thadian
Kami of Awakened Dreamers
after playing this out i will say the Mazatl are the coolest addition but their workers are WORTHLESS and STONED unless they gain exp. note that i don't really like worker exp so making their workers depend on it seems odd.
i HATE the mana types but creation, dimensional and force mana aren't needed.
creation: Life+spirit = creation. i don't see why we need this, how about a blood mana, immune system mana, virus mana, bacteria mana, molecule mana...
Force/Dimensional: What is this, star wars? psionics? either way, it is not good. i don't know if it even has level 3-4 abilities. these mana types aren't needed and feel incomplete to be mandated to play fall further. i would remove them but i don't feel like spending 5 months of learning basics to know how to edit certain civ's who USE THEM BY DEFAULT.
I love the new game options! i don't like the "quick" options but i like being able to customize the world wrap/peaks. i also like having seperate "barbarians". they allow the barbarian factions to be seperate instead of lumping all non-civlizations as "barbarians".
I like the content of city specialization but is it too much? i like the FFH buildings the way they were, but the master tailor/blacksmith/fletcher is nice. i would change the other buildings back to how FFH had them and keep the "new" stage buildings.
"Equipment Upgrades" are pretty neat - my favorite feature besides the races. they are a wonderful addition and i would like an option to let the AI get these upgrades without having the proper building (master tailor).
Lastly, you guys did a good job - enough content to make this the "Warlords" of FFH but a little overboard in adding in these 3 worthless mana types and making them a pain to remove (as i said i would have to remove so many references from so many files i would lose track of what im doing).
so if anything else is done to improve Fall Futher, i do not suggest any additions, rather the removal of some things that make the changes a little "too much".
thanks!
i HATE the mana types but creation, dimensional and force mana aren't needed.
creation: Life+spirit = creation. i don't see why we need this, how about a blood mana, immune system mana, virus mana, bacteria mana, molecule mana...
Force/Dimensional: What is this, star wars? psionics? either way, it is not good. i don't know if it even has level 3-4 abilities. these mana types aren't needed and feel incomplete to be mandated to play fall further. i would remove them but i don't feel like spending 5 months of learning basics to know how to edit certain civ's who USE THEM BY DEFAULT.
I love the new game options! i don't like the "quick" options but i like being able to customize the world wrap/peaks. i also like having seperate "barbarians". they allow the barbarian factions to be seperate instead of lumping all non-civlizations as "barbarians".
I like the content of city specialization but is it too much? i like the FFH buildings the way they were, but the master tailor/blacksmith/fletcher is nice. i would change the other buildings back to how FFH had them and keep the "new" stage buildings.
"Equipment Upgrades" are pretty neat - my favorite feature besides the races. they are a wonderful addition and i would like an option to let the AI get these upgrades without having the proper building (master tailor).
Lastly, you guys did a good job - enough content to make this the "Warlords" of FFH but a little overboard in adding in these 3 worthless mana types and making them a pain to remove (as i said i would have to remove so many references from so many files i would lose track of what im doing).
so if anything else is done to improve Fall Futher, i do not suggest any additions, rather the removal of some things that make the changes a little "too much".
thanks!