[to_xp]Gekko;12683859 said:wait, so what was the reason for that change? I must be missing something...
It seems to me that it would be better to have them with no unitcombat as all other summons do. That way you can't empower them with buff spells. I don't like to include multiple versions of the same unit as it leads to confusion when making changes and loads of merge problems. It also makes it appear twice in the civilopedia.
[to_xp]Gekko;12684309 said:re: mistforms. there's no real issue with the barbarian version having marskman imo, and I think you can avoid having the clone show up in the pedia with the graphical only tag iirc. No unitcombat seems wrong if you want to keep it as a single unit, since then the barbarian ones would be unable to gain levels. a single unit with Recon unitcombat, animal AI and marksman promo seems fine
[to_xp]Gekko;12684309 said:re: multiple production, it's included in the various major modmods and it's always been considered a change for the better. it's not hard to be able to produce 1 unit per turn, which makes very high hammer yields kinda wasteful unless you wanna build wonders. it also means the Kuriotates do not HAVE TO have the guild of the nine in order to be competitive for example. honestly, I think it just fixes an issue with base civ4
[to_xp]Gekko;12684309 said:re: Kurios while I'm at it, you could consider having their number of cities scale better i.e. 1,2,3,4,5,6 instead of current 2,2,3,3,4,5 which makes them quite inferior on larger maps.
[to_xp]Gekko;12684309 said:re: Cassiel, you can't make him PHI/IND again as that's already taken by Sandalphon now. If the problem is Koun being too weak, just buff him a bit with Defender for example. Adaptive is not as good as it used to be since financial is no longer OP
[to_xp]Gekko;12685458 said:@Terkhen: another point on Adaptive, if you think it's too good now you could bring the interval before switches back to normal. both MNAI and Extra make the switching more common, but I'm not sure it's an improvement... for example on Quick the first switch used to be on turn 70, now it's on turn 63 which is a bit odd.
[to_xp]Gekko;12685458 said:I think this note https://bitbucket.org/Terkhen/extramodmod/issue/83/paramanders-and-soldiers-of-kilmorph should be edited to:
" Soldiers of Kilmorph can use Bronze and Iron weapons, and lose dwarven race." ( Paramanders unedited )
since they are axemen replacement they should get the same metals. imho metal weapons should scale with unit tier, bronze warriors -> iron axes/drown/soldiers -> mithril champions/crusader/paramander. so axemen and other t2 should not get mithril weapons. I think the only exception to consider would be pyre zombies since the Sheaim melee line ends there.
[to_xp]Gekko;12685458 said:what do you think about changing goblin archers on forts to strong scorpion goblins? the problem is: lairs are not supposed to spawn very close to players, but that code isn't perfect yet so they still do. you can get 3 of those 6 strength archers around you and they're a big pita to deal with. strong scorpion goblins would be more reasonable, same as lizardmen at 4 strength. after the code that handles lairs gets improved archers could come back, but right now imho they're more annoying than challenging since they just kind of sit there
[to_xp]Gekko;12685458 said:could the background of the shrimp resource icon be black like all the others? it stands out since it's the only one like that.
Don't all summons have a unitcombat so they can take promotions after victory (as a summoner, or for the ones which hang around)?
[to_xp]Gekko;12687088 said:what do you think about the hammer cost of soldiers and drowns, isn't it too high at 90 with eitb cheap axes? iirc fawns got cheaper to be competitive with hunters ( same as wood golems with axes ) , the same could apply to these ( radiant guards are also 90 hammers and are a damn lot more powerful due to sun2 for example )
[to_xp]Gekko;12689094 said:should prophecy of ragnarok be at corruption of spirit like in Eitb?
[to_xp]Gekko;12689094 said:also, Eitb v9 has Chalid at Honor without pillar of fire, and v10 will give him his pillar of fire once Righteousness is researched ( and also to Order high priests ) . this seems best, currently in Extra he's at righteousness which is too late imho.
[to_xp]Gekko;12689094 said:I noticed my unit who had the sylvien lyre had two separate action buttons to drop it into a city.
Sorry, despite what the changelog states, Favored has a max of 20xp (the normal FFH limit) while the Potency was upgraded to 30xp.
However, the Malakim have still not been nerfed, simply ARC has been buffed.
While we are discussing traits.
Aint Sage a little bit to strong, +20% AND +25% GP, thats like a realy nice bonus plus 1/4 Phil.
Also cheaper libraries are huge and makes getting the Great Library a lot more likely. :s
Bonus points for Furia who is also financial, giving her +20/25% on pretty much her entire ecconomy.^^
[to_xp]Gekko;12690169 said:is it intended for the Temple of Temporance wonder to benefit from Spiritual trait ( build at double speed ) ?
[to_xp]Gekko;12690169 said:Varn is willing to gift me his 3 giants, he's at friendly but that seems a bit excessive since they're unique
[to_xp]Gekko;12690918 said:for Bannor, what about moving crusade to the membership category? it fits with the no diplomacy theme and makes them able to use social order. they don't really benefit much from republic while crusading anyway :/
also, what about giving Liberty civic the "causes anger in other civs" tag? the overcouncil resolution enforcing it would make a lot more sense then, and currently the "no civic anger" tag on the Pillar of Chains is meaningless.
[to_xp]Gekko;12690918 said:I'd recommend removing the cheap monuments from creative, it should be good enough without that. if you decide to keep it, it should also apply to Elohim Reliquaries.
[to_xp]Gekko;12690918 said:spread factor of FoL and RoK could be reduced to 75 like OO ( down from 100 ) , currently they tend to spread fast and too many civs stick with it throughout the game.
[to_xp]Gekko;12690918 said:do Elves REALLY need alchemy labs? they were added in Eitb to give them access to Mary Morbus, but other civs without access to alchemy labs didn't get that luxury and elves got buffed in Eitb.
[to_xp]Gekko;12690918 said:a couple upcoming eitb v10 changes to consider are no channeling 3 for druids ( so they don't double up as high priests ) and geasts of agares requiring a demon's altar instead of the veil temple.
[to_xp]Gekko;12691841 said:the problem with RoK / FoL spread rate is that currently AIs tend to stick with the first religion they get, and if the early religions spread too fast they won't take advantage of avalaible religious heroes or shrines, leaving them all for the player to collect. the behaviour is particularly noticeable in huge maps with lots of civs.
[to_xp]Gekko;12691841 said:for soldiers of kilmorph, I just think it's weird to have a unit graphics disagreeing with its race. same as dwarven myconid really
[to_xp]Gekko;12691841 said:for Chalid, what about having him at honor with no crown of brilliance? this scales better with techs since you alread get 4 crown of brilliance casters at theology. otherwise Empyrean is lame until lategame with sun2 nerfed.
Did test Sage, its realy good, probly better than you give it credit for, but probly not too good.
On another note.
Nox Noctis still bothers me, the invis you get from it is probly the best thing to come out of Essus and you do not even need to adopt the religion to get it.
Would changeing it, so that you acctualy need to adopt Essus as a religion in order to get the invis. bonus, be an option?
It would give people a reason to acctual adopt it and could cut out some of the shinanigans going on.(Had invisible cultists spamming tsunamis this game, if the AI figures out how to abuse this this might be a problem. :S)
[to_xp]Gekko;12692911 said:for the Luchuirp worldspell, what about making the hammers settle as a unique specialist that gives 3 hammers, 3 science and 3 engineer gpp? basically a merge between an engineer and a great engineer. this essentially gives them one more hammer and 3 more beakers per city when they use it, so definitely not overpowered ( you could even make it give 5 hammer instead of 3 actually ) . this unique specialist should also benefit from the guild of hammers.