Clan: Dwarven Folklore, Mining (Replace Mining with Early Prospecting?)
Rock Clan: Dwarven Folklore, Mining (Replace Mining with Masonry?)
Ironfist Clan: Dwarven Folklore, Pottery
Warg Goblins: Hunting, Mining (Replace Mining with Riding?)
Gashmog Goblins: Ceremony, Hunting
Tang Zul Goblins: Wheel, Hunting
Wildarrow Elves: Elvish Folklore, Hunting
Runehaven Elves: Elvish Folklore, Ceremony
Kalagori Elves: Elvish Folklore, Agriculture
Drow: Drow Folklore, Ceremony
Paladorn: Early Tools, Ceremony
Ungdu: Hunting, Fishing
Furn: Fishing, Mining (Replace Mining with Masonry?)
Thay: Alphabet, Pottery
Hazelfire: Ceremony, Early Tools
Osterlands: Fishing, Early Tools
Sundabar: Agriculture, Pottery
Jihish: Wheel, Ceremony
Isendorf: Hunting, Roads
Wei: Agriculture, Mining (Replace Mining with Early Prospecting?)
Matsujima: Fishing, The Wheel
Silver March: Orcish Folklore, Hunting (Replace Orcish Folklore with Ceremony?)
 
The reason for the free techs is the difficulty level; Some Civs get free techs too. I'll list them in a bit.

Here are the global free techs per difficulty level:
Settler Difficulty: Free Roads, Early Tools, Early Prospecting
Chieftain Difficulty: Free Roads, Early Tools
Warlord Difficulty: Free Early Tools

The opposite for higher difficulty; AI gets free techs:
Monarch:Archery
Emporer:Archery, Hunting
Immortal:Archery, Hunting, Early Tools
Deity:Archery, Hunting, Early Tools, Roads

Looking at this, I realize the AI free techs need to be changed. I will change it to:
Monarch:Early Tools
Emporer:Early Tools, Roads
Immortal:Roads, Early Tools, Early Prospecting
Deity:Early Prospecting, Hunting, Early Tools, Roads

Opinions on this?

Sounds good, but if you look i had 22 techs just starting the game? And thats without even putting a settler in place yet? And this is on Quick/Warlords settings.
 
I wonder if your custom script somhow added more free techs at the start of the game?

It shouldnt have, it happend on every custom game i played on, same results.
It doesnt happen in other mods?:blush:
 
I'll post some tonight. We'll have 3 versions:
a) original terrain
b) altered terrain
c) altered terrain with original grasslands

(Strategyonly - feel free to beat me too this if you want)

I just think that the new grasslands are to hard to see for the darker colored items such as cows, ale, wine etc.:rolleyes: Looks good but thats about it.
 
Top Bottom