[to_xp]Gekko;12241329 said:
re: blinding light et al, they last for x turns. for example 2 turns for blinding light means it's active this turn ( useless in SP ) and the next turn. but when playing simultaneous MP, it becomes twice as effective ( it effectively lasts 2 turns, this one and the next one ) . it's just the mechanic used for blinding lights, entangle ( druids ) and spores ( myconids ) that due to how it works is way more effective in simultaneous turns MP. blinding light is especially bad due to it being widely available, and pretty much needs to be banned from any such games right now.
otoh, if you changed these to work like charm person ( spell adds an effect with x% chance to expire ) , they would be equally effective both in SP and simturns MP
Although I missed Spores and Entangle, for spells such as Blinding Light my current solution is to reduce them to 1 turn. IMO they are already annoying enough to give them any chance to continue for multiple turns. I'd like to keep them as one turn only, but I don't know if there is any way to achieve this that works in simultaneous turns MP.
[to_xp]Gekko;12222355 said:
3) Create Battering Ram requires Doviello civilization instead of Khazad
We already discussed this one.
[to_xp]Gekko;12222355 said:
9) Kuriotates and Elohim start with Religion civic, Sidar with Nationhood ( instead of Pacifism )
I'll consider it.
[to_xp]Gekko;12222355 said:
10) Doviello Beastmen can upgrade directly to Battlemasters with Iron Working
I'll wait to see what Tholal decided with regard to this issue. If it is finally fixed in MNAI, I don't need to implement an alternative solution.
[to_xp]Gekko;12222355 said:
11) Goblin Forts no longer start with an archer guardian
Although annoying, I consider that it is not bad to have some permanent menaces around.
[to_xp]Gekko;12223805 said:
23)Axemen/Swordsmen no longer able to get Mithril Weapons
Why the change? IMO it makes sense for them to be able to use Mithril weapons, and they are still inferior to champions.
[to_xp]Gekko;12223805 said:
26)Harpy event changed to give a Great Bard for 50 gold, no unhappiness penalty
27)Removed the version of the Minister Koun event that does not grant a permanent alliance
You may want to suggest those to lfgr for the
Events Enhanced ModComp. For now I'm not touching events besides including his ModComp in ExtraModMod.
[to_xp]Gekko;12223805 said:
30)Blur loses defensive strike immunity, Shadowwalk gains defensive strike immunity
What's the reason for the change?
[to_xp]Gekko;12223805 said:
32)Code of Junil gives commander GPP instead of engineer GPP
That change makes sense to me.
[to_xp]Gekko;12223805 said:
34)Lightbringers don't get bad results from tribal villages
Do you mean that they should be like recon units in this regard?
[to_xp]Gekko;12223805 said:
35)Aifon Isle gives water mana, Odio's Prison gives body mana
That's from some ModMod, right? I remember seeing these changes while checking some ModMods and making a note about adding these changes, but it seems that I lost it.
I won't forget about it again, but I'll need to check who I should be crediting for this change.
[to_xp]Gekko;12223805 said:
36)Planar Gates are cheaper with Summoner trait
That would just be a penalty to the extra Sheaim leaders I included.
[to_xp]Gekko;12223805 said:
43)Creative gives cheap Theatres instead of Monuments
With the changes of Extra Leaders, Creative doubles the production speed of Theatres already.
[to_xp]Gekko;12223805 said:
44)Expansive gives cheap Smokehouses instead of Harbours
That would make Expansive increase the production speed of the same buildings than Agrarian. In fact, I was considering giving Expansive another building in the place of Granaries.
[to_xp]Gekko;12223805 said:
47)The Draw requires Shamain, and Winterborn gives +25% vs Frostling racial
I have some changes in mind for the Illians rituals, which sadly require a port of MultiBarb to MNAI. I may have time to try this again next summer.
[to_xp]Gekko;12223805 said:
I believe you have Valledia still at ARC/ORG? she's inferior to Dain especially with the higher bulb priority for Sorcery and Strength of Will, so she does need a boost, either Eitb's Ingenuity or some other weaker trait.
I made a note to give her Ingenuity.
[to_xp]Gekko;12241348 said:
Monks could start with Mobility 1, if you have imported the eitb buffs for paramanders and crusaders, they become even less worth building.
Noted.
[to_xp]Gekko;12241348 said:
and you could take a look at some of the other modmods like lone wolf's, paradeigma, acetum cucumbis and tweakmod. for example Tweakmod's change to give nomad a small fire resistance to let units walk through flames is pretty cool, especially if obsidian plains are brought back.
I'll check them when I have time. I probably won't be bothered with merging big features unless I can compare the mod's code to a known revision of More Naval AI or the changes are clearly indicated in the code. Otherwise, merges become a nightmare.
[to_xp]Gekko;12241348 said:
oh, and of course the reenabling scoreboard powerratio thingie please
Since I usually play with those disabled, I don't know what is the issue. Does not having Advanced Tactics disable the power ratio icons somehow?