Downloading and testing now. Spells are good if used properly - especially the combination of allure and haste to clear a barb camp. Haste is a aura I know but still.
However I will be testing this right away and will be thrilled to see more balance in the trees. I would like to suggest tying the firebolt staffs power to wisdom not might rather than changing it to a club - that would give wizards a better chance of surviving and gaining xp until they are powerful enough to be useful.
Question - does base might increase range damage like from an archer? Switch that to base wisdom might help balance the classes so people stay on the intended upgrade path.
Also, there are several systems out there that include changes to the base unit promotion system that would be cool to work with - e.g. have pray allow you to choose x promotions so you could get stuff like whoward's (like terrain crossing -- http://www.picknmixmods.com/mods/4f184876-e029-4aad-98a4-10e5334ce52e/mod.html) without you (the mod author) having to know they exist?
Oops, nice catchneed to change this line in HeroesNotifications.xml:
<NotificationType>NotificationTypes.NOTIFICATION_REFRESH_STACK_SIZE</NotificationType>
to
<NotificationType>NOTIFICATION_REFRESH_STACK_SIZE</NotificationType>
Game still crashes when clicking on "HELP."
Game still has crashing problems in general. I made a save this time. Small Pangaea map as Protoss vs all of the new civs. Game will crash after the barbarian phase after clicking next turn.
Save file: http://forums.civfanatics.com/attachment.php?attachmentid=365437&stc=1&d=1385583630
Lua file: http://forums.civfanatics.com/attachment.php?attachmentid=365435&stc=1&d=1385583630
Murlocs are the only civ that have nothing to say when you meet them.
Trolls still give advice about the Frenzy talent according to the old version of Frenzy.
Tauren need a fresh water start bias to ensure their capital is able to build a totem. That, or make it so totems don't require fresh water to build.
I liked this mod, but some things frust me.
Ligthing bolt is boring. I fire against AI and unit move back and my units go crazy and moves too... AI use againt me and my hereos goes into middle of enemys army.
I think there are to many hereos, AI makes me a flood of Heroes and normal units isnt important. AI conqquer a city with few heroes...
This mod is far from finished and I'm not satisfied with some features too.
Will need time to improve and feedbacks from players are important.
How can your hero unit move when firing Ligthing bolt? can you give a more detailed description? A lua log or a screenshot shows how them moves? this should not happen without a bug there
for AI heroes, yes they get a lot of bonus, but they can't use skill/spell as clever as human player, so I think the bonus is fair. This mod should be played in RPG way. you can try to upgrade your hero by killing barbarians in early, and foucs on upgrading hero units in entire game, normal units are really not imporant
It turns out they actually are - because hero abilities can't be used against cities. So without regular units or unneeded risk to your hero base units you can't take a city. Which I think is good, btw.normal units are really not imporant
How can your hero unit move when firing Lightning bolt? can you give a more detailed description? A lua log or a screenshot shows how them moves? this should not happen without a bug there
for AI heroes, yes they get a lot of bonus, but they can't use skill/spell as clever as human player, so I think the bonus is fair. This mod should be played in RPG way. you can try to upgrade your hero by killing barbarians in early, and focus on upgrading hero units the entire game, normal units are really not important
Sure you can. Just make one or two of your heroes into siege units. If you've been working on them well enough, they could have 2-4 attacks each, able to take down a city in no time. Normal units really are useless by comparison. They can't keep up with the movement speed of heroes and just slow you down. If city-states ever give them to me, I always either delete them instantly for cash or station them in an empty city for barbarian defense. The only exception to this rule is if I'm playing as the Trolls. Units that double heal every turn are nothing to spit at.Hambil said:It turns out they actually are - because hero abilities can't be used against cities. So without regular units or unneeded risk to your hero base units you can't take a city. Which I think is good, btw.
Testing V10
I'm just in the begining, but i've found a bug:
- My warrior has a promotion with red circle icon promotion that says TXT_KEY_HOMW_THE_SWARN and TXT_KEY_HOMW_THE_SWARN_HELP.
- Check Mace. My hero get a mace and i cant use agains barbarians. I tested just once, i will try more. Against another civs works well.
- When i use MIND CONTROL with CASSANDRA hereo my games crashes. Tested sometimes to get sure, and just with cassandra crashes. Another hereos doest crash with MIND CONTROL.
You should give Rangers at least one artifact that grants at least one spell. Even Paladins should at least have access to the Calmdown spell, in my opinion. Marialists and Berserkers are fine without spells, though, since their pillars are far away.
Once again confirming that Mind Control crashes the game, although I've still only tried it with Gul'dan. But it crashes whether I use it on a barbarian or on a Civ's unit.