Kael said:
1. From the changelog from 0.16:
Sweet, though I am lame and cannot find the 0.16 changelog (or downloads).
2. Woodsman 1 isnt available to archers but woodsman 2 is so that most archers cant get access to the woodsman promotions. Only those that start with woodsman 1 (archer of leaves) can learn woodsman 2.
Hmmm... so humans' archers of leaves can be adept in the forests, but all those silly elves can't (including Gilden)? Seems thematically backwards. And, keep in mind, I can *get* Elven Archers with woodsmen by keeping one city that has no training yard pump out Elven Warriors with woodsman 1, and then upgrading them to Elven Archers, it's just a pita. Since the loopholes are mostly here (except for poor Gilden), is there any balance issue for why Archers were not given woodsman bonuses, but everyone else is? Could just elven archer units be given woodsman bonuses (we're talking elves here, after all)?
On the flip side, that does make the Archer of Leaves no longer irrelevant (as the elves, I have never built one of those because I wanted the elf bonuses instead, but I may have to rethink now that they can get woods).
Just seems kinda sad that, once woodsman affects attacking, my best unit for jumping on guys in my forests will not be my elven archers, but my elven... macemen(!?). Yeah, those famous elven macemen that are so prevalent throughout fantasy.
[BTW, would you consider flipping "maceman" and "swordsman" so that as you get to the higher techs the Swordsmen are actually better melee units than macemen? I know that reverses the base game, but again, just something that might be thematically pleasing. Maces/clubs/etc. tend to be more of a peasant weapon than a trained soldier weapon, and IMHO the base game got it backwards in its attempt to represent light/medium/heavy inf, etc. It'd just be a name / graphics swap, I'm not suggesting any changes to promo's, etc...]
3. We considered a few options on this:
a. Turn the desert/flood plains into a plains/flood plains. Result: to big a boost, creates a super tile. This is possible with druids but creates a balance issue if players can do it with adepts.
b. Turn the desert/flood plains into a plains (with no flood plains). Result: This is actually a bad move for the player. Some players will enjoy it because they are looking for an asethedic instead of efficient layout but for most it will be a noob trap (and option that punished new players).
Agreed. I noted that doing (b) would actually be a backwards move for anyone *except* the elves, but in wanting to use tile features as defensive improvements, there is a lot of motivation for wanting to do so, not just aesthetics.
c. Dont allow blooms on flood plains. This is where we are just because choosing eiach of the other options creates an even bigger issue.
4. Thats true. A tile must yeild food on its own before you can place a farm on it. This law applies to both farms and elven farms.
My question was referring to cottages, not farms, but yeah, same thing applies.
5. I'll check out the fireballs, they shouldnt be effected by terrain movement costs.
Cool. I'm definitely getting 2-move *meteors* over desert and hills.
Thanks Kael, great work on the mod. Love it. I'm open for work on specific bugs if you guys need another hand.