xienwolf
Deity
[to_xp]Gekko;7516320 said:1) the avatar race means that the unit has a very high chance of defending. this makes Auric Ascended too vulnerable imho... his very high strength means that he will defend very often even without "improved chance to defend the stack"
2) I think it might be good to create a new promotion that has only one effect: making the unit "less likely to defend the stack" , and taking away that ability from channeling and hero promotions. this would allow to further customize units ( arcane units should all get decreased chance to defend stack, but NOT all units with the channeling promo should imho. vampires for example, and any unit that's good at fighting but can also use a couple spells. )
I have a feeling that either Kael meant it to be this way because healing rates are done by percentage (meaning even in rival territory, 1 turn worth of healing means about 4 strength points regained for AA), or just to ensure that a swarm can take down Mulcarn EVENTUALLY. Otherwise if it was just to ensure that the Godslayer would attack Mulcarn and avoid cronies, he could have just set it up so that the Godslayer made the unit specifically target AA first if he is in a stack (UnitTypeTargets kind of field, or the existing UnitCombatTargets and a unique UnitCombat for Avatars). Note how I am not stating my thoughts on actually changing anything though. Haven't made a decision on how I think about the matter. Same with #2, but seems like a decent idea.
[to_xp]Gekko;7516320 said:3) it'd be nice to have flexible difficulty raising/lowering difficulty less/more depending on the speed you're playing at.
Thanks for the reminder, I had meant to change that one a while back, but got distracted by other sections of the code and forgot about the idea. Final Five and other challenges which are turn based will get the same treatment.
[to_xp]Gekko;7516320 said:4) you're already doing a great job at balancing the games at different speedsI hope in the future you'll also have more stuff scaling with map size, that would be great. for example, movement points scaling with map size..
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The problem with scaling things is finding a common multiple. You'll note that in general things which scale by gamespeed are 3, 6, or much larger. This is so that they don't get rounded horribly causing some of the shifts to make little sense (scale 1 by gamespeed and it doesn't change at all except in Marathon). Since a lot of movements are very low numbers, it is incredibly difficult to adjust to gamespeed, unless you increase average movement so that move 1 units only exist in a duel size map. But then you have to rebalance the entire game from the ground up almost.
[to_xp]Gekko;7516320 said:8) Succubi have mind 2 ( charm person ) , but they sonly have channeling 1 : shouldn't they have channeling 2 ?
Don't need channeling 2 to cast rank 2 spells, but if you have channeling 2 and a rank 1 spellsphere, you can learn new spells, which in this case we do not want.
[to_xp]Gekko;7516320 said:9) axemen get a bonus against warriors, which is awesome. does that bonus also include warrior UUs like beastmen? it should, imho.
Such bonuses are based on UnitClass, so yes, all UU's (that state in the Civilopedia "Replaces ___") are also vulnerable
[to_xp]Gekko;7516320 said:11) it would be nice if the info that is shown when you're choosing a tech would only list things that you can actually get. like, hiding heroes belonging to other races, promotions that you'll never be able to get, etc.![]()
Right up until you accidentally trade away a "Useless Tech" to a civilization you aren't familiar with and realize that you just enabled his most awesome UU and got a whole 25 gold for the trouble...
[to_xp]Gekko;7516320 said:12) I know you've heard it many times already: when adaptive trait prompts you to choose a trait, it would be great to have mouseover tell you what that trait actually does![]()
Are you sure we don't? I wrote code for that before joining the team and it should have been in ever since.
[to_xp]Gekko;7516320 said:13) when trading maps, it'd be great if the game would tell you how many tiles that map would reveal, so that you could evaluate if buying that map/selling your map is a good idea or a ripoff before it's too late![]()
And then a few weeks later you'll ask that it let you know which tiles, and if they are just ocean....

