I know...
but it's not the same :
a 3-turn fort is not comparable with a 23 turns mana-tower.
I just.. had.. Bhall declare war on Cernunnos.. Hrmz. I presume its Bhall casting a spell with Cernunnos in range? Either way, this could turn interesting. With either side prevailing as superforce with buttloads of exp.
Its a shame, really, about these spawns, cause they kinda suck away the fun. I always play on Huge maps with 20ish civs, but the number's been reduced to 10 by turn 180 just cause of the spawns, and every other civ is being held back by the constant threat. Might turn into a gigantic me v Bhall, specially if they manage to spawn some superbarbs while killing animals.
duh... why do you think I wroteOf course, but a 3-turn fort is very OP, while the other is not so. I do have the feeling they'll soon change that "fast" fort to something more balanced.
Give the AI a chance!.
?It might be a good idea to wait after the mechanism promised for 1.31 before adding the ability back but add it back please
Expanding on the weird bugs - it seems to affect the Mazatl specifically. They're running around with Wyrmlings without casting their world spell, they've got several brass dragons, sea serpents and a mammoth rider whereas they don't have the techs/units/promotions needed to get them.
Yeah, I meant Wyverns. But now, really, what are the odds of the Mazatl capturing several 12 str Brass Dragons before turn 200 on epic speed, where most wars are fought with archers, axemen and hunters? Very unlikely that they even got any unit with subdue animal promo, let alone beasts, or actually killing multiple high level units.
I haven't touched the Mazatl, so any bugs with them are either coming from RiFE or an unintended consequence of modular XML (like everything else). Could you give some concrete examples of the weirdness, like a saved game or a screenshot?
I have another report. In all my games that Mazatl AI is present, they manage to get some Wyverns very early game, way before they cast their spell, much before they even get Priesthood (And thus able to build Wyvern Guardians).
I'll show a pic, in case you don't believe me:
View attachment 264580
See? They have Wyverns, but they don't even have Priesthood (It's not ticked), is early game!. How they can get Wyverns?
-sometimes mage enclaves disappear, leaving only a tower-mage and a mana node, sometimes the node is of the type of the former mage tower, sometimes it is untaped.
That's an idea, but since there are more arcane promotions than commander ones, it tends to be easier to give an arcane unit commander promotions than vice versa. I'll look into expanding the commander promotions they can pick up, though (you're right, they should at least have Arcane Mentor II; I thought they did already, but I'll check).-mage general are fun. But I'd rather have normal generals. As it is, they are a bad mix between potential archmages, and generals (they can't get arcanII, battleIII, ....Etc). + Amurites don't need caster so much, as spellswords, firebows, arcane riders can cast.
Well, I mean, at the beginning they are cool as you can have some channelingII unit quickly (but for any buff you already have the towermages. Thus they are only useful for AirII, Fireballs). But after that they are boring, they don't bring as much as a general and you don't really need the lvlI, lvlII casting ; And for the lvlIII : see further .
Thus, it would be better IMO if : 1 they can get lvlII but not lvlIII, can get some more general promotions.
They're mostly there as an eventual upgrade for Warders and Planeswalkers. Now that you mention it, though, they could do with a strength nerf, to bring them in line with Battlemages. Maybe add a level requirement as well.-anima mages : they are powerful archmages, with nature affinity, and no need to levelup but no free promotion : I don't see the point of them.
I like their griffon/tiger summoning.
I dislike their lack of command, and lack of special wine/earthquake level spell
I dislike them being an easy archmage. (I don't know how you could do otherwise as govannon can still give them access to all lvl 1 spells...)
Battlemages were in base RiFE and aside from the weapon promotions I haven't really modified them too much. I'd love to hear suggestions for making them more unique, though.-what is the point of battlemages ? you can have so many lvlIII casters :
Govannon/Gaelan/each mage general/ 4 animamage that can themselves become lichs.
Anima mages are as strong as battlemages with mithril weapons ; battlemage only advantage is the spellstaff.. and they only have one (the issue is more with anima-mage and archmage-generals than with battlemage).
All good ideas. I just wanted to keep the elemental affinities from getting too far out of hand. One fire node plus 3 academies of flame means you essentially have mithril weapons long before anyone else does; even worse if you decide to build more actual nodes. I'll cut back on the strength malus in the next version (only Blood and Mana weapons will get it, and then only -10%). Mana Weapons in particular are going to get an upgrade, namely in that they'll restore your ability to cast whenever you kill another Arcane unit. And since only Battlemages can get them, would that solve the problem you had up above?-silver weapons seem nice (if you don't get iron) but there is an issue : the "magic weapons" are bad.
I mean :
late game, spellswords and better units get mithril weapons (+4 ) silver weapons give : +1strength : +10% vs iron. smaller boost than iron, very low compared to mithril
each "magic blade" does :
-only available to tier IV units : no help for the poor spellsword that chose a silver weapon instead of mithril weapons.
-remove silver weapons (loose the +1 strength),
-add affinity (you need 4 to be on pare with mithril ; 4 is huge ! as the amurites, you are generally trying to have many many different nodes to get more xp to your adepts, and more width of free level II/level III spell. + I like to have many body node to use the arcane riders appropriately ... then, having 4 other nodes of a kind is hard).
-add a -20% strength / or - 30% ... huge drawback. on a phalanx (12), with poison blade and 4 air nodes = 17 ; -20% is equal to .... -3 (less if some combat promotion counter the -20-30%)
so with air-weapons, sacrificing 4 nodes to air, your phalanx gained ... 1 ! more if you add some promotions but it is not so much more powerful than iron, and a far cry from mithril weapons.
It might be better if :
1) you keep the silver weapons +1strength)
2) you don't get a -x%strength.
3) ????
Thanks. I think the warder issue has been fixed in the latest version (by letting every unit with channeling 1 be able to build mage towers). Have you tried that to see if it works?-magic academies are really cool, and IMO balanced.
-warders are real nice (but maybe their ability to build mage tower could be a promotion so they can still use it when they upgrade).
-latent chanelling is a real nice mechanism.
-I love arcane riders.
-siege mage are fun and cool. (I would still like to have a catapult or cannon somewhere to be able to have someone to buy the siege master craftsman tools.)
As I think I've said before, I put it there on purpose so that the mounted line isn't as useless as it was before. Each step up the tech tree gives you both a new unit and a new promotion for your old ones, so in essence it helps your entire army to go down that line.-tech changes are nice (especially the +96% from manas and the higher cost for religion techs)
-level needed for mobilityI and II is real nice,
-change for blitz from drill to mobility is cool. But can you change blitz from "armored cavalery to "military tactics" ? so it goes in another branche and you don't have to tech to knights before giving blitz to beastmasters (teching to heavy chariots for the mobilityII is hard enough IMO)
What I'd really like someone to test is are the new Empyrean upgrades. I was going for another method of running a specialist economy without Social Order or Sacrifice the Weak, but I'm not sure how balanced the free specialists mechanic is in regards to that.-wonders changes are good
- the graphic changes are nice.
other civs I didn't test, nor religions
Battlemages were in base RiFE and aside from the weapon promotions I haven't really modified them too much. I'd love to hear suggestions for making them more unique, though.
Spoiler Changelog (Current Version: 1.6) :
v1.6:
- Fixed another possible reason for the weird barbarian spawns. Haven't had a chance to test this yet, but it can't hurt.