Thanks, added an issue in the events enhanced tracker.
Thank you for looking into this
[to_xp]Gekko;13263493 said:
is it intended for the mushroom event to be able to spawn on a city tile? looks a bit weird
Although I agree that it looks weird, as Qgqqqqq mentioned that is how it works in base FFH2 too. I'm not sure, but maybe in vanilla the mushrooms will not be shown under a city because they are an improvement, but it is shown in EMM because they are a resource. I would love to have a way to hide resources under cities (so it looks more nice) and improvements (so we wouldn't have the weird visualization of unique features that provide mana).
[to_xp]Gekko;13263493 said:
also, what do you think of changing swordsmen to have +10% vs melee instead of city attack like the axemen do? that would make them a bit different.
I don't believe it is intended to have differences between axemen and swordsmen.
[to_xp]Gekko;13264128 said:
Terkhen, shouldn't the obsidian plains from tweakmod be introduced? otherwise the whole "malakim get fire resistance so they can walk in burning sands" is useless, you'll still never ever allow hell terrain to remove your floodplains. now that hell doesn't even remove forests anymore it seems just unfair for it to have such a devastating effect on desert dwellers.
I agree.
[to_xp]Gekko;13264128 said:
also it'd be nice if floodplains didn't disappear when settled upon, this would give more flexibility.
That reminded me of the swamp castle scene in Monty Python and the Holy Grail. I'm not against the suggestion (you can settle cities in swamps too after all, and the Malakim could use the early buff) but is it possible to build cities on top of features without removing them?
[to_xp]Gekko;13264128 said:
what if cities that revolt due to Loki become puppet states? it would be very fitting, often they are in wierd places and hurt Balseraph economy with maintenance.
I like the idea a lot. It fits the lore, and as you guessed, I like how it integrates puppet states with the rest of the game. Since Disrupt works by injecting your culture into the opponent city, I guess that it should create Balseraph puppet states. I consider this to be a buff to the Balseraphs, for the reasons shown below:
Cons:
- You can no longer use Loki as a tool of early expansion against nearby enemies.
- Weevil, Pickle and Hyde would not be able to use their "steal cities from barbarians earlier than the Clan" gimmick anymore.
Pros:
- You no longer need to pay maintenance costs (which can sometimes be very high).
- You are still hurting your enemy a lot, as he still cannot recover his city without declaring war.
- It would be possible for the Balseraphs to create Puppet States before anyone else.
- Weevil, Pickle and Hyde would be the only leader that is able to create puppet states from barbarian cities.
As a result of this, I'd make each conquered city a different puppet state. These puppet states would also need to have a reduced number of starting units, otherwise the Balseraphs may be able to create large armies using it, and disrupted cities are supposed to be easy to be conquered back in the case of a war.
Is it intended that Repentant Angels have a cost of 240, as opposed to the very low cost of the other angel promos?
I'm unsure about this. ExtraModMod has not modified the cost of any angels WRT vanilla FFH2, but given the low costs of the other promotions, I don't know if this is a vanilla bug or something intended by Kael.