[MOD] FFH TweakMod

will the elohim lose assasins alltogether then?
 
Some of the challenge checkmarks don't correspond to the right option.

For example: If you check High to Low you get a Final Five game and Increasing difficulty gives High to Low.
 
did devouts used to have the marksman promo?
 
When I play as the Elohim, I always try to upgrade my priesthood from Devouts. Having an extra spell sphere is really nice, and since you are jumping from recon to religious units, it gives you a chance to get promotions you normally couldn't. For example, getting True Sight is nice. The only thing bad with this plan is that Devouts do not get the free exp from the Altar, so leveling them up takes longer.

Moving Devout to Scout may be a little much, and I think that is stepping on the Light Bringer's toes a bit to much. She was already moved out of a worthless tech path for the Elohim. That should be enough.
 
Moving Devout to Scout may be a little much, and I think that is stepping on the Light Bringer's toes a bit to much. She was already moved out of a worthless tech path for the Elohim. That should be enough.

We'll see what the general response is when I release the change. I like it because, as you said, at Priesthood you already have a unit to concentrate on (your priests). Also, I don't see it as infringing on Lightbringer's territory because Devouts can only upgrade to Priests, not Disciples.
 
Next up are the Mercurians. Awhile back, a poll found that they were the least enjoyed team. It's obvious why: there's only one reason anyone switches off to the Mercurians, and that's so you can fight you some demons. In the past, I've mentioned what I think makes a team interesting is goal-setting, or the feeling of I want to play X so I can do Y. For the Mercurians, we go in wanting to eradicate evil. But their mechanics reward us for going to war with teams that are good! In effect, we are experiencing the opposite of what we want (a bonus for killing Good, and no benefits for killing evil).

What's important is to know it's not as simple as giving Demonslaying to a few units. If there isn't some rational reason killing demons is better than killing Confessors, it won't matter what promotions the players get.

This is a really good point, and I'm glad you're addressing this. At the same time, I urge you not to eliminate the benefits you get from killing Confessors...or at least, from getting confessors killed. Both lore-wise and gameplay-wise, I've always felt like one of the most interesting aspects of the Mercurians is how the living units they build are treated as suicide units, who might or might not do some damage before they die and come back as more powerful angels. Lorewise, Mercurian living warriors HOPE to get killed in glorious battle so they can achieve a more perfect form. I think the text for Basium's Lord of the Balors scenario expresses this really well. This mechanic lets Basium have a really tremendous (and desirable) synergy with Suicide Confessors, who get free xp from the Altar, keep that free xp when they get killed, AND pass half that xp on to other units via Spirit Guide.

Perhaps the place to focus on is preventing Basium from getting free units from OTHER empires' dead?
 
well ... it would probably be nice for the Mercurians to get a spell like "seal" or something. .. which allows a level 6+ mercurian unit to kill stuff and not let them get turned into manes. Or even, if that unit was neutral and not evil, to allow them to press them into angelic services.

I havent been able to play that many Mercurian games ... but I find that usually angels just take my economy to the chopping yards and kill it brutally. Since angels are not buildable units ... I dont think its too brutish to say that non-upgraded (or basic) angels shouldnt cost maintanence, or rather "as much" maintanence somehow. Especially since, to my knowledge, you get your forebearer's inflation and do not start out with your own.
 
If I recall, Spirit Guide actually cuts the units xp in half before the code granting angels is called, so angels formed from confessors only keep half the xp they ha in life while the other half goes to another unit.
 
If I recall, Spirit Guide actually cuts the units xp in half before the code granting angels is called, so angels formed from confessors only keep half the xp they ha in life while the other half goes to another unit.

Are you sure? That has not been my experience...but then I haven't played with the Mercs for a few months.

edit: I just tested it. The Angel that gets born gets the full xp, PLUS the spirit guided unit gets half the xp.
 
This is a really good point, and I'm glad you're addressing this. At the same time, I urge you not to eliminate the benefits you get from killing Confessors...or at least, from getting confessors killed.

I don't want to remove getting Angels when Confessors die. It doesn't help just to get rid of the reward for fighting a good team. There has to be a specific benefit from killing demons.

well ... it would probably be nice for the Mercurians to get a spell like "seal" or something. .. which allows a level 6+ mercurian unit to kill stuff and not let them get turned into manes. Or even, if that unit was neutral and not evil, to allow them to press them into angelic services.

Similar to above, it still doesn't give the player a proper reward for fighting demons. It just makes the Infernals weaker.

---

I have a couple of new units on the way for the Mercurians. If testing goes well, they should be in Wednesday's update.
 
I don't want to remove getting Angels when Confessors die. It doesn't help just to get rid of the reward for fighting a good team. There has to be a specific benefit from killing demons.

I have a couple of new units on the way for the Mercurians. If testing goes well, they should be in Wednesday's update.
What changes do you have in mind for them exactly?
 
so maybe its not directly tied to gaining angels. Well, it would be killer scary if their was some angel of balance or something ... only it would really be offscale tremendously ... so Im not really certain what it would be called, but it would probably be from the Force sphere.

Anyways ... this mystical creater, angel, thing ... would gain one point of strength for killing a demon, while losing a point of strength for killing something alive. undead and catapults would have no effect.

Kind of like a highly PErpentach-esque insanely random versoin of the repentant angel.
 
Aye ... DrPepper's method seems to be a really neat thing.


There are some good posts in the thread that explain it well enough, like the few good people in the evil unit are liberated, and the weasels in the good unit sign themselves over for a shot at power.
 
What changes do you have in mind for them exactly?

These are my running ideas. They haven't been tested yet, so they might go through changes:

Myrmidon, (UU for Axeman), 4 :strength:, +10% City Attack, begins with Courage. Myrmidons can raze cities with disorder, so long as they weren't founded by the Mercurians. Regardless of the original owner (except Infernals), the razed city produces Angels as if it were owned by a Good player.

Purpose: Myrmidons deal the biggest problem the Mercurians have by producing Angels from evil teams. Myrmidons also start with Courage, so they're immune to the fear effects almost exclusive to Demons and Undead.

Martyrs, National Limit 4, do collateral damage to units and cities. Can recruit from cities to increase strength. No war weariness from death. Spawn occasionally when an evil unit dies (at the hands of the Mercurians). Martyrs never survive combat (unless attacking a single unit). After battle, they'll destroy buildings, decrease population, damage defenses, or do collateral damage. They have a "total war" philosophy that reflects the nature of the Mercurian people. If a Martyr fights a single unit, it'll live but become Enraged.

Purpose: With Martyrs, you can bring down city defense without seige units, giving you more room to build living units.

Patriarch, National Limit 4, begins with Prophecy Mark and Demonslaying. Gain the Morale promotion after killing a demonic or undead unit. Captures demonic units as slaves. Slaves can be used liked normal, or sacrificed for exp.

Purpose: Slaves give you a labor force so you don't have to worry about building workers. The focus of the Mercurians should always be on war. If you have too many slaves, they can be sacrificed for exp on the frontline.
 
I like the idea, and can see how the strength of Patriachs and Matyrs will have to be tweaked for balance, ect. Probably depends alot of when the Mercurians spawn, unless they are unlocked by techs.
 
Wouldn't it be better to try to fix the Mercurians by tweaking current mechanics rather than introducing completely new ones?
 
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