[MOD] Erebus in the Balance Update

Is there any reason that the Sidar Shades can't become Great Prophet specialists? It seems odd that they can become any GP specialist but prophets. Also, is it WAD that you can't build lumbermills on new forest tiles?
 
the first is intended, because the Sidar are not a very religious society

the second is likely an oversight, no big deal though as they will quickly turn into forests
 
I've been searching as to why "Way of the Wise & Wicked" techs had been removed as I thought they added a lot of flavor in Original FFH2, I also liked making a CHOICE to go for the powerful Slavery Civic. And this led me to the interesting but brief discussion on Page 2 of this thread.

3) I like the idea of Overcouncil/Undercouncil being available to Agnostic civs, but I don't like putting them at Trade. Why not bring back Way of the Wise and Way of the Wicked from base FFH? If I understand correctly, those were removed because they weren't particularly interesting techs by themselves. Put them back in the tech tree with Overcouncil at Way of the Wise and Undercouncil at Way of the Wicked (maybe requiring Trade as well for the civics; makes sense that these civics should require both Trade and Philosophy), along with the goodies that used to be there.

Possible. Trade certainly has a lot - possibly too much - going for it at the moment, and the religious line is very strong. Don't look forward for having to figure out how to arrange the tech tree, though - maybe just make them require Philosophy as well?

I think moving the Council's and re-introducing the "Way of the Wise & Wicked" Techs is a great idea! (but I'm a single-player and not sure how this would effect multi-player) And I especially like that it also allows the Agnostic civs to be able to use the Councils.

Is this something that might actually be pursued in a future version?

Edit: After playing a few more games, I'm NOW starting to appreciate this mods Tech Tree changes. Keep up the great work.
 
So i've signed up and activated my account several days ago on the Realms Beyond forums, but receive this message when I try to post.
http://realmsbeyond.net/forums
'You do not have permission to access this page. This could be because of one of the following reasons:'
Anywhere I try to post, so I'm posting this here

Main Point
I am playing a multiplayer game with one other person and aprox 13 AI and something very odd is going on.
Firstly I started as Kuriotates and they started non-game breaking OOS errors(just required a few reloads), but i switched to Mercurians when I summoned them and this no longer happened.

But onto my main point, Balseraphs next to me have been building unusual units throughout a large part of the game, from Centaur Archers and chargers to Angels (appearing in their cities).
They are next to Mercurians and Kuriotates (which were both me).
I thought it may have been intended, maybe a wonder or spell allowed them or something.

But then this happened!
Stephanos appeared, x3 of them (only 2 shown in pic), and they were all owned by Perpetach!!
Surely this is a bug!?
 

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That unit appears to have the Illusion promotion, so it was almost certainly generated by the Hall of Mirrors building in a Balseraph city. That is intended behavior. The units should be limited duration and so not last long.
 
Ok MagisterCultuum

Thanks for your reply, that explains alot.

So this would explain the the fact that there were Treants, centaurs and angels (from all the civs near Balseraphs) Kuriotates, Mercurians and Ljoslofar.

However the fact there are x2 Stephanos in that screenshot (and i seen a third). Does this imply that the real Stephanos is near the Balseraphs city which has 'Hall of Mirrors' and is being cloned every turn?
 
Presumably? I confess, I don't know how Hall of Illusions interacts with heroes.

That being said, there has been some strange hero behavior in v12 (Orthus keeps spawning without the Hero promotion), so it might be that.

Post the save?


Are you sure you're not trying to post a thread at RB? Regardless, get in touch with an admin - I recommend BRick.
 
And I seem to be behind the times.

I've been searching as to why "Way of the Wise & Wicked" techs had been removed as I thought they added a lot of flavor in Original FFH2, I also liked making a CHOICE to go for the powerful Slavery Civic. And this led me to the interesting but brief discussion on Page 2 of this thread.

Too many techs, the tech tree was cluttered, confusing and Sareln felt that, on balance, they weren't worthwhile.

I think moving the Council's and re-introducing the "Way of the Wise & Wicked" Techs is a great idea! (but I'm a single-player and not sure how this would effect multi-player) And I especially like that it also allows the Agnostic civs to be able to use the Councils.

Is this something that might actually be pursued in a future version?

Edit: After playing a few more games, I'm NOW starting to appreciate this mods Tech Tree changes. Keep up the great work.

I'm satisfied with the changes made to the place of the councils - they are now at Medicine/Poisons - and don't intend to move them further.
 
Is there any reason that the Sidar Shades can't become Great Prophet specialists? It seems odd that they can become any GP specialist but prophets. Also, is it WAD that you can't build lumbermills on new forest tiles?

As Gekko mentioned, first is intended, because of religiosity and because Shades settle for direct benefit of one of beakers, gold, culture, hammers. Prophets have always been a slightly odd mismatch, and thus weren't included. Also, balance with Altar, which has fierce synergy with Sidar.

And yes, new forests don't deserve lumbermills, because they're not forests yet - the same reason they don't inhibit movement.
 
A further patch made for EitB55 - think v12.2 (although we're playing as v12.1), albeit with quite significant changes.

As I'm posting this, it appears I never posted here about v11 or v12 of Erebus in the Balance either. Anyway, read about them here.


Download here and paste over your asset file to play.

I've made a version with the following proposed changes:

Spoiler :

• Elven workrate malus removed

• Balseraph Worldspell goes to normal length golden age (from double length)

• Warrens have -1gpt (I believe they already had this)

• Puppets have 0 str (from 2)

• Foreign Trade has +10% trade commerce (from 25%)

• Governor's Manor goes back to Code of Laws (from Mathematics)

  • Note: the proposed changes to re-combine Governor's Manors with Courthouses have not been made
• Pirate port and Pirate harbour lose +1c each (so they are +2/2/3 and +1/1/2)

• Stasis worldspell loses golden age

• Mobius Witches no longer buildable

• Destroy undead now does up to 60% damage to undead units (from 30%)

• New civic, Bannor state: +50% improvement growth. Membership civic (so it competes with Overcouncil and Undercouncil)

• Guardsman (Bannor Civilisation trait for Melee units) now gives +15% strength

• Drown->60h (from 90h)

• Axemen/Swordsmen/Sons of Asena/Wood Golem ->50h

  • Note Moroi/Pyre Zombies remain at 60h
  • Note Fawns remain unchanged
• Radiant Guards ->75h (from 90h)

• Diseased Corpses ->75h (from 90h)

• Soldiers of Kilmorph ->75h (from 90h), hurry amount ->37h (from 45h)

• Warriors/Bloodpet/Beastmen lose Bronze Weapons

• Soldier of Kilmorph and Paramander swap art assets (this is a EMM aesthetic change I'm fond of)



Some points on why these changes were made:
  • I wanted to try the tier 2 fixes, and gauge reaction to them, especially as there wasn't much in the thread. I felt that the slight cost differential of the Drown matches closely to the role that Moroi and Pyre's play as axemen+, whilst the other units have more significant gimmicks.
  • I'm much less confident of the bronze warrior change, but thought if I was posting this I might as well include it for others to test. Please give feedback on this before we start as it does substantially alter the balance of the whole mid-game.
  • Bannor changes - I tried to do something that would fit their economy and their strength, without breaking them. Note that if they ever go for Overcouncil they have to leave Bannor State behind.
  • I felt that the Governor's mansion would still leave the Vampires militarily weak as they were before, but able to access their key toys a little easier.
  • In other areas, I went for middle-of-the-road changes in general, e.g. to Foreign Trade and Revelry.
Let me know any feedback! To play, simply paste over your assets folder.
 
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