[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
I'll do it as a single unit with recon.
[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
Nice explanation, I agree with that. Nevertheless, it looks like a DLL modification and honestly I don't have as much time as I had to add complex stuff to the modmod. I'll include it if someone ports it to MNAI/ExtraModMod.
[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.
I prefer not to modify the Kuriotates until their OOS issue is fixed.
[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.
I don't think that Adaptive is too good and I don't think that it should be nerfed. I think that it is good enough already to not require additional buffs in the form of giving Adaptive leaders optimal trait choices for their starts.
[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.
I agree about the metals. Why should they lose dwarven race? IMO the Soldiers of Kilmorph should be dwarves, even if their current artwork does not reflect this. I think the same about Paramanders in vanilla without the art swap (I may be wrong about the lore but it makes a lot of sense to me to make Runes unique units dwarven)
[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
IIRC we already discussed this, or maybe I commented in MNAI's bug thread about this. IMO they are fine the way they are.
[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.
I tried to do it (it seemed simple enough) but after editing the image it failed to display properly ingame. If anyone can do this change it will be quite welcome.
Don't all summons have a unitcombat so they can take promotions after victory (as a summoner, or for the ones which hang around)?
Elementals do not have an unitcombat. I'll give them Recon anyways, to prevent causing issues with barbarian mistforms.
[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 )
I'll leave that finetuning for the EitB guys to decide.
[to_xp]Gekko;12689094 said:
should prophecy of ragnarok be at corruption of spirit like in Eitb?
Although the Prophecy of Ragnarok may be closely related to the Ashen Veil, IMO you should not be forced to research such an expensive, religion enabling technology just to build a wonder (in case that you want to build the Prophecy without following the Veil).
[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.
IMO making a unit available but blocking one of its main abilities until a different technology is researched is quite confusing.
[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.
One of them drops an item and the other creates a building in the 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.
Both promotions have an identical iSpellCasterXP value in their XML definition (in fact, they are identical besides their name, artwork and affected unitcombat). Both of them should have a max of 30 XP.
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.
I thought the same when it was only +15% science before testing it ingame. The boost it gives is somewhat lacking and it is IMO still quite inferior to Financial, even in its current state. Try playing a Sage leader in at least Prince to see what I mean.
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.^^
Science is more accesible and faster in this modmod, because of all other changes.
[to_xp]Gekko;12690169 said:
is it intended for the Temple of Temporance wonder to benefit from Spiritual trait ( build at double speed ) ?
It isn't, but I don't see that issue happening in ExtraModMod.
[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
It looks like an MNAI bug. Since they are somewhat unique units, the AI should value them more.
[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.
Currently I don't plan to implement
any of the changes I planned for civics as they are quite intrusive changes which I cannot playtest properly anymore. I also think that it feels weird to force the Bannor to leave the council to pursue a Crusade.
[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.
Nicely spotted, I have created
an issue to fix that
[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.
Aren't they meant to be the major religions?
[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.
Again I'll let the EitB discuss that and then follow their decision
[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.
I'll leave those for a future merge. I don't want to make it even more complicated by trying to guess how unimplemented features will be implemented.
Thanks everyone for the feedback!