DuskTreader
Warlord
- Joined
- Mar 25, 2018
- Messages
- 210
Suggestion: treasure chests should have hidden nationality and be capturable like workers, so if you find someone else's chest you can steal it, and other people can steal yours
None of the "trophies" count toward the Grand Menagerie, which makes sense. Those are not living, caged animals, they're probably heads mounted on walls. Not the same as a menagerie at all. I do agree that spider pens and boar pens should be included, though. I think there might be other animal cages that also don't count, for no reason I can think of.Also, why don't lizard trophies, spider pens and boar pens count towards the grand menagerie wonder?
EDIT: And scorpion pens
Especially since it's a "great lizard", right? And who wouldn't want to see a giant scorpion?!<Weevil, Pickle and Hyde voice> of course my wall-mounted heads are a menagerie! And it's richer than any you'll find in other lands! Its got gorillas and wolves and lizards yes, but you should take a look at my rarer specimens. I know this looks like it came from a human, but it actually came from a centaur! A rare find indeed. And look at this weird horse with a horn! <Weevil, Pickle and Hyde voice/>
In all seriousness, if I can have a lizard unit, why can't I have a lizard pen? There's a number of animals that only have trophies, not pens.
Sounds fun, but I'd have to check which units can see them first.Suggestion: treasure chests should have hidden nationality and be capturable like workers, so if you find someone else's chest you can steal it, and other people can steal yours
You need 20% fire resistance, as defined by FEATURE_REQUIRE_RESIST_AMOUNT. Nomad only gives 5%. I should probably add this in the pedia.The fire resistance added to the Nomad promotion/effect is not having the intended effect on passability from DAMAGE_FIRE being set for Resist on Malakim units as related to Burning Sands/Flames. The fire resistance given by Orcish, Angel, Demon, Magic Resistant, Resist Fire, Magic Immune and Immune to Fire do all work as intended.
Is it possible to cancel vassalage in BtS? I thought it's not.Does the advanced diplomacy game option change something about being able to cancel vassal state agreements? My vassal just converted to Ashen Veil and I want to crush them before they summon Hyboream, but when I go to the diplomacy screen I find that I can't cancel the vassalage deal
Is it possible to cancel vassalage in BtS? I thought it's not.
I wonder, would mud golems be able to get advances if they inherited XP? They have a defensive strength, so that could be handy. Not sure what advances would make a worker more efficient. Mobility, I guess?On another note, I just had spirit guide dump experience on a slave. Slave trade edict was in effect if that makes a difference. Doviello might be able to make use of said exp, sadly most civs (including mine) aren't Doviello.
I also found out domination can target workers. I guess it could be intentional, but losing access to a tier 3 spell because a non-combat unit resisted it seems a bit harsh. Unless they can't resist it?
E: Domination also seems to just... whiff a lot of the time? I don't lose the ability to cast it to nothing seems to resist it, but I don't gain any units either.
I think Clan of Embers has already been pretty heavily nerfed from base FFH. Their world spell no longer converts non-orcs, and revolutions makes it very hard to hold cities you conquer in an early rush strategy (although the latest patch makes revolutions a lot milder)
Do you happen to have a savegame from before the OOS happens? It doesn't seem to be easily reproducible.We noticed there where a ton of OOS issue when the Grigori use their world spell. I mean I used it late in that game, but I think from getting so many great people at once it cause the game to go OOS.
This is all out of scope for my work on this mod, unfortunately.Also any chance the banner could maybe get more flavor. Like one of my friends, who I lost contact to, made it so the banner farms upgrade to something like a fort which gave a little more food and a hammer. I mean I'm not saying you have to do that, but I would like them to have a little more. Though making it so you can make economic buildings with the Crusade civic would be nice. I really never really liked that at all.
In regards to the clans, I find it funny how much they can snowball with a few of their mechanics. However the only thing I kinda wish would be done is to prevent them from getting double settlers. It honestly feels really strong once you get that Warrens. My friend has been screaming pretty much that clans with forts is too strong, but I have not really tried it myself.
Other then that any chance maybe one day we can see a white hand religion or maybe even a small religion from the clans. It's weird to want to worship ashen veil as the clans.
I think it was planned to give them +1 food in jungle to offset the bad starts a little bit. This requires some work to implement properly, but I will probably do it eventually.I do feel since they start in jungle or have a bias to it, they should start with the ability to chop jungle at least.
Warrens only affect living units; the description is wrong, I'll update it for the next version.Also they should get double drown when they train them, idk why they are considered a sea unit. Can that be changed?