Once again I've run into a waiting for other civ crash. And going through your directions, I cannot find the log files to look for. And since I was forced to "upgrade" to win10, I can't find any way to search for files.
I just changed it so that you cannot split a commander from a unit that has already attacked.Thanks for keeping FfH alive! I just installed your modmod, and I must say I'm very impressed with your thoroughness.
One issue I found that might be from MNAI or from your work, is that it's possible for a unit to cast Join and Split Commander in the same turn. In the original FfH I had earlier, you could only cast one of them per unit and turn. In effect, this means that you can use a Great Commander with every unit in a stack, each of them getting +1S and more XP per combat.
It might be your intention to it to work like this, but I find this a rather large loophole.
Barbarians seem to never build Archeron, the red dragon. So the cult of the dragon never starts. What's up with that?
I just changed the cost from 200 to 150They do. But only if they have a city on an island someplace where it's left alone for a really long time. Maybe make it possible to build it faster?
I have been using Windows 10 since a July of last year. I don't think anything about the logs changed. They should be in C:\Users\[your user name]\Documents\My Games\Beyond the Sword\LogsOnce again I've run into a waiting for other civ crash. And going through your directions, I cannot find the log files to look for. And since I was forced to "upgrade" to win10, I can't find any way to search for files.
I just changed it so that you cannot split a commander from a unit that has already attacked.
I'm sorry, but I think that's a terrible idea. One, Sacrifice the Weak is the best civic there is hands down, two, it doesn't make sense that a civ that is all about sacrificing the weak is discouraged from running Slavery. If anything it's the most logical labor civic to run in conjunction with it, and it is wonderful that realistic and logical synergy coincides with gameplay synergy here, like it does with Aristocracy and Agrarianism elsewhere. And you want to take that away? I don't agree that Sacrifice the Weak needs a buff in the first place, but if it did, decreasing or removing the health penalty would imo be the way to go. Your suggested change is Vanilla FFH's Social Order in the same civic category as Crusade all over again. Sure you could still be running Sacrifice the Weak and Slavery together in theory, but in practice that will now almost never happen because you effectively reduced Slavery's effects to a small chance of capturing enemy units as slaves and a small production bonus to Quarries.I never find myself using Sacrifice the Weak, so to make it more desirable I made it allow sacrificing population to hurry production. That means you don't have to run Slavery with it, but can use Guilds or Caste System to give you the option of using both hurrying methods at the same time.
I was already thinking of letting a Witch Hunter upgrade to a Paladin, Prior/Pontif, and possibly Eidolon (since they re so often corrupt).I got a witch hunter early in my current game from an event. But later in the game there's nothing really to do with him. Is there any other upgrade that makes sense for the unit other than crusader?
I'm sorry, but I think that's a terrible idea. One, Sacrifice the Weak is the best civic there is hands down, two, it doesn't make sense that a civ that is all about sacrificing the weak is discouraged from running Slavery. If anything it's the most logical labor civic to run in conjunction with it, and it is wonderful that realistic and logical synergy coincides with gameplay synergy here, like it does with Aristocracy and Agrarianism elsewhere. And you want to take that away? I don't agree that Sacrifice the Weak needs a buff in the first place, but if it did, decreasing or removing the health penalty would imo be the way to go. Your suggested change is Vanilla FFH's Social Order in the same civic category as Crusade all over again. Sure you could still be running Sacrifice the Weak and Slavery together in theory, but in practice that will now almost never happen because you effectively reduced Slavery's effects to a small chance of capturing enemy units as slaves and a small production bonus to Quarries.
I urge you to rethink this decision please. If you must give Sacrifice the Weak the ability to pop rush, which makes sense in isolation but not in the current setup, you should remove it entirely from Slavery and instead think up another (strong) bonus for that.
From personal experience I can tell you that you don't even have to run Slavery together with Sacrifice the Weak. There are other ways to get rid of surplus food than just whipping even if that might be the most obvious one: Military State allows you to draft, Caste System makes your specialists better, Guilds allows you to turn more people into Specialists in the first place, any Economy civic but Agrarianism de facto reduces your base food output, and Conquest gives you another way to turn food into hammers if you train units.
If anything I might be more worried about cottages if we are talking balance because even mature towns can't compete with Aristograrianism Farms, which is a shame. Imo there should be a civic or two that gives a bonus to towns, be it as an extra yield or double growth, and Guilds and Republic would be the most obvious choices. Guilds could also give another buff to Workshops. IIRC Apprenticeship and Arete boost their production and Commerce respectively, yes? This leaves Vanilla State Property's effect of negating its food penalty as another option, but if you go that route I think it might make more sense to give that to Apprenticeship, which is available the earliest and thus when the food penalty for pre-Smelting Workshops hurts the most, move the extra production to Arete and extra commerce to Guilds. Oooooor perhaps the food bonus would make the most sense for Arete because Dwarves in their hilly environment are chronically short on food?
Anyway, those are my two cents.
So, does anyone have an opinion on the idea of removing the alignment restriction from the Altars of the Luonnotar?
I certainly do not plan to remove population rushing from slavery.
I did not realize that there was a tag that change the growth rates of improvements like towns. I think I will play around with letting Republic and Guilds boost their growth, and maybe letting Guilds boost workshops.