cripp7
Playin' Bored
cripp7, a few more observations - as usual take only what you think is good for your mod.
1.) I found it a bit strange that I was able to build a ram when I had wheel but no BW. Apparently, rams are from wood, but if I can't chop down forests, how can I build a ram? (That is already the way in LoR, but I don't know whether phungus420 will address it.) Thus, I think it would be a good idea to add BW as a requirement for rams.
Thanks for picking up on these! with that about wood and BW, can't build something if you can't chop it!
2.) Moreover, barb rams are sometimes running around alone, looks funny (why would rams roam the countryside?) Is there a way to stop lone barb rams from running around?
hmm, I notice that too. Will have to see if there's a way to only spawn certain barb unit types. Just limit it to actual stock units.
3.) I can build swordsmen without iron (if I have bronze). Historically it was the metal (iron) not the instrument (sword) that was important to win over other tribes. Thus, if the swordsman gets 6 str instead of 4 (as the axeman) that should reflect the superior metal (iron). Hence, I think only iron should be a prerequisite for building swordsmen.
Wow, didn't notice that! Will change back to iron. I took the stock LoR and built it of that so I need to check if it's like that in LoR.
4.) I noticed that none of your new world wonders has a stone/marble modifier. Why so? That gives industrial civs even more advantages than they already have with RevDCM. Because these wonders are almost reserved for industrial civs and building wonders is the easiest way to reduce unstability issues. With regard to the standard Civ-BtS wonders access to stone or marble gives other civs at least a chance to compete for a ww.
Good point on that, I'll add it to the list. Have to have non-IND civs a balance of trying to get New-WW
5.) I think you should reduce the number of buildings a leader is able to build more quickly. Right now there are too many. Perhaps, BtS was a bit greedy in that respect, but I wouldn't give each trait more than three buildings (that would be 6 in total for each leader). I am playing De Gaulle right now and have the feeling I just snip with my fingers and it is done.
Perhaps a bit overpowering, like I said before just working out the kinks. Trying to get it balanced out takes some work and a little finger-grease (should I put on a glove for that)
6.) It is probably a LoR problem but I thought I raise it here - perhaps you don't have that problem and it is my comp: I opened worldbuilder to have a look at the various units and when I added the mecha... (sorry I forgot the name - this future terminator unit available with one of the very last techs), I didn't see anything - just a flag. Do you have the same problem?
7.) Again I am not sure if it is only me, but all reskinned units change their appearance back and forth - I am right now playing as France and my blonde worker becomes an Indian one every time I put him to work. And my spearman switches between a more northern appearance and the standard model everytime I move it. And so on...
Hmm, never noticed that before. Which civ was doing that? Most likely a LoR problem that, of course, crossed into mine. I'd try the LoR and see if it does it there, if it does then that's something that needs to be addressed in the LoR forum. Don't remember if I've seen anything like that mentioned before. edit: I tried a game as French and couldn't replicate it on my end.
How is the next version coming along? I saw you have some interesting ideas (Great Doctor ). Hopefully, you find a solution there (but please don't wait til you have everything before you let us test the next version... )
Btw, do you build your (LoR-)mod around the new SVN-versions of LoR?
Almost done with the DCM side, Mad Legends I'll post a newer version later today with some changes that you've mentioned already. And no I'm not using the latest SVN version. I prefer to wait until the official release so I only have to do one merge instead small changes.