Yeah, they aren't really balanced well. There were a lot of things that I never really considered while I was making them, and gameplay-wise they didn't really turn out well. Especially not for the AI, since they really can't handle them well. They do have some deficits in the later game, in...
Well, it would be, but you'd either have to change the entire combat system or port the mod - either would be a... difficult and time-consuming job, to say the least.
Thing is that a lot of them only look like they are exactly the same, and work differently under the hood, to make the scripts work. But yeah, some of them are redundant.
And yeah, splitting them now is likely not a thing. The fact that they started out as different projects isn't really...
Well, it was working properly when I last touched RifE. Couldn't say for sure about it working at the moment though - it's been ages.
I remember working on getting it to apply without adding tons of visible promotion icons to the unit though, by making it hide the effects and putting the info...
While it's a good link, it wasn't about her specifically. It was more of me asking myself "What would I actually do if I was a bloodsucking, manipulative immortal?". It made more sense than the Feasting and dickishness of the Calabim, or so I thought at the time. I mean, you're going to...
Prevents buildable production that can stack endlessly.
You should have seen them back when they were released - I'd forgotten to add limits to how many slaves you could place in one city, and left the undercouncil's option to buy slaves still in.
It was... slightly broken. :twitch:
Deliberately so - I felt that the shift in priorities justified it. Admittedly, the animal cages always felt a bit too random for my tastes, so that probably influenced it a fair bit.
One option might have been to do something similar to the Balseraphs and give them "slave" cages of the various...
That'd be why I disallowed it in the original version - mass production of slaves was an even bigger issue to start with. It was added back in in one of MaxAstro's changes.
D'tesh and the Mekara share a backstory - they came from the same group of Amurite mages, but D'tesh ended up leaving and screwing them over once he got the gem of death. The rest of them got exiled or killed, with the survivors eventually becoming Mekara. Both sides are still a bit bitter about...
"Adepta", I think is the plural.
It's one of those strange things that the Mechanos has going for it. Basically a consequence of it attempting to cut out one of the biggest branches of the tech tree. I tend to think they need a bit of cleanup (as in "remake to bring them more into line", since...
I think summoning spells actually do that - the mage gets xp when their summoned minions fight. Not in a position to confirm that, but it's how it worked at one point at least. In which case, it would give xp from fireballs.
But I might be misremembering things.
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