I also agree that the unicorn should have a good option at least for good races or at least for Ljosalfar.
It would be cool if there'd be an option to get a unicorn as unit just like the goblin event gives you a goblin.
A corruption option for dark elves /Svartalvar to get a nightmares plot would also be cool.
Still, I don't consider the event particularly important though...
I believe the point of that story is to show how crazy Balseraph are, as it mentions others who are completely shocked by what's happening.
If you don't want to change the event, limiting it to just Balseraph might be a good solution.
I searched a bit and found
this thread. In there, Kael explicitly mentions that the point of the Princess Rule is precisely to block Unicorns, among other things:
I actually considered this before adding the penguins. They are definitly more whimsical than your typical FfH entry and they probably wouldnt have been added except that I personally really wanted penguins hanging out on some of the cold coastal areas in one of the "Ice" scenarios. The fact that an event got added for them is really secondary, I was trying to dress up a scenario map.
But its a reasonable question, though I dont think they truely break the princess rule as much as other things that it was intended to block (pegasus, unicorns, justin timberlake posters).
The lore entry may be showing that the Balseraphs are insane, but the main point is showing how the Princess Rule would not allow a unicorn to survive in Erebus for long.
But considering I didn't understand that event as well until I read about it on the forum, maybe it should be removed entirely; or at least made more clear: The last option could be "Don't kill it!" with no effect, but a message afterwards could indicate the unicorn dies some gruesome death anyway. That would keep the flavour and I think most would get the joke.
I don't think it should be removed; I like it
I was thinking on suggesting an option without game effect too. The text of the option could be: "We should let it go. I'm sure it will have a long and happy existence.", and after selecting that option a short message would appear, saying "After that day, no one saw the unicorn again."
Animals did attack completely at random in vanilla FfH and BtS. I changed their movement not to leave their natural habitat, maybe I broke something with the attacking odds.
Maybe Tholal added at some point some smartness to how animals choose their opponents? I did not experience this behavior, though.
Regarding penguins, I was just comparing how insignificant and rare they were in original FFH. In EMM they seem to appear much more often and are much more valuable. If it's according to FFH lore, okay.
When I found the post by Kael I quoted previously, I was surprised to find that our reasons are similar. I increased the appearance of penguins in the game mostly because I wanted to find them in my games besides of the random event chance. My reasons for choosing penguins as an extra resource may be a bit whimsical as well, but I believe that the gameplay role I chose for them has more solid reasons.
With regard to their original gameplay effect, I wouldn't say that +1 happiness is insignificant. It is true that now they appear more often, but they are still extremely rare (3 instances in a huge map, and in standard maps they don't even show up half of the time) so I don't think I'm making them too common. With regard to commerce, they are meant to give some small commerce resource variety to cold areas too (which is why they mimic furs). As I said in my previous post, I'm open to reducing their commerce value.
Got an error while playing on MountainCoast map script at turn 286.
Autosave on turn 284. The game freezes on turn 286.
Scary! I will take a look at this ASAP, thank you for providing a savegame.
[to_xp]Gekko;13718798 said:
You made my phone vibrate like crazy, like one second for each quote. I was also only using the same wording you used
I could make it so that at least that requirement is visible (as a tooltip). However, this could still be interpreted as a bug.
I agree, it would look like a bug. I'd rather keep that option as it is now.
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I have been thinking on a new change that could be made for 0.5.0-beta2. More Naval AI introduced a new tag for promotions that allows to upgrade units outside of cultural borders. All Doviello units could get a promotion with this tag and their current spell-based upgrade system could be removed (except the worker -> beastman one, which would stay). This would have the advantages of not having two upgrade systems in place, of being simpler for players, and that it would let the AI value how and when to upgrade units instead of having some hardcoded spells it does not understand.
Another point is that Savage is currently a bit lacking as a combat oriented trait, so I'm thinking of changing it. Savage would keep its immunity to fear and the possibility of getting the Cause Fear promotion along with Combat V, but its "heal after combat" effect would be reduced to 5% and the promotion would also allow units to be upgraded outside borders. This would allow Mahon and Braeden (the only non-Doviello savage leaders) to differenciate themselves of the other leaders of their civilizations by being able to upgrade their units outside of their own borders, while everything would stay the same for the Doviello. Since both of these leaders pale in comparison with their partners, I believe that it would make sense to grant them this strategy. What unit combats should get access to the improved Savage promotion is open to discussion.
I'm also considering a few changes to leader traits. These changes are motivated by the Savage change, the modifications suggested by [to_xp]Gekko and some nice Erebus in the Balance changes that can be applied to EMM's altered leader schema.
Braeden: Barbarian/Ingenuity/Savage --> Defensive/Organized/Savage
In retrospective, having a single leader not meant to be competitive was a bad idea. The proposed traits may seem contradictory, but I wanted to reflect the isolationist leader of a degenerated nation. It also seems fun to play
Duin: Charismatic/Magic Resistant/Slaver --> Imperialistic/Magic Resistant/Slaver
Charadon is already Charismatic, Weevil is too similar to the current Duin, and I wanted to free Charismatic/Savage for another leader. Imperialistic also seems to fit Duin's lore like a charm.
Decius: Organized/Raiders --> Organized/Raiders/Tolerant
I believe that this EitB change gives Decius that little something he was missing in order to be an interesting alternative. I also think that Decius traits have a nice synergy with Tolerant.
Keelyn: Creative/Summoner --> Creative/Ingenuity/Summoner
This EitB change should make Keelyn a bit better option, as I agree she is a bit lacking.
Hafgan: Charismatic/Raiders --> Charismatic/Savage
Savage's new ability of allowing upgrading units has a great synergy with a Clan leader meant to be purely militaristic.
Ostanes: Organized/Slaver --> ?
I ended up using [to_xp]Gekko's trait combination idea for Duin, which leaves this leader undecided again. He could stay as Organized/Slaver, become Organized/Imperialistic, or something else entirely. I'm open to suggestions
Uldanor: Creative/Imperialistic --> Barbarian/Charismatic/Creative
As I mentioned I like the idea of a barbarian Hippus leader, but I wanted to differenciate him from all others. Barbarian and Creative can work together in allowing a fast and relatively unopposed early expansion, and is a combo that no other leader has.
Let me know what you think about these changes. My intention is to include them in 0.5.0-beta2 (or beta3, if the bug that Sarmatian found is scary enough to require an early release).