Kael
Deity
DREWid said:first thing first great mod thats eating my life... been playing it mainly as multiplayer hotseat and had very few problems with it but these are the points weve found -->
1) playing lurchip no one has ever been able to create dwarf warriors, if they get runes they dont show up on the build list, and obviously they cant get barracks to build them in the other way.
Thats fixed in 0.13.
2) ai being a bit dumb, dont know if this is a feature of civ or the mod but a game was being palled where the ai had built a village in a square which upon bronze working was found to have copper (the only source that the calabim had access to in this game) and didnt then mine it, this maybe can be explained but its not the end of the story. the copper square came under the influence of a player (human) who minned it for the copper but was then re-tacken by the calabim, who even though she now had access to a roaded copper mine within her boarders, still showed up as not having copper... any ideas?
The calabim might not have had bronze working. One of the goals for the new tech tree design is that it will be more ai friendly. Hopefully that will happen.
3) the 2 to many buildings fault has hit a bit
That should be fixed on 0.13.
4) the grigori... there first adventure comes to early, allows for a mad rush game... but then they dont tend to get em any more. my friend found as soon as he built wonders in a city it would either a) if it was his caitol reduce his odds of getting a adventure in favour of other great people b) or if he built wonders in his other cities they would outstrip his capitol for great people production again leading to no new adventures (in fairness one did appear very late game)... perhapes allowing adveture guilds earlier but lose the basic great people gain? or again make adventure guilds (or equivilent maybe another wonder?) that converts either the odds of generating an adventure (ie fix it at 50-75%) or coverts the type of great people points made by other wonders to adventures (ie if someting creates 2 sage points it now creates 1 sage 1 advenutrer)
just our 2 cents
thanks for the mod!
Ill be interested to see what you think about when the guilds come in the new tree. I havent done much balancing in tech tree placement to this point because I knew it would all be redone but after 0.13 I'll welcome feedback on it.