WRT blinding light:
https://bitbucket.org/Terkhen/extramodmod/issue/96/blinding-light
I remember someone (maybe Gekko, forgive my poor memory) suggesting some solution for Blinding Light which I liked more than the current option, but which I chose to not implement because of how complicated it was. That discussion is somewhere in the main EMM thread.
Tasunke's post about traits, along with the "Most powerful trait" thread at the strategy subforum made me think about EMM leaders and traits. Although I don't want to tackle huge changes to either leaders or traits, lately I've been noticing that in our games we never pick up some leaders, such as Decius. As you may know, I've been striving for making all options viable in EMM, and a key part of that is leaders. For 0.5.0 I'll probably juggle leader traits around a bit, and maybe tweak a trait or two.
0.5.0 will also include a game option for disallowing certain "leader categories", which would allow to enable or disable having vanilla leaders, minor leaders (which are most of the ones in EMM currently) or "extra" leaders (currently only Cheron). This opens the door for creating additional leaders with different trait combinations which would allow to play new strategies with existing civilizations, but also allowing players who do not want them to disable them. I'm not saying that I would create a ton of new leaders, but maybe a few additions which fulfill certain specific roles for their civs would make the game more fun.
Because of these reasons, I would like to know if do you think that any of the following points is true, and if that's the case, what could be done to improve the current situation.
- Some leaders may not be worthy of being picked in comparison with other leaders (either when considering all leaders or just those from the same civilization).
- Traits are not meant to be 100% balanced to each other, but certain traits may be problematic for some reason.
- Some civilizations may be missing a leader with a new trait combination in order to allow a certain way of playing which could be interesting for that civilization.
Trait Variety can often be good, especially if it gives different 'real' options.
I recently played a game as Malchavik of the Sheaim, and never fully appreciated the Sage trait until then. Rly a good leader for my play style last game.
But anyways, I'd like to say that as always suggestions are open to change ...... I like what you ended up doing with the civics I added, for instance, as well as adding +1 trade routes to the City States civic. I may still try to add something in the Government Category, but it will no longer be exclusively Bannor.
Another change of mine I miss is the equal water-food. Lanun can have their coves, but in a food heavy game like FFH2 there rly shouldn't even be any water tiles STARTING with 1 food imho. Make water something worth fighting over, and this isn't a flavor thing this is a balance thing. It just is NOT right that over at Realms Beyond, the people in the Play By Emails have this rule about maps, that water always has to be super limited because lanun can just take off with them.
Lanun should be the best at sea, and they should be the only one with coves ... BUT! the global base-yield should not be modified! Water is much too important ... and since FFH2 is fairly food heavy in general, I would rather that base water yields were increased by 1 food. (via terrain file)
-------------------------------------
On my trait suggestions only 1 or 2 things can I be certain of ....
There will be a Strategic Trait
Decius WILL be Strategic + "Something" + Adaptive
and that Raider trait should add Mobility1 + Flanking1 (instead of commando)
now, largely for my own amusement, but also because I like it, I will be adding 'Adaptive' to several leaders. And I think that 'Tasunke' will be among the lucky few. And I'm certain that Decius will be.
Tyra Kiri, who is currently Arcane/Sage ... I think that is a waste of the sage trait tbh ..... not that sage isn't a good trait, which I can see in Malchavik, but that Amurite aren't really the civ for it, and currently BOTH of their primaries have arcane?? whats up with that? Also now ALL have arcane?
:Ahem: ... well anyways, I can see having at least one of arcane or summoner for each leader b/c amurites ARE supposed to be the best wizards ..... ALTHOUGH it is well known that Valledia the Even is not very magical in her own right.
Therefore I propose this ... for all three leaders.
Valledia the Even: Org/Arc/Ing ... as currently best leader, she remains unchanged
Dain Caswallan: Phi/Arc/AM ... gains 'Arcane Mastery' which gives Ambition, Focus, and Combat-1 promos to arcane units.
Tyra Kiri: Def/Sum/Law ... Law affinity means all arcane start with Law 1 promotion
---------------
Now for Dain, Ambition means that arcane units can get more exp via direct combat, and Focus means that arcane units (and only arcane units) get half-upgrade-cost, similar to valledia's ingenuity, but un-usable with firebows. And then for Tyra Kiri .... well, having double lasting Hosts of Einherjar, considered one of the best summons in the game by Realms Beyond, is certainly a good defensive combo, especially when combined with the all-global defender trait. (Also im changing defender to +30% strength in borders, to have it more relevant when compared to aggressive) And besides, the +10% withdrawal from the promo was having unintended consequences.
----------------
In summary I can tell you that I have started to put a lot of thought into this .... and I will be careful to not post anything further containing too much detail until it plays out, either in my mind's eye, or in an actual MP test.
-----------------------
On blinding light, I will test again in game, because I wasn't the victim but the caster, but looking at the pedia it seems like you have a rather excellent fix for blinding light already in the game. And it isn't that it lasts one turn, but that it applies the 'blinded' promotion that disables movement. And it has a 50% wear off rate. Seems good to me, assuming that its currently in effect, which looking at the code I see no reason to disbelieve. Entangle, however, still needs to be fixed. Something I believe that I can do. There are a few things I'd like to add, like 'shade' for instance ... but the mere fact that 'Heal' already removes blinding light is spectacular. Especially since only 5 units at a time can use this spell, excepting Grigori of course, meaning 4 high priests + a hero.
Now, onto your much more disturbing analysis that no one tends to pick the Raider leader Decius. First of all, which Civilization are you talking about? Because I've come to accept some people's skepticism of the pervasive commando promotion, however if some people are hesistant to choose this leader on the merits of the commando promotion, then perhaps I should leave raider as is .... and just argue for it to still be included in the game. It is a tough line to walk, being as I've already given it due consideration for what I would want a commando bonus to be replaced with .... and I had concluded on mob1 + flanking1 on ALL unit categories. Naval,animal,beast,siege,melee, and all the usual suspects. For now Decius and Hannah retain the trait.
While playing competitively with Jojo, I can see how someone used to competitive play can become annoyed by this, but at the same time I have played against it before. The main time when I actually remember playing against it to where I actually thought about it though was on Realms Beyond .... on a particular PBEM where Yellow was playing the Hippus ... and I was stressed and obsessed about his Raider trait all the way up until he died by the Svartalfar. Perhaps he would not have taken advantage of it .... but if he had gotten lucky, or even not so lucky, it could have been used to devastating effect. Raiders trait is best for ppl that like to take risks, and u dont even have to take very big risks since typically most cities wont be as heavily defended as the front. And the fact that commando actually has us rely on enemy roads is something that I can only in good conscience see enemy units doing. I am working on a parallel development path to let Hippus approach this level of maneuverability without using roads, but it won't be nearly as universal and it won't rely on enemy roads, that is for sure. So while for now I think I will continue with my approach of changing and replacing the raider trait, I would ask you to consider what it is about Decius, Tasunke, Hannah, etc that keeps you from selecting the Raider trait, or what it is that keeps you from taking full advantage of the raider trait.
-Tasunke