Drift
It's a boy!
@n12m13
- Like mrtn said, the barbarians are weak because of your low difficulty setting.
- I could of course give Dark Tower a prerequisite tech, but why?
- Tech tree stays as it is. It's one of the unique things in the mod and I like the freshness of it when compared to the traditional, more interweaved tech tree. It's not something for every mod, but I view it as a strength, not a weakness. Why should first era be over after three techs in each branch?
@BradRinWi
I'll have to be careful with the unit boosting though. After all, majority of players don't play Emperor or demigod. Balance at all levels is naturally more important than tech development incentives at high levels. The latter is a nuisance, the former a game ruining element.
I do have a vision and I can be hard to sway.
However, during the development of 1.0 quite a few suggestions from testers made it to the final product. I guess things are more set in stone now, even though I am still willing to listen. Back then I was also willing to listen, but also willing to rip things apart and build then differently just to get some cool thing in the mod. 
Mod development just has to be either centralized or a team effort with clear division of responsibilities. MoM is being run by me and I can't take everyone's advice. There has been only instance when I was ready to share power. During late summer I felt like I had lost my inspiration with MoM and needed something to spark up the project, so I offered embryodead co-working with the mod, but like I expected, he was too busy. Results would've probably been interesting.
- Like mrtn said, the barbarians are weak because of your low difficulty setting.
- I could of course give Dark Tower a prerequisite tech, but why?
- Tech tree stays as it is. It's one of the unique things in the mod and I like the freshness of it when compared to the traditional, more interweaved tech tree. It's not something for every mod, but I view it as a strength, not a weakness. Why should first era be over after three techs in each branch?
@BradRinWi
I'll have to be careful with the unit boosting though. After all, majority of players don't play Emperor or demigod. Balance at all levels is naturally more important than tech development incentives at high levels. The latter is a nuisance, the former a game ruining element.
I do have a vision and I can be hard to sway.


Mod development just has to be either centralized or a team effort with clear division of responsibilities. MoM is being run by me and I can't take everyone's advice. There has been only instance when I was ready to share power. During late summer I felt like I had lost my inspiration with MoM and needed something to spark up the project, so I offered embryodead co-working with the mod, but like I expected, he was too busy. Results would've probably been interesting.
