black_imperator
Deity
- Joined
- Dec 4, 2005
- Messages
- 2,095
Revision 337 released, with a rebalance on the crime system, and hopefully more stable than 336
Revision 337 released, with a rebalance on the crime system, and hopefully more stable than 336
Revision 337, having problems with the startup.
First I tried to play a Custom Game with my usual settings. I went into "Restrict Random Civilizations" and, after selecting the Civs I didn't want in the game, clicked "Continue" and nothing happened, I was stuck on that screen. So I force-closed the game.
Second I tried a "Play Now" game. This time the "Initializing" screen took about 4-5 minutes. Then the game started and the screen with the Civ and Leader came up. I clicked on "Continue" and again, nothing happened, I was stuck on that screen. So I again force-closed the game and tried another "Play Now" game with the same result.
I used the AoE Launcher all three times.
(the esc thing doesn't work for the restrict civ menu apparently)
well, i fixed the issue anyway. (but i agree that both hamstalfar and frozen need something done about them)
the chariot line is one of the things that puzzle me for the unit rework. I don't really see how to handle it properly.great ! I'll have to finish that grigory game... and start a new one ..
questions about balance (applies to previous versions of the game):
- what is the interest of Knights over War chariots ? (W-Chariots seems stronger, and come earlier...) (Maybe Knight could get something special, instead of being "just 4 more toned-down W-Chariots-like).
not sure about that, i'll think about it.- It seems I get all my adventurers into scouts, give them all the bloods I can.. and upgrade them for HA or War chariots for 17+ str units (12/9 + spider blood + elephant blood + poisoned blade +iron weapons) . I'm not sure if the "blood's" should transfer to non-recon units or if it'll be better if we could make a promotions for accepting "blood promotion"s, available to all units. At the moment, this possibility makes for boring micromanagement
Well, post magic rework, heroic would give a magical power boost, and maybe access to some unique spells ?- Heroic arcane are not as fun as other games : heroic-only arcane promotion is not so useful and twincast option is available to all... and not so interesting as you had to sacrifice 6 promotions... thus 6 spells.. and thus probably at least one full mastery for next archmage ! (no idea what to propose)
i'll add xp for siege bombard. ranged attacks already give xp. ( unrelated but interestingly, the xp gained by workers building stuff also passes to commanders)- Great Generals focused on Siege have a hard time getting xp as siege almost don't get xp: at most they get 1 after withdrawing. Maybe Siege bombard could give xp proportional to defense destroyed ? or ranged attacks increased xp, or their city attacks get +1xp ? (thus the Artillery mastery promotion is nigh-impossible to get : battlemaster 3 + artillery 2... needs at least to reach lvl 7 and most likely level 8 !! (to get the increased xp promotion))
I remember Valkrionn had plans to redo the Hamstalfar as the Gyldalfar. Not sure what you're thinking, but I actually found one of his posts where he discusses the plan i some detail:
https://forums.civfanatics.com/threads/new-elven-civ-idea.429965/#post-10658704
Not sure what I would suggest for the Frozen, I just didn't much enjoy having them in the game, but that's only my opinion, of course.