Soulmate
Warlord
- Joined
- Oct 13, 2012
- Messages
- 167
Hey guyz, having a blast with this mod. Really impressed by the AI performance(something which is always lacking in civ) This is especially surprising considering a number of new features this mod has over the vanilla civ!
Apart from all the great things already present, let me focus on the issues that I found to be rather obnoxious...
Balance issues:
1) There are still a lot of units that don't scale with the techs. Especially impactful are summons(prime example is Guardian golem).
While allows for cheap units early game, this hinders the AI greatly in mid-late game. Please, I know the argument about early rush strategies and bla bla bla. The point is simple, AI doesn't know when to stop producing them and move to better units. This needs to be addressed.
Mana affinity does not help with that in late game, ANY unit u produce with exp+equipment will whoop the floor with ANY top-tier summon.
- Solutions: let the summons scale with MAGIC techs, or with SPELL techs.
Here's an example of AI empire army(he had steamrolled half a continent in early game, but now is a giant on a clay feet): http://imgur.com/mLfJS8x
2) Siege equipment(catapult,trebuchet, cannons, etc) are heavily outclassed by mages and have weird bombardment cap. Why the fudge am I allowed to do only ONE single hit with my cannon on a stack? Okay.. forget the stacks. I get it, I can do collateral by just attacking... Why on earth am I not allowed to bombard the horsehocky out of the fudging city defenses? Any amount of siege equipment greater than 3 units is utter an complete waste of slots..... Since you can't actually use it for it's MAIN purpose....
3) Next issue that comes from the previous one is that AI SPAMS catapults. And then get rekt by proper stacks that don't use this nuisance(see the screen on point 1)
4) Is it even possible to have the armageddon counter go higher than 40? Here's a screenshot of the ridiculously powerful Sheam empire with only 35 counter(there is not a single one even half as powerful empyrean/order civ) I have decided to stay neutral and see how it goes, but it never moved from 30+
http://imgur.com/DmGZ5DH
5) This mod is absolutely in favor of aggressive conquering. rarely a defender has a chance fortify and siege out due to the:
- lack of def buildings(outside of magic buffs)
- lack of proper def promotions and MAGIC
- Heavy focus on attacking promotions and skills
What are your thoughts on this?
Graphics/aesthetics:
1) This one is mildly irritating: hippus SPEARMAN does not have a SPEAR : http://imgur.com/LhELQRt
2) Now this one is the only reason that prevents me from going with Octopus overlords religion: vanilla maceman model on lunatics.
I mean, do we seriously don't have a better model over all these years???It is so vanilla-bitter that I don't even want to see them in my games ever....
3) Same issue as with the lunatics: can we please have a proper slavers models instead of some ugly vanilla maceman ones?
Even in this mod alone there's enoguh of unused models to cover that....
- This is the only reason why I never use the slavers guild as well(also the fact of how boring and uninteresting slave mechanics... take a look at PAE for proper slavery implementation)
4) Alongside many cool and authentic civs that got a lot of love in this mod, there'es Sidar... One of the oldest races(by game lore and by development) and... The most lacking in it;s feel at the moment. It just looks ugly and without a distinct feel(units). I seriously feel like they need some love.
- And here's their archer unit... some rubble peasants... zzz:
http://imgur.com/K4jLrEJ
It just... Doesn't feel right for such a cool and authentic race to feel so hollow.
5) Circle of urd model... Fighting with corpse? Srsly? I mean.. that's fantasy... but this one I jsut can't understand. Nor do I like the model(with any other weapon they would look cool)
Questions:
1) How does the barb lair mechanics work? I mean it is not really okay to have a 30 goblin archers by turn 200 on epic speed(all civs have max 1 tech in military)
http://imgur.com/JAFtkzp
http://imgur.com/Dw10LOR
2) I had a game where clan of embers with Ashen Veil lost one of it's major cities to barbarians... how is this possible?
http://imgur.com/qDlPt49
No, they are not in a war with undead
Really enjoying my playthrough, all these points are not a criticism but rather my input on where I would like the mod to improve.
Apart from all the great things already present, let me focus on the issues that I found to be rather obnoxious...
Balance issues:
1) There are still a lot of units that don't scale with the techs. Especially impactful are summons(prime example is Guardian golem).
While allows for cheap units early game, this hinders the AI greatly in mid-late game. Please, I know the argument about early rush strategies and bla bla bla. The point is simple, AI doesn't know when to stop producing them and move to better units. This needs to be addressed.
Mana affinity does not help with that in late game, ANY unit u produce with exp+equipment will whoop the floor with ANY top-tier summon.
- Solutions: let the summons scale with MAGIC techs, or with SPELL techs.
Here's an example of AI empire army(he had steamrolled half a continent in early game, but now is a giant on a clay feet): http://imgur.com/mLfJS8x
2) Siege equipment(catapult,trebuchet, cannons, etc) are heavily outclassed by mages and have weird bombardment cap. Why the fudge am I allowed to do only ONE single hit with my cannon on a stack? Okay.. forget the stacks. I get it, I can do collateral by just attacking... Why on earth am I not allowed to bombard the horsehocky out of the fudging city defenses? Any amount of siege equipment greater than 3 units is utter an complete waste of slots..... Since you can't actually use it for it's MAIN purpose....
3) Next issue that comes from the previous one is that AI SPAMS catapults. And then get rekt by proper stacks that don't use this nuisance(see the screen on point 1)
4) Is it even possible to have the armageddon counter go higher than 40? Here's a screenshot of the ridiculously powerful Sheam empire with only 35 counter(there is not a single one even half as powerful empyrean/order civ) I have decided to stay neutral and see how it goes, but it never moved from 30+
http://imgur.com/DmGZ5DH
5) This mod is absolutely in favor of aggressive conquering. rarely a defender has a chance fortify and siege out due to the:
- lack of def buildings(outside of magic buffs)
- lack of proper def promotions and MAGIC
- Heavy focus on attacking promotions and skills
What are your thoughts on this?
Graphics/aesthetics:
1) This one is mildly irritating: hippus SPEARMAN does not have a SPEAR : http://imgur.com/LhELQRt
2) Now this one is the only reason that prevents me from going with Octopus overlords religion: vanilla maceman model on lunatics.
I mean, do we seriously don't have a better model over all these years???It is so vanilla-bitter that I don't even want to see them in my games ever....
3) Same issue as with the lunatics: can we please have a proper slavers models instead of some ugly vanilla maceman ones?
Even in this mod alone there's enoguh of unused models to cover that....
- This is the only reason why I never use the slavers guild as well(also the fact of how boring and uninteresting slave mechanics... take a look at PAE for proper slavery implementation)
4) Alongside many cool and authentic civs that got a lot of love in this mod, there'es Sidar... One of the oldest races(by game lore and by development) and... The most lacking in it;s feel at the moment. It just looks ugly and without a distinct feel(units). I seriously feel like they need some love.
- And here's their archer unit... some rubble peasants... zzz:
http://imgur.com/K4jLrEJ
It just... Doesn't feel right for such a cool and authentic race to feel so hollow.
5) Circle of urd model... Fighting with corpse? Srsly? I mean.. that's fantasy... but this one I jsut can't understand. Nor do I like the model(with any other weapon they would look cool)
Questions:
1) How does the barb lair mechanics work? I mean it is not really okay to have a 30 goblin archers by turn 200 on epic speed(all civs have max 1 tech in military)
http://imgur.com/JAFtkzp
http://imgur.com/Dw10LOR
2) I had a game where clan of embers with Ashen Veil lost one of it's major cities to barbarians... how is this possible?
http://imgur.com/qDlPt49
No, they are not in a war with undead
Really enjoying my playthrough, all these points are not a criticism but rather my input on where I would like the mod to improve.
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