I am almost through with my second game of 1.0, and it's great. The Drown are seriously useful now. Here are my general thoughts and notes that I wrote down while playing.
Every race needs their own units...skeletons, minotaurs, orcs, etc...This is probably a phase II thing, but it will really help to flesh this mod out.
When I play the mod I get the sense of great and smooth alteration, but it won't feel that different until the screen looks different. Along those same lines...is there a way to change the way the terrain looks within cultural boundaries for the religions? For example the evil looking Veil cities don't look right on the happy grassland tiles. Maybe darker tints for veil, bluer tints for OO, a brown red tint for Kilmorph, and a brighter tint for the Order.
Loving the magic system, and drooling for phase II. It feels like Age of Wonders, but looks much better. Kudos.
Note...I didn't realize it till too late...the higher level magic users don't get the adept's haste? That's a no bueno. I think their haste ability is very useful, but higher level mages should be able to get it too....or you could allow adepts to be built even after the better mages have come about.
The game does not feel right on any speed except marathon. I recommend slowing down the tech rate across the board. I love that at almost all times one has a plethora of things to research and build, but it comes too fast. Especially in the middle. Slowing the tech rate will allow for more battle.
On the topic of war. I would like to see some things that force wars. How about some random events. Religious wars, divine interventions, floods, a new NPC demon race decides to grab a few cities, etc...tons of good ideas.
I think you've mentioned this before, but the weaker players need heroes more than the juggernauts. However, it's the juggernauts that get to the techs first, and of course research/build the heroes first.
I've said this before, but I would like to see leader heros that the player starts with, are upgradeable, and if killed would send the nation into chaos or destruction.
Ok. My big recommendation. No stacks of doom. Limit stack size to say 10.
I don't want to harp on this, so I'll try to be gentle. The sea needs some help. This is a problem for CivIV as a whole, but if anyone can fix it, it's you.
We need something to fight for out there, the marine cities still have no way to produce in a useful manner, and the sea civs are underpowered. I love the arcane barge, but I don't have a lot of use for it. Can we get some barbarian sea creatures, sea workers, merchant boats that can generate income by visiting foreign ports....In short the sea needs some help.
I wouldn't mind seeing a nation of floating cities, or mermen cities, or movable floating cities, or caravan cities that can pack up an move.
Ok that's most of my notes.....
I am working on a map/scenario based on the original warlords for your mod. I'll pm you when I finish it.
Every race needs their own units...skeletons, minotaurs, orcs, etc...This is probably a phase II thing, but it will really help to flesh this mod out.
When I play the mod I get the sense of great and smooth alteration, but it won't feel that different until the screen looks different. Along those same lines...is there a way to change the way the terrain looks within cultural boundaries for the religions? For example the evil looking Veil cities don't look right on the happy grassland tiles. Maybe darker tints for veil, bluer tints for OO, a brown red tint for Kilmorph, and a brighter tint for the Order.
Loving the magic system, and drooling for phase II. It feels like Age of Wonders, but looks much better. Kudos.
Note...I didn't realize it till too late...the higher level magic users don't get the adept's haste? That's a no bueno. I think their haste ability is very useful, but higher level mages should be able to get it too....or you could allow adepts to be built even after the better mages have come about.
The game does not feel right on any speed except marathon. I recommend slowing down the tech rate across the board. I love that at almost all times one has a plethora of things to research and build, but it comes too fast. Especially in the middle. Slowing the tech rate will allow for more battle.
On the topic of war. I would like to see some things that force wars. How about some random events. Religious wars, divine interventions, floods, a new NPC demon race decides to grab a few cities, etc...tons of good ideas.
I think you've mentioned this before, but the weaker players need heroes more than the juggernauts. However, it's the juggernauts that get to the techs first, and of course research/build the heroes first.
I've said this before, but I would like to see leader heros that the player starts with, are upgradeable, and if killed would send the nation into chaos or destruction.
Ok. My big recommendation. No stacks of doom. Limit stack size to say 10.
I don't want to harp on this, so I'll try to be gentle. The sea needs some help. This is a problem for CivIV as a whole, but if anyone can fix it, it's you.
We need something to fight for out there, the marine cities still have no way to produce in a useful manner, and the sea civs are underpowered. I love the arcane barge, but I don't have a lot of use for it. Can we get some barbarian sea creatures, sea workers, merchant boats that can generate income by visiting foreign ports....In short the sea needs some help.
I wouldn't mind seeing a nation of floating cities, or mermen cities, or movable floating cities, or caravan cities that can pack up an move.
Ok that's most of my notes.....
I am working on a map/scenario based on the original warlords for your mod. I'll pm you when I finish it.