Swinkscalibur
Prince
Good call, that makes sense. Will that fix be in a patch? Quickfix?
Okay, I was worried for a minute there. The terrible spread rate of Ordo Machinarum and the cost of Adeptus have been my only major complaints so far. That by itself is a fair compliment, though, the game I just finished was the first time in quite a while I've played a 'normal' game of civ and actually enjoyed the whole thing from beginning to end. The Mechanos suit my playstyle very well, and I like them a lot.It's not. It's still founded automatically in the Mechanos Capital. Only difference is that if they are not in game, the religion cannot be founded. It's required for the Refineries, but anyone who follows the Ordo Machinarum can research it. So basically, you won't get random AI's building refineries, and you won't get the religion in game unless the Mechanos are in game.
You have a curious ability to find every modmod that I've ever thought looked interesting and absorb them. It's quite nice to have everything I want to try all in a single mod.Patch. It'll contain the minor leaders, which I'm merging in now, and black_imperator's FFH More Events ModMod, which I'll merge in once I'm done with the leaders.![]()
Okay, I was worried for a minute there. The terrible spread rate of Ordo Machinarum and the cost of Adeptus have been my only major complaints so far. That by itself is a fair compliment, though, the game I just finished was the first time in quite a while I've played a 'normal' game of civ and actually enjoyed the whole thing from beginning to end. The Mechanos suit my playstyle very well, and I like them a lot.
You have a curious ability to find every modmod that I've ever thought looked interesting and absorb them. It's quite nice to have everything I want to try all in a single mod.
EDIT: I was browsing through the civilopedia figuring out my next game, and I noticed you have War Elephants blocked for the Mechanos. War Mammoths, however, are not.
Patch. It'll contain the minor leaders, which I'm merging in now, and black_imperator's FFH More Events ModMod, which I'll merge in once I'm done with the leaders.![]()
Patch. It'll contain the minor leaders, which I'm merging in now, and black_imperator's FFH More Events ModMod, which I'll merge in once I'm done with the leaders.![]()
A few suggestions from game two:
-Hell terrain was on the move this game, and I was displeased to find that I had no Sanctify. The Mechanos could really use this in some form, since they have no other way to reduce the AC, push back hell, or change their alignment. I recommend it as a Witch Hunter ability with Demon Hunter Training (or just a normal Witch Hunter ability).
-I was right about my 'Goliath beats everyone' theory. My first siege-mode attack on Acheron did 79% damage.
-Speaking of monsterous creatures, a nasty thought has occurred to me: there are a lot of heroes that have, for one reason or another, a reduced chance to defend the stack. Now that there are units with lethal collateral damage, this seems to mean that heroes could potentially die without ever fighting. If I'm right in that understanding of mechanics, I suggest the Hero promotion gain a hefty resistance to collateral damage.
-Lenora could use an icon that's of a person, not just the ship, and some human sounds. As it is, I have trouble thinking of her as an actual individual and not just a generic zeppelin. Also, naval units need more promotions - maybe something to enhance their ranged attack?
-Letter of Marque is lacking a "declare nationality" ability, so you can't get out of it.
-The Mechanos have a serious nerf compared to their Orbis version: because FF ranged attacks depend on whether the unit has attacked or not, rather than using a movement point, units can only make a single ranged attack per turn, regardless of blitz and movement points, and it must come before any normal attacks.
-I hesitate to suggest it, given the previous discussion on the matter, but I think Goliath should go back to the brownish Mech model PPQ was working on. The clockwork golem looks more appropriate as a model, but the attack animations don't work at all. He actually runs across the screen and punches things when you tell him to shoot - it doesn't look good.
-Goliath retains equipment (master siegsmith/master smith) promotions when switching between siege and melee mode.
-Feris is awesome, I love the changes you made to make her an earlier hero.
EDIT: And I almost forgot a third time to mention that Deception is not blocked.
Honor actually is blocked, so I'm glad to hear you plan on moving defensive pacts.2. Goliath may be nerfed a bit in the next patch... Going to fight him against the other monstrous creatures. Acheron is actually one of the weaker ones though.
6. Hmm... I'll look at it. I may not be able to do much there though, might need Xienwolf to look at it.
8. Intentional.
Woops, I'll block it. Think I left Honor unblocked too, had meant to move defensive pacts to another tech.