Ideas, Requests, and Feedback

Thanks for the tips.

Couple of suggestions. How about removing the movement penalty for Ljosalfar heroes and combat units in forest, since they're meant to be wood elves? Or is that hard-coded for all CIV IV combat units?

Also would it be possible to give bards for all races a small bonus to happiness along with their culture bonus? Seem to be lots of specialists that boost culture and health, but none that improve happiness.

Also the 2nd promotion Metamagic spell 'Dispel Magic' seems pretty weak as all it can do is change mana nodes (somewhat useful if you change your mind about what mana you want, or capture a mana node from another kingdom that isn't a kind you want) and cleanse haunted lands (marginal difference to anything).

How about giving it a chance of dispelling any spells on any units either in the same stack or city as the caster, or else that and adjacent tiles?
 
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I haven't played elves in AoE yet, but in MNAI the Elvish unit racial grants them double movement through forests; Dwarves (both Khazak and Luchuirp) get double on hills. I would imagine that's one of the things consistent between both versions...
 
Thanks for the tips.

Couple of suggestions. How about removing the movement penalty for Ljosalfar heroes and combat units in forest, since they're meant to be wood elves? Or is that hard-coded for all CIV IV combat units?

Also would it be possible to give bards for all races a small bonus to happiness along with their culture bonus? Seem to be lots of specialists that boost culture and health, but none that improve happiness.

Also the 2nd promotion Metamagic spell 'Dispel Magic' seems pretty weak as all it can do is change mana nodes (somewhat useful if you change your mind about what mana you want, or capture a mana node from another kingdom that isn't a kind you want) and cleanse haunted lands (marginal difference to anything).

How about giving it a chance of dispelling any spells on any units either in the same stack or city as the caster, or else that and adjacent tiles?

Read the Civilopedia and you'll see that two of these suggestions are already in the mod.
 
There's something weird going on with current stable version - I launched Smartmaps with 32 civs and when I check the ingame game options screen it shows FoL, Orthus, Duin off, but when I check in the files, those options are NOT turned off by default. Is there something else affecting those ?
 
Muris Clan Lord unit (commander) shows up on map as a red blob.
 
How do I abandon/raze a [traded in] city ?
 
it gives you 15% chance of getting the Hamster Commander Promotion ( which gives your unit the Commander UnitCombat in addition to whatever it already has), 70% chance of being leashed to the current tile for 2 turns and 15% chance of dying.
 
Still playing hamsters, getting f-ed up by mistform. I have nothing to detect it, no AoE spells either, playing on marathon, somebody also cast worldspell to disable research for a time, so researching any counter would still allow it to destroy all my improvements.
 
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