kevjm said:Did you see the werewolf suggestion?
Kael said:Are you talking about the cost of the Saboteur unit, or the cost to steal plans or demolish production?
Chip56 said:of demolish production, steal plans and destroy improvements
Kael said:Werewolves as animals? Yeap, I like it! Im thinking about slipping it into 1.0. Its gonna require a pretty hefty change to promotions (currently animals cant gain promotions).
Hmpf, looking through the code, its possible but Id have to change a lot. Basically anything that keys off of an animal will have to have an exception written for werewolves. Possible, but I don't tihnk I will do it in 1.0. I'll make a note about it for phase 2.
Kael said:Werewolves as animals? Yeap, I like it! Im thinking about slipping it into 1.0. Its gonna require a pretty hefty change to promotions (currently animals cant gain promotions).
Hmpf, looking through the code, its possible but Id have to change a lot. Basically anything that keys off of an animal will have to have an exception written for werewolves. Possible, but I don't tihnk I will do it in 1.0. I'll make a note about it for phase 2.
kevjm said:Perhaps just give them very limited promotions? A few combat promotions? They'd probably upgrade before they use up all the combat promotions, right?
Chip56 said:IMO 200gold to destroy a mine or farm is too much
and the price to ruin destruction is in most cases higher than 90gold.
Tested it:
comp builds apprentince:
after 1 round: 28/60prod-> 106Gold
after 2rounds: 54/60prod-> 158Gold
I will look how much it costs to ruin wonder& building prod
Posting results later.
And what to you think about making sab a non combat unit?
Chip56 said:Maybe you could decrease the price to something like 25+2 for b&u
and 25+3 for wonders?
The price of destroying farms, etc should be decreased to maybe 50 IMO.
Well told you my opinion, what you do with these numbers is up to you![]()
Kael said:I like haveing the sab a combat unit, hes an upgrade from the assassin, and in some cases could have earned a lot of promotions by the time it becomes a sab. I would hate to ruin that by upgrading into a 0 strength unit.
Lightzy said:k well, what IS the point of armaggeddon spells that most likely hurt you more than they hurt any of the other civs (this is assuming that if you got to the point where you're the first to cast armaggedon spells, you're pretty much winning, and you just need a tool to let you do it faster)
Maarak said:This may have been mentioned before, but will there be a FfH specific map designed for this mod? I can only imagine that Kael must have mapped out the campaign setting extensivly if he used it for a multiyear D&D game. I for one would like to play on a map similiar to the one used there.
Kael said:I hadn't even really thought about that. I guess one could be made. Im a big fan of random maps. I am planning to make some scenerios that will have static maps, but they probably won't be the "world" maps like your talking about.
Maybe after 1.0 ships someone will go and make a world map scenerio for us all to play.
Kael said:I hadn't even really thought about that. I guess one could be made. Im a big fan of random maps. I am planning to make some scenerios that will have static maps, but they probably won't be the "world" maps like your talking about.
Maybe after 1.0 ships someone will go and make a world map scenerio for us all to play.