I dont have as much time as Id like to post all my bugs and thoughts in all the appropriate threads, so I thought Id just provide a sort of knowledge dump and you may do with it what you wish.
First of all, I am very excited to see how this all comes together. The first version was very interesting, but the lack of flavor and uniqueness among the civilizations caused it to become, at least for me, kind of boring in a short time. The beta of the second version has, thus far, provided some excelent changes in those areas and then some more to boot. It should be/is a great mod. Thank you for your efforts.
Now my thoughts/suggestions/comments/bugs:
* a single list of known, unfixed bugs would be very useful, especially for more casual visitors/fans. If some one is experiencing what may seem an obvious bug to them, but has to practically do research to find out if it has been reported, reconized or addressed, they may be reluctant to speak up.
* a few bugs that I have experienced and am unsure of include:
- no random map generation. none of the map generation scripts I have produce anything besides a flat grassland map.
- watch towers do nothing.
- none of my mana sources have ever provided free promotions to my adepts.
- my adepts/mages/etc do not loose the "casted" promotion.
- adpets dont gain experience automatically unless upgraded to a new unit.
- heroes sometimes stop gaining, or do not gain xp at all. I can say if its certain ones in particular as Ive been trying to play all aspects when I have the time.
- dwarven units dont seem to get the extra hill movement unless they have gurilla II.
* tech tree: On one hand its kind of nice that the tree is so broad and open, but on the other it feels like it needs more cross/co-dependancies. Some of the techs are a little weak and a few are basically useless besides providing a link to the techs beyond them. If there is stuff to be added to these weak techs Im sure it will be fine, otherwise Id consider just removing them and increasing cost those that follow. Also, the costs of techs should be varried more so that they are more reflective of the additions they provide, rather than just their place in the tree. Again I want to point out that it feals like more dependancies are needed. I hope you can find a nice balance between the openess you have and the multi-dependentcy of the default tree.
* the good/bad/neutral modifiers seem to have a prety severe effect on relations. perhaps only good and bad should have modifiers against eachother.
* similarly (this is an issue Ive had with the original religion system) every religion is very intolerant of any other religion. I dont know if it can be done, but each religion should have a certain amount of tollerance, or lack of, twards the other religions. One wouldnt expect civilizations with the fellowship of leaves and the order of kilmorph to be at odds with each other simpley because of their religions. And one might expect that the order and ashen vail be opposed no matter what their past relations.
I have more thoughts, but not time. I hope this is useful/insightful. Thank you for the mod.
First of all, I am very excited to see how this all comes together. The first version was very interesting, but the lack of flavor and uniqueness among the civilizations caused it to become, at least for me, kind of boring in a short time. The beta of the second version has, thus far, provided some excelent changes in those areas and then some more to boot. It should be/is a great mod. Thank you for your efforts.
Now my thoughts/suggestions/comments/bugs:
* a single list of known, unfixed bugs would be very useful, especially for more casual visitors/fans. If some one is experiencing what may seem an obvious bug to them, but has to practically do research to find out if it has been reported, reconized or addressed, they may be reluctant to speak up.
* a few bugs that I have experienced and am unsure of include:
- no random map generation. none of the map generation scripts I have produce anything besides a flat grassland map.
- watch towers do nothing.
- none of my mana sources have ever provided free promotions to my adepts.
- my adepts/mages/etc do not loose the "casted" promotion.
- adpets dont gain experience automatically unless upgraded to a new unit.
- heroes sometimes stop gaining, or do not gain xp at all. I can say if its certain ones in particular as Ive been trying to play all aspects when I have the time.
- dwarven units dont seem to get the extra hill movement unless they have gurilla II.
* tech tree: On one hand its kind of nice that the tree is so broad and open, but on the other it feels like it needs more cross/co-dependancies. Some of the techs are a little weak and a few are basically useless besides providing a link to the techs beyond them. If there is stuff to be added to these weak techs Im sure it will be fine, otherwise Id consider just removing them and increasing cost those that follow. Also, the costs of techs should be varried more so that they are more reflective of the additions they provide, rather than just their place in the tree. Again I want to point out that it feals like more dependancies are needed. I hope you can find a nice balance between the openess you have and the multi-dependentcy of the default tree.
* the good/bad/neutral modifiers seem to have a prety severe effect on relations. perhaps only good and bad should have modifiers against eachother.
* similarly (this is an issue Ive had with the original religion system) every religion is very intolerant of any other religion. I dont know if it can be done, but each religion should have a certain amount of tollerance, or lack of, twards the other religions. One wouldnt expect civilizations with the fellowship of leaves and the order of kilmorph to be at odds with each other simpley because of their religions. And one might expect that the order and ashen vail be opposed no matter what their past relations.
I have more thoughts, but not time. I hope this is useful/insightful. Thank you for the mod.