Here comes a potentially ugly cut/paste job from Word....
1 - Originally Posted by grumbler 6-25-05
- tech "Magic items" should be connected to "Medicine", but is connected to "Knights of the Sky"
2 - Blacksmith pedia is wrong.
3 - Adventurer parties responses vary widely.
4 - That could work too. That is good. Maybe I'll do away with the adventure party alltogether and create a thief. I could just use the spy unit from the Conquests. I think I will still keep the adventurer party, but it will not be invisible. Great ideas guys!
EDIT: In fact I can make the Thieves Guild a SW and have it create the thief every few turns.
EDIT2: I'll add your names to the credits for the expansion patch.
-response from you to rhialto et al.
5 -
- Quote:
Originally Posted by rhialtoSuggestion: Change the effect of the thieves' guild to reduce corruption instead of increasing tax income. It nad the merchants' guild come at almost the same time, and the double whammy of ncome boosts means I am now researching at maximum pace and still earning over 1000 gold a turn.In-game explanation: The guild controls the actions of the thieves, which in effect reduces corruption.
I like this suggestion of the Assassin better. It does fit more. Maybe I'll do both and give them different abilities. Like allowing the thief to see invisible and be able to pillage as well as being invisible, but not strong enough to actually take over a city. Then the Assassin could have stealth attack for certain units and be unable to see invisible but be invisible. Of course both would have hidden nationality to keep from unintentional wars from breaking out. The Thieves Guild might be a bit overpowered as an improvement. It already has reduce corruption along with the extra tax and no maintenance cost. Wether it becomes a unit producing SW or not I'll drop the tax addition and make it more balanced. 7-21-05, you
..
6 - Originally Posted by Anti-christ
Speaking of elf civs...I am still playing as the true elves and noticed a minor spelling error the elven scout is spelled 'elvin' whereas all other elvish units are spelled 'elven'
Also, the elven mustketeer is misspelled as 'elven muskateer'
7 Shires
.varying ideas of being overpowered. Cost too low? stats too high? Personally, I like them as is.
8 - Originally Posted by Anti-christ
In light of the current conversation, I decided to play the shires just to see what they are like and I must say the are fairly powerful but not overly so. I did notice a civilopedia error though, I have the ability to build seige catapults with the shire but in the civilopedia entry it says that this unit can only be built by eusdria and yavdlom? So either shires needs to be added to the list or I'm building the wrong type of seige machinery.
9 I lowered barb stats in my biq, not sure if anyone else did.
10 SW spawning rates discussed a lot.
11 Something about dragon SWs by you on page 11.
12 golem stats seem outdated.
13 giant stats too low?
14 Kastelios and Atruaghin LHs. several suggestions posted.
15 increase boat transport capacity by 1.
16 Some have turned disease off, needs tweaking?
17 Changing clan and norse adjectives?
18 -
Originally Posted by Anti-christTjedge, I was playing the wood elves and just built an elven seer and he doesnt have the recon ability, well he does but it has 0 range. I was able to click the recon button but I could only recon the square I was in.EDIT: P.S. I got into the editor you have the operational range for him set to 0 should it be at 15 like the regular seer?
Uh, oops. Yeah that should be the same as the seer. That was a last minute addition to the mod so that unit never got a real test. Thanks for spotting that. (Writes in notes for expansion).
19 - That's right. That is why I removed that resource in radius effect. I'll have to play around with this in the beta for the Expansion. The Blacksmith might return to requiring the resource and the gnome workshop not needing a blacksmith. You, post 261.
20 Increase iron working stats by one.
21 - Minor bug: You have "Floting Ar" in the Alphatia city list. It should be "Floating Ar". rhialto
22 (From Dracleath) - I've been playing a bit lately and have taken to hunting down new unit animations to put in where there are ones that either I don't particularly like or which are placeholders. I thought I'd post these here in case anyone is interested or has other replacements to suggest and to give suggestions for the expansion.
Unit and animation I'm using for it now.
Shadow elf swordsman --> Executioner
Sindi infantry --> Harad Swordsman
Kwylethar Swordsman --> Darkelfassassin
Death Guard--> DarkElfBlackguard
Hobgoblin Spearmen --> Hobgoblinspearmen
Hobgoblin warrior --> sneakygit
Dwarf Settler --> dwarfsettler
sind pikeman --> arab pikeman
sind spearman --> Stone Dog
sind crossbowman --> water seeker
norse archer --> kossar
Orc archer -> night goblin Fanatic
Thoul --> Great unclean one
23 Plus anything added to the new discussion.
Contributors most single posters omitted
Apologies if anyone missed.
bloodofages
rhialto
grumbler
Left
Nanocyborgasm
Rofflecopter
Anti-Christ
Nwoll
Wolfhart
Krexel
Dracleath
woodelf
Hopefully you can sift through this tjedge and have some of my jumble jar your memory. I'm sure your notes were way more inclusive.
