ExtraModMod

You're right that Ostanes would be similar to Weevil. I don't think Barbarian + Savage is overkill, they have no direct synergy ( can't use savage bonus vs barbarians ) .

new proposal:

Captain Ostanes: Barbarian, Savage, Ingenuity

Captain Uldanor: Imperialistic, Slaver




by the way, Organized seems a bit on the weak side. I think it would be good to move the monument production discount from creative to organized ( so they would both have 3 cheap buildings ) . That would balance the issue of Organized being useless early game.
 
@ Terkhen,

Thank you for this detailed answer. :)

- I better understand the changes you did (for exemple, I understand now the problem of the plannar gate).

- About the questions you mentionned where you would like feedback, I would like to contribuate but, now, I don't have the time to play the game. I remember the generals system was completely unadapted, providing super high amount of generals. I wish now you found the way to rebuild it better !

Bear in mind that I discourage general balance discussions here for some reasons; it feels like doing the same work twice and that I don't want to separate much from EitB's implementation. Having said that, balance discussions about ExtraModMod specific topics are more than welcome and I know that balancing these extra things is something which still needs a lot of work.

- I understand. As EitB community is active in competitive multiplayer, it is logical to let them the job to speak about multiplayer balancing.

- Two year ago, I posted a message about balances problems and changements what I would like to see, in a mod. Qqqqqqqq, the creator and conceptor of Erebus in the Balance, was globally not agree with the problems I identified as majors (for exemple, to me, the commando promotion given by the Raider trait is absolutely unbalanced and unpossible to prevent, even by limiting the roading of yours city (with movement 2 and movement 3 units specially, as the horsemen).

- Even if you don't use the road buildied by the ennemy worker, you can still bring workers to build his roads inside his territory, and with that you can easily contournate the main defensive army and rape & razer his back cities.

- But I remember guys on civ fanatic or in realm beyond forum were not really concerned by the problem, as if they did not met it in their own multiplayer experience. So, if 95 % of people don't feel Commando is a huge problem, I don't think one day a guy will work on it, because the community is small and not growing.

I'm sorry about the rant, it wasn't specifically aimed at you or anybody else, but lately I've been thinking a lot about the status of ExtraModMod and its features and your question triggered my wall of text :)

No problem. Excuse me for my mediocre english.

@ lfgr,

Thank you. You have right, it would be the best solution for me, that to work for create the most suited modifications at my taste.

I know I should have do that. I tend to got habitude of consuming the mods and not producing, because the quality is really excellent, and because I am a beginner in programming. But fundamentaly you have right.

@ Terkhen,

I think that this is a bad idea. The value is visible for a powerful motive; the AI uses that value as the basis for most of their calculations regarding enemy players. Civilization IV in general, and MNAI in particular, have AIs that do not cheat. Therefore, allowing human players to see the value is the only way to ensure that the AI does not have access to hidden information. Needless to say, rewriting the whole AI to calculate approximated score values based on what it knows is completely out of the question.

- I don't well understand the argument which say that the A.I need to see the scores, because in BTS, scores can be hidden if you don't have enough spy points invested, but A.I works well.

- I suppose the A.I cheat so, because he seems to always well calculate what forces he needs to attack (in BTS). In my opinion it would be a really good experience in multiplayer, to could play games where the scores are hidden, as in BTS, if it would be possible to keep a normal A.I functionnement off course.

- But, bah, if it needs some works for you, and would destroy the A.I functionnement, it would not be good. ^^

You can't scout everywhere, hawks must be based on other units or cities, and invisible eyes are summoned by arcane units and they last only for a turn. Since those units are usually weak, you can negate this advantage to your enemies by using fast units to take off the unit in which the hawk is based or the arcane unit summoning the eye. Sure, they can spend resources in defending them, but then scouting with hawks and eyes is not cheap anymore. Both hawks and invisible eyes require a significant technology investment and are available in a point in the game in which you could be spamming your surroundings with scouts anyways, so I don't see why it breaks multiplayer either.

- No, you generally cannot use fast units to kill hunter(s) with hawks. Because haws will scout them from a suffisant time distance, and hunters are fast too.

- It breaks the multiplayer by the consequences of largely reducing the strategical effect of fog of war, so the idea of surprise. It means when you attack :

* You can complely see when you are approacing the ennemy territory, if he gots units close, and what units there are. And you can do it without he sees your hawk on him (if you use a suicide scout units, he will see it, your scout will see a very small portion of what a hawk could see).

* So, if you can see if the ennemy have defense and what defense, you change your decision to attack or not. Which is the crucial problem, because it means you always now what you will face, no more risk of seing your nice stack destroyed, no more game feeling of a taken risk. Without hawks, even with a 3 movement scouting unit, you cannot see these informations so easily and largely.

* In my opinion, hawks should have never give full informations about one area like that. Hawk are animals, they are not a military aeronef. They should just see the land shape (hills, plains, mountain, territory color and things like that), not the units, except if you use hawks on your own land, where they could see the hidden units.

- You have right to say that Invisible Eyes and Hawks are a signifiant investement (except for the armurite, which always got the metamagic node of their palace^^). It is a good argument, but in the multiplayer games I did in good levels, the players always aimed it as soon as possible after the important economic techonology. Because, having the possibility to scout a large area before attacking is hyper important. It is not realy a choice to decide to have hawks. It is a necessity (and even if you don't really need them fast, you will necessarly need them to prevent a hidden unit stack coming, unless you are Empyrean, which have reachable perfect sight promotion for their units, or by spells).

Again, I disagree on hidden units being too strong, and you provide no arguments on behalf of your opinion. It may be possible (and even desirable) to increase the number of units that can see invisible,

- The hidden units are too strongs but the invisible units are a major break. But first, why hidden units are too strongs :

* You need a specialised technology and units to counter them, and in some situations you could have decided to aim others tech. For exemple, it needs each game you need to have this late recon technology. If you don't, you are completely vulnerable to hidden units, so to see back cities destroyed quickly.

* You need each turn (or each two turns, things like that) scout the area with hawk, near your cities, to be sure there is no entering of hidden units.

Invisible units are a major break problem for the multiplayer games, because there is very few ways to see them :

* You need the empyrean technology and religion, to have the global anti illusion & invisibility spell of the empyrean disciples. If not, you COULD have the perfect sight promotion with combat IV (I guess, but not sure it is a far souvenir now). But you still need the empyrean technology and religion to access to the perfect sight tech.

* If you don't have this special tech and units choice (for exemple, some civs generally follow their natural combo religion, as Ashen Veil for Sheaims, or Fist of Leaves for Elves, etc.) you are ed, very very few units can break the invisibily covering. I guess the Magic Dissipation spell can do it, but it would need you use it at 1 case of the invisible units, which means you know they are here...

* The worst situation is to fight Sidars, because they can use they ghouls which can go invisible at any time. Moreover, I guess now, any recon units of Sidars can use the Severed Soul, so Ghouls too. But maybe I make mistake about that, now. Severed Souls should off course be heavily changed or removed, and what we banned from any offensive using in our games, when we played with a group of guys.

but I don't believe that these units should be removed in any case.

- I never said here that the hidden or the invisibles units should be removed. I asked for a game option to remove them. I say that because I am not sure you don't say that I want to remove them. Off course, games with these units on can be very fun, it is just that I would like the players could choose.

- I would prefer a rework of them, a rework on the counter of them (as more early anti invisible spell or units), but as It needs some works I prefered just as for game options.

I'm also wondering something... if you believe that hidden and invisible units are a problem, why are you requesting to remove hawks and invisible eyes when they are one of the best counters for invisibility?

- Because Hawks and Invisible eyes are a problem by their very large scouting (and no risk scouting) ability. It is a different question that the scouting of hidden units. I love hawks to scout hidden units, I find them good for it (even if as I argumented, it is not well suited because you need each turn to use them again and again, which is boring).

I would like hawks and invisible eyes as I proposed them : they would keep their anti hidding ability, but without the scouting of ennemy unit, army composition (only landscape). Off course, when a land would have been scouted by normal units, hawks could then scout for hidden units.

Bring hawks, set them to scout automatically and kill the assassins before they can touch your stack.

- Oh it is good that now, hawks can be set to automatiquelly scout an area. When I played I guess this was not existant.

But, even with that, it would not change the problems of the super power of assassins. The problems is (I try to explain in with my bad english) :

* When you go for attack, you bring one doom stack. The defendor player can buff his own stack, then bring assassins to kill your weak units, as mages or priest or wounded hero.

* BUT you, you cannot use your own assassins when you attack. Why ? Because the defendor vulnerables units can be separated from the main defendor stack, when they have used their spell. The defendor can so : buff his mains stack, approching with debuffing units (as veil priest for exemple) then get back, then killing your weak units with his assassins, and staying in his city with all his units (or attacking your stack).

To conclude : the assassins greatly increase the defensive power of an intelligent player (which dont expose his casters to the stack of the offensive player), but dont greately increase the offensive power. SO, it tends to greatly reducing the force of offensive action, letting it very vulnerablable to attacks (when wounded, and debuffed).

- Assassins should be heavily tweaked, or removable by game options, for these reasons and because the assassins break the offensive \ defensive balance, and reduce the interest of diversity of games (because offensive players will not build any weak units, but will prefer massive doom stack, or fast surprise attack doom stacks).

Promote a few strong melee units to Guardsman.

- It is generally not possible, because guardsmen promotion require combat 4 on a close combat unit, so level 5. It can be possible if you got veterans units from war. It is too hasardous to have several level 5 close combat units. It is not good to let to the hasard the capacity to protect you from the assassins threat.

It is not a sucess in the game design if a player can, may, only defend vs a threat if he gots the luck, the opportunity, to have war and enough surviving close combat units, with combat V. Moreoever, few guardsman will not been enough to really protect your stack from assassins. Assassins have a good power, and can be mass produced, but not guardsmen.

Promote some scouts or archers to Perfect Sight and kill enemy assassins as they come.

- You cannot promote "some" units to perfect sight. Perfect Sight promotion needs Combat 1, Combat 2, Increased View 1 Increased View 2. So level 6 units. Which is very difficult to have. Moreover, seing the invisibility is only possible into the spotted area of the unit. So even with one unit, you can only covert one city, or one small region, but not distant cities, or another cities. Unless to have level 6 perfect sight units in all the sensibles points of your empire.

The solutions you propose are known, but theoricals. In real games it is quite unpossible to acess to perfect sight units, or some guardsmen etc. whereas the ennemy can MASSPRODUCE assassins units, or invisible units (Sidar I mean), you may produce very few counter units. That is, again, a missconception problem which became a problem in multiplayer, where players tend to fully exploit it, and being more concerned by balancing specially if they played some games, in a good level of players.

Bring up low level adepts alog with your stack to be used as bait, as both assassins and runewyns (in EMM) will target them first.
Caste Stonekin.
If none of the above works, go Empyrean or Bannor.

- Here I agree to say it is a viable "counter" because adepts can always been builded, for a decent cost, without a rare tech it means you can save one or two turns, your mages or priests.

- But in my opinion it is not a real design solution, and not very logical too. I would like a functionnal and elegant solution to these assassins \ vulnerability problems.

- I don't know, buy at a point it is a question of feeling. Trying to find desesperates and unfocused solutions to a problem (assassins here) is not good, it would be better to solve the problem by reducing the assassins power (for exemple 4 assassins per civ max), or giving the option to remove them from game, or letting guardman promotion more reachable etc.

I also want to mention something that applies to all of the balance suggestions you made. In a game like FFH2 units and strategies are not equally powerful, and therefore they are designed by taking into account not only their raw power, but also their counters and what they counter. These conections imply that you can't simply take one aspect of the game out, even if it is truly overpowered. The reason is that you would be making units and strategies countered by that aspect of the game completely overpowered, and the units and strategies that used to counter that aspect would now be more useless. If after removing something and realizing that you broke other things you continue trying to balance the game just by removal, you will end up with either something that is not FFH2 anymore or with something extremely plain and boring (and in that case you may as well be playing checkers).

- I agree with your critic, the need of a global approach. But I really think I got this global approach. I don't try to amputed a special feature, or to attack a certain civ, for exemple. The problems of too fast units, or too strong invisible units, or the hawks overpower scouting ability, is a general problem, what I try to see in a global view of the game.

Anyway, no changements can really break something, because all changements can be canceled.



- Do what I said and my arguments changed something about your views of the problems I spoke (hawk, assassins power) ? If what I tried to say have changed nothing, it means I will never influence the things. :(
 
- Two year ago, I posted a message about balances problems and changements what I would like to see, in a mod. Qqqqqqqq, the creator and conceptor of Erebus in the Balance, was globally not agree with the problems I identified as majors (for exemple, to me, the commando promotion given by the Raider trait is absolutely unbalanced and unpossible to prevent, even by limiting the roading of yours city (with movement 2 and movement 3 units specially, as the horsemen).

Firstly: I was one of a number of people disagreeing, and nowhere near the most vocal. Secondly, I was not the modder at the time, and had little-to-no MP experience. This doesn't mean my views have changed, though. Even having recently lost a cap to raider Hippus I still maintain a belief in the virtues of mutual unbalance in FFH. More importantly, though, the issues you brought up here are different from those brought up a couple of years ago, and there's by no means anything barring you from coming to RB and posting them there.

I won't comment on any of your proposals because Terkhen has expressed a desire against balance discussions coming up here in the past, and has already given his view on these proposals. If you wish to discuss them, than starting a new thread either here or at RB is probably the better venue than cluttering the EMM thread - as mentioned earlier,neither the aim or focus of EMM lies in multiplayer balance. Indeed, I don't think it's too arrogant of me to say that EMM likely rakes most of its cues on MP balance from EitB, because there that is the aim, and that is where everyone involved is approaching it with a focus on that.
 
[to_xp]Gekko;13696216 said:
I don't think Barbarian + Savage is overkill, they have no direct synergy ( can't use savage bonus vs barbarians ) .

I'm sorry, I did not explain myself correctly. I meant overkill from a flavor sense, it is fine mechanic-wise. To me, Barbarian + Savage would be something more fitting for a specially psychotic and deranged leader than for a barbarian Hippus. Talking about psychopats made me remember that Charadon already has Barbarian + Savage [emoji14]

[to_xp]Gekko;13696216 said:
Captain Uldanor: Imperialistic, Slaver

I like Uldanor's trait combination a lot. It's kind of evilish for a neutral leader, maybe it would make sense to make him evil too in order to spice the Hippus a bit.

[to_xp]Gekko;13696216 said:
Captain Ostanes: Barbarian, Savage, Ingenuity

For Ostanes, Savage should be changed because it is too similar to Charadon. Probably to something with some economic usage, as for purely militaristic leaders you already have Tasunke. I like Ingenuity a lot on him, and I got an idea that would help define the leader a bit more. Magnadine's hiring ability could be affected by it, which would give Ostanes a slight edge on the late game. Reducing the cost by 50% would probably be too much, though.

[to_xp]Gekko;13696216 said:
by the way, Organized seems a bit on the weak side. I think it would be good to move the monument production discount from creative to organized ( so they would both have 3 cheap buildings ) . That would balance the issue of Organized being useless early game.

I agree, I tend to avoid Organized leaders because the trait is very weak in the early game. What do others think about this change?

I don't well understand the argument which say that the A.I need to see the scores, because in BTS, scores can be hidden if you don't have enough spy points invested, but A.I works well.

If that is the BTS case, then the AI is cheating there. I didn't mention this in my first post, but if the value were hidden it wouldbe extremely easy for human players to hack the python part of the code and get the value shown anyways, leaving non-hacked clients at a disadvantage.

- I suppose the A.I cheat so, because he seems to always well calculate what forces he needs to attack (in BTS).

Really? The first time I decided to try mods was because the AI never attacked, and when it did it just seemed to bring random units.

- No, you generally cannot use fast units to kill hunter(s) with hawks. Because haws will scout them from a suffisant time distance, and hunters are fast too.

If they use their speed, they are fleeing away. If you press on, your lands will be out of range of their hawks. It works too for preventing hawk abuse.

- It breaks the multiplayer by the consequences of largely reducing the strategical effect of fog of war, so the idea of surprise. It means when you attack :

At the point of the game in which you have hawks, you should already be using your units to negate fog of war as much as possible. Hawks just make it more efficient.

* You can complely see when you are approacing the ennemy territory, if he gots units close, and what units there are. And you can do it without he sees your hawk on him (if you use a suicide scout units, he will see it, your scout will see a very small portion of what a hawk could see).

That holds true for the defender too.

* So, if you can see if the ennemy have defense and what defense, you change your decision to attack or not. Which is the crucial problem, because it means you always now what you will face, no more risk of seing your nice stack destroyed, no more game feeling of a taken risk. Without hawks, even with a 3 movement scouting unit, you cannot see these informations so easily and largely.

Knowing what you are facing before an attack is basic military strategy, not only in Civilization but in most strategy games and even in historic battles from all periods of story. In fact, many wargames just let you know everything because they assume that you are doing your scouting and intelligence work instead of making you micromanage those tasks. In my opinion, if you are attacking without having at least some slight idea of what you are facing, you deserve to lose your stack. This knowledge can be achieved by other ways besides hawks, by the way.

* In my opinion, hawks should have never give full informations about one area like that. Hawk are animals, they are not a military aeronef. They should just see the land shape (hills, plains, mountain, territory color and things like that), not the units, except if you use hawks on your own land, where they could see the hidden units.

Although that may be true from a realistic point of view, since there is no espionage in FFH2 I wouldn't change hawks unless something else can take their scouting role.

It is a necessity (and even if you don't really need them fast, you will necessarly need them to prevent a hidden unit stack coming, unless you are Empyrean, which have reachable perfect sight promotion for their units, or by spells).

Not really. If I know that what my human adversaries are researching I can choose to avoid hawks.

* You need a specialised technology and units to counter them, and in some situations you could have decided to aim others tech. For exemple, it needs each game you need to have this late recon technology. If you don't, you are completely vulnerable to hidden units, so to see back cities destroyed quickly.

That holds true for nearly all FFH2 strategies. If I'm stacking a huge number of cheap melee units, if you don't have collateral my units will eventually overwhelm yours. If I bring 4 archmages, you better have a way to kill them without having to destroy the rest of my stack too, and so on. Therefore I don't see why this is a problem.

* You need each turn (or each two turns, things like that) scout the area with hawk, near your cities, to be sure there is no entering of hidden units.

Why? Assassins are very bad at attacking cities. I wouldn't bother to scout near cities just because of this purpose. I would only scout for invisible units near my stacks out in the open. You can have an automated hawk in your stack and forget about it.

* You need the empyrean technology and religion, to have the global anti illusion & invisibility spell of the empyrean disciples. If not, you COULD have the perfect sight promotion with combat IV (I guess, but not sure it is a far souvenir now). But you still need the empyrean technology and religion to access to the perfect sight tech.

You don't need those things, they are just alternatives that you can also use, but hawks are the easiest counter.

I guess the Magic Dissipation spell can do it, but it would need you use it at 1 case of the invisible units, which means you know they are here...

I believe that some units' invisibility cannot be dispelled. Also, if you could target units that are invisible for you with Dispel Magic I would consider it a bug.

* The worst situation is to fight Sidars, because they can use they ghouls which can go invisible at any time. Moreover, I guess now, any recon units of Sidars can use the Severed Soul, so Ghouls too. But maybe I make mistake about that, now. Severed Souls should off course be heavily changed or removed, and what we banned from any offensive using in our games, when we played with a group of guys.

That's kind of the trick pony of the Sidar. If you are facing them, prepare counter measures against hidden units like the ones I already mentioned. For example, if I'm facing Amurites I would research stuff that helps me against archery or arcane units.

- I never said here that the hidden or the invisibles units should be removed. I asked for a game option to remove them.

From my point of view as a developer, those two things are one and the same, because it implies the same amount of work. If I wanted to implement a game option to remove some units from the game, I would have two choices:

1) Switch the balance of other things to accomodate for the loss of one of the game aspects, which would essentially force me to design and implement two separate balance schemes.

2) Release a game option knowing that it breaks the game balance, which for me means not giving proper support to part of my mod.

I would NEVER do 2), because it stands directly against what I try to achieve. This means that the only option is 1), which would imply even more rebalancing work as if just removed an aspect of the game unconditionally. 1) requires an obscene amount of work for something I don't feel is required in any case, so I won't be implementing that game option.

* When you go for attack, you bring one doom stack. The defendor player can buff his own stack, then bring assassins to kill your weak units, as mages or priest or wounded hero.

Bringing one doom stack is not a hard rule, there are more strategies. Bring two stacks, lure their assasins out with one of them, attack with the other. Attack two cities at slightly different times to force the defender to split efforts. Try to lure assassins out by pillaging with cavalry units, and so on. You can also research if your enemy has assassins beforehand if you bring your own hawk. If you prefer the SoD approach, you can also bring some of the counter measures against asassins I mentioned in my previous post.

* BUT you, you cannot use your own assassins when you attack. Why ? Because the defendor vulnerables units can be separated from the main defendor stack, when they have used their spell. The defendor can so : buff his mains stack, approching with debuffing units (as veil priest for exemple) then get back, then killing your weak units with his assassins, and staying in his city with all his units (or attacking your stack).

To conclude : the assassins greatly increase the defensive power of an intelligent player (which dont expose his casters to the stack of the offensive player), but dont greately increase the offensive power. SO, it tends to greatly reducing the force of offensive action, letting it very vulnerablable to attacks (when wounded, and debuffed).

I already mentioned counters to this defensive approach. I also believe that defense should be easier than offense, so I think that this is a valid defensive strategy and I don't see why this is a problem.

Assassins should be heavily tweaked, or removable by game options, for these reasons and because the assassins break the offensive \ defensive balance, and reduce the interest of diversity of games (because offensive players will not build any weak units, but will prefer massive doom stack, or fast surprise attack doom stacks).

You are implying that EVERYONE will build Assasins for defense. In my opinion there are far better defensive strategies, Assassins just happen to be a great defensive strategy for your particular offensive strategy. I believe that what would happen would be the opposite: removing assasins would reduce diversity because then weak units would always be secure and everyone would just go magic and build some powerful units to defend them.

- It is generally not possible, because guardsmen promotion require combat 4 on a close combat unit, so level 5. It can be possible if you got veterans units from war. It is too hasardous to have several level 5 close combat units. It is not good to let to the hasard the capacity to protect you from the assassins threat.

It is not a sucess in the game design if a player can, may, only defend vs a threat if he gots the luck, the opportunity, to have war and enough surviving close combat units, with combat V. Moreoever, few guardsman will not been enough to really protect your stack from assassins. Assassins have a good power, and can be mass produced, but not guardsmen.

You only need a unit with guardsman to protect your attacking stack in that crucial turn you mentioned earlier. Guardsman is not the only option here, by the way, you have many other options I already suggested. You should consider all of them as a whole set of tools to handle assassins, not as individual options.

- You cannot promote "some" units to perfect sight. Perfect Sight promotion needs Combat 1, Combat 2, Increased View 1 Increased View 2. So level 6 units. Which is very difficult to have. Moreover, seing the invisibility is only possible into the spotted area of the unit. So even with one unit, you can only covert one city, or one small region, but not distant cities, or another cities. Unless to have level 6 perfect sight units in all the sensibles points of your empire.

As I mentioned, you only need to protect your moving stacks, not your cities. In ExtraModMod, getting a level 6 scout unit should be quite easy thanks to Wilderness. Getting a level 6 archer should be even simpler if you put it in a place in which it will face incoming barbarians.

- I don't know, buy at a point it is a question of feeling. Trying to find desesperates and unfocused solutions to a problem (assassins here) is not good, it would be better to solve the problem by reducing the assassins power (for exemple 4 assassins per civ max), or giving the option to remove them from game, or letting guardman promotion more reachable etc.

That's the opposite of what I'm doing. I wonder why my arguments feel to you as a desperate way to provide solutions, since I don't even think that there is a problem in the first place. In my opinion you feel that hidden units and hawks are overpowered because they are the counters to the huge stack of doom with some weak units strategy that you seem to prefer. Most of my arguments are on the lines of "you could adapt your strategy in this way or this other one", and most of the counter arguments are on the lines of "I shouldn't be required to do that", but trying to counter your enemies instead of just doing a certain strategy and hoping for the best is in my opinion a key point of interesting strategy games.

- Do what I said and my arguments changed something about your views of the problems I spoke (hawk, assassins power) ? If what I tried to say have changed nothing, it means I will never influence the things. :(

My negative is mostly caused because you are not trying to influence things, you are trying to change them completely. As I mentioned in my previous post, I believe that your way of addressing this problem hurts the game balance. Removal of core aspects of the game makes some options overpowered and another ones underpowered. Instead of insisting on removal, I believe you should suggest a solution or set of solutions that address the problem. For example, you could have suggested the following:

  • Reduce hawk tech requirement: This addresses your issue of being forced to have hawks.
  • Reduce Guardsman requirements: This should make it easier to defend SoDs.
  • Reduce Perfect Sight requirements: This would prevent your issue of not having an easy way to detect hidden units.

Please note that I'm not saying that I agree with these changes (although the second and the third do not seem wrong to me); I only wrote them as an example of what I believe to be a more constructive approach.

I won't comment on any of your proposals because Terkhen has expressed a desire against balance discussions coming up here in the past, and has already given his view on these proposals. If you wish to discuss them, than starting a new thread either here or at RB is probably the better venue than cluttering the EMM thread - as mentioned earlier,neither the aim or focus of EMM lies in multiplayer balance. Indeed, I don't think it's too arrogant of me to say that EMM likely rakes most of its cues on MP balance from EitB, because there that is the aim, and that is where everyone involved is approaching it with a focus on that.

It isn't, as I mentioned earlier one of my main reasons for not discussing balance here is that it feels like doing the same work twice so what you are saying is right. My second main reason, though, is that I don't have enough MP experience to moderate a balance debate that enters into very fine details. Not being able to guide the debate, and to end it when necessary, led in the past to many pages of people endlessly using the same arguments against each other. After many months of that I decided to focus on other things. I do know enough to reason against removing something as huge as just removing a group of base units, though, and that's why I answered to Jojo_Fr. Having said that, I also believe that continuing this discussion at RB will be more fruitful.

Jojo_Fr: If you want to, you can open a discussion at RB and we can continue the discussion there. That way you will also get the opinion of experienced players that do not play EMM.
 
- Thank you both of you for your answers.

- As it is asked, this thread should not been about discussions on balance, so I will not answer me neither.

- I will not post on EitB because I already posted sometimes all what I had to say, two year ago, and saying exactely the same critics and propositions, without feeling others persons on my opinions or propositions.

- If for the EitB players, the problems I spoke were not really a problem, or if no one want to work on it, re upping the debat would be useless.

- For those who are interested by the subjected and would like to read on the subject (for each problem I speak, I proposed solutions, not only a game option to remove it), the topic I posted is here : http://realmsbeyond.net/forums/showthread.php?tid=5906
 
I agree, I tend to avoid Organized leaders because the trait is very weak in the early game. What do others think about this change?

I agree that it could do with something in the early game. I disagree with monuments, though, as they detract from CRE advantage considerably (also, CRE already doubles monuments if you've adopted that EitB change). I can't easily think of an early building that another trait doesnt have, though...
 
traits are a bit different in EMM, atm they are:

Organized: -50% civic upkeep and double production of courthouse, lighthouse

Creative: +2 culture per city, +10% culture per city, double production of monument, carnival, theatre and museum



double production of monument is not very useful for creative since it gets 2 culture already, but it would be really nice for organized.
 
Exactly the same as eitb (apart from Command Posts...).

Anyway, that happens to be the point. CRE strength comes from how hard it is to replica, the monuments thing is to help them win in culture battles.


I've now tried to reply to the stuff on p86 twice and had it eaten. I'm going to take that as some sort of sign.
 
I strongly disagree with the removal of the LAIR_GUARDIAN_STARTING_PLOT_MIN_DISTANCE feature, it's very reasonable and elegant and all that's needed is to make it scale with map size.

While lairs have been nerfed and are no longer a real issue for players, AIs won't settle near them and prefer to move to a worse location away from the lair.

Another option could be removing the "AI settlers can move away from starting location" feature, tbh it's been problematic since its introduction.
 
yes, they have no interest in sitting on the fort tile and wander around instead ( they will converge to a barbarian city as soon as one spawns and sit there )

regarding LAIR_GUARDIAN_STARTING_PLOT_MIN_DISTANCE, I'm currently testing a value of 4 on a small map and it's working fine, I'm getting 4 lairs spawned on average which seems like a reasonable value. Should be easy to make it scale with mapsize, 2-3-4-5-6-7 from duel to huge seems reasonable.
 
Playing unrestricted leader, Charadon (agg/chm/bar) leading Sidar, had a goblin fort near my capital. So I hired 3-powered goblins that can sever soul, ride wolf and wane at 20 exp. Declared war with AI, AI kept sending 3-powered warriors to my land, and with isolationism I got great commanders and shades very quickly. Well, I know the game is not supposed to be like this, but I like it.
 
[to_xp]Gekko;13702652 said:
yes, they have no interest in sitting on the fort tile and wander around instead ( they will converge to a barbarian city as soon as one spawns and sit there )
Ok, added in the bug tracker.

regarding LAIR_GUARDIAN_STARTING_PLOT_MIN_DISTANCE, I'm currently testing a value of 4 on a small map and it's working fine, I'm getting 4 lairs spawned on average which seems like a reasonable value. Should be easy to make it scale with mapsize, 2-3-4-5-6-7 from duel to huge seems reasonable.
Hey, someone is actually using the XML configuration! :)

Well, if your primary concern is the AI moving away, I'd rather enable the whole thing only for the AI, maybe with a fixed value of 2 or 3, so the BFC is free of lairs.

Did you tested it with Erebus Continent? Because that mapscript generates larger maps.
I tested the previous value of 5 on small continent (stardard bts mapscript) maps and got almost no lairs. Also IIRC I calculated that the average amount of lairs with the feature completely disabled would be about 3.5 or so.
 
I tested it with Balanced, which is basically a solid coastline pangaea and should have similar amount of land compared to most other mapscripts. Rather than making it only apply to the AI, I think it would be best to make it apply to everyone except Barbarian trait leaders. I'm not sure if this is compatible with the Flavour Start option though, it would have to apply after it ( I'm guessing flavour start shuffles starting positions between players )
 
[to_xp]Gekko;13703526 said:
Rather than making it only apply to the AI, I think it would be best to make it apply to everyone except Barbarian trait leaders.

Why? You said lairs "are no longer a real issue for players". I agree to Arkhan's reasoning that lairs are just a map feature like bonuses you have to adapt to. Actually, they are probabably more a bonus than a malus now, since there don't spawn units with strength > 3 anymore.

I'm not sure if this is compatible with the Flavour Start option though, it would have to apply after it ( I'm guessing flavour start shuffles starting positions between players )
Hm, good point. The lairs would have to be cleared after setting starting positions, since IIRC starting positions are set after placing lairs at the moment (whether Flavour start is on or not).
 
they are no longer a real issue but it's still annoying so start right next to one imo, so my preference would be for the feature to apply to the player too. This is also more consistent with how mapscripts work ( bad terrain is replaced with good terrain around starting locations ) and with barbplus ( barbarian activity gets stronger the farther you go from starting locations )
 
Anyway, that happens to be the point. CRE strength comes from how hard it is to replica, the monuments thing is to help them win in culture battles.

That convinced me, Monuments are not the solution for Organized. Organized should have some kind of early game benefit but I can't think of one.

I've now tried to reply to the stuff on p86 twice and had it eaten. I'm going to take that as some sort of sign.

What discussion do you mean?

Playing unrestricted leader, Charadon (agg/chm/bar) leading Sidar, had a goblin fort near my capital. So I hired 3-powered goblins that can sever soul, ride wolf and wane at 20 exp. Declared war with AI, AI kept sending 3-powered warriors to my land, and with isolationism I got great commanders and shades very quickly. Well, I know the game is not supposed to be like this, but I like it.

Sounds fun, I like those crazy combinations :D

I think that the "enable Sever soul for all Sidar recon units" change is meant to only work for recon units that are actually Sidar; having goblins using Sever soul feels quite wrong with regard to the lore, although as you said having Charadon as the Sidar leader isn't right to begin with. I would consider this a bug; maybe a racial-ish promotion (like Nomad and Winterborn) should be added to Sidar units in order to only enable Sever soul for them.

[to_xp]Gekko;13704445 said:
they are no longer a real issue but it's still annoying so start right next to one imo, so my preference would be for the feature to apply to the player too. This is also more consistent with how mapscripts work ( bad terrain is replaced with good terrain around starting locations ) and with barbplus ( barbarian activity gets stronger the farther you go from starting locations )

I don't have a strong opinion about this, but I'd prefer to have the same rules for humans and AIs.

[to_xp]Gekko (or anyone else interested: Since I never liked the current traits for Uldanor and Ostanes and I like where this proposal is going, I created a task to modify these leaders for beta2: https://bitbucket.org/Terkhen/extramodmod/issue/236/uldanor-and-ostanes. Ostanes is missing a trait, and I would like to make sure if my idea about Magnadine is desirable or not.

Qgqqqqq: The new customizable bars implementation has been implemented and committed to the repository. It allows the game to use an arbitrary number of bars, stacked one on top of each other, at the right part of the screen. You can then define any number of conditions in the updateCustomizableBars method, that add their bar values to some lists. The game will assign a bar to each condition in the order in which they inserted their values on the list. In order to avoid clutter it does not make sense to display more than two bars, but I'm allowing more just in case anyone needs them. These changes are tagged between "CustomizableBars".

I also implemented the Adaptive and the Barbarian bars. I also simplified a bit how Adaptive works, because if the duration is going to be displayed it should follow a simpler progression. Instead of requiring (cycle - 5) turns the first time and cycle turns for the next times, it now always requires cycle turns. The Barbarian bar displays the relationship between two times the score of the current player, and three times the score of the second player with the most points. I labeled it as "Barbarian mistrust", but I'm not entirely satisfied with this implementation so suggestions on how to improve it are welcome. These changes are tagged between "Adaptive tweaks" and "Barbarian bar".

With these four usages of the customizable bars (Grigori Adventurer Counter, Khazad Vault, Barbarian trait, Adaptive trait), under normal circumstances no more than two bars should appear in ExtraModMod as there are no Barbarian/Adaptive leaders. To display three of them in the same screenshot, I hacked Cassiel to give him Barbarian too.

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Played two games so far with the beta.

The first one was about two weeks ago on a small lakes map with quick tech like usual and I was super happy that the barbarians are back :king:. I had two lizard lairs and a goblin fort pretty close to me. Another goblin fort and a burrow were farther away. So no complaints about barbs this time, though I had the impression that the burrow which was protected by a single ghoul was spawning axemen instead of ghouls, skeletons or zombies (do normal non-pyro zombies even exist in FFH2?!?). Not 100% sure about that though. It's possible that the axemen just spawned in the area close to the burrow.
Besides that, it was a fine game without any OOS errors or other noticeable bugs. I played Grigori for the first time and the adventurers were huge fun. My friend played Khazad and he also had no complaints except that the civilopedia entries for the vault changes were not updated yet.
I wanted to post some feedback earlier, but I was kind of busy with RL stuff and so it got delayed.

The second game was yesterday with the same map settings. This time we got an OOS error for which I attached the log. There was also a bugged event called EventTrigger_Patron_of_Knowledge with some text "A wealthy family from ... discovered a cache of lost... etc.". Those were the only problems though. I tried the Sheaim this time and my friend the Amurites. The Sheaim changes were nice although the portal spawn rates seemed to be a bit high. At least I got a chaos warrior and 2-3 Mobius witches almost immediately in subsequent turns and then a very long time nothing anymore, though I might have reached the spawn maximum. I was a bit surprised to see that the top tier demons like manticore's weren't restricted to 4, but I can certainly live with it. Overall, a nice game too, despite the OOS and event error.
 

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