dragonkeep
Chieftain
- Joined
- Sep 4, 2007
- Messages
- 2
I like to say, great mod guys. I loved AD&D in my younger days and this mod is a good likeness.. Some suggestions for Future techs though,
Make future tech branch out to different aspects of the games bonuses
Example:
You get Future tech (once you have exhausted whole tech tree) which opens up the specialized tech tree.
Specialized tech examples:
1) Happy Tech = +1 Happy in cities per level
2) Health Tech = +1 Health ...
3) Food Tech = +1 Food ...
4) Money Tech = +1 money ...
5) Production Tech = +1 production ...
6) Weapons Tech = +1 Strength (in the weapon class) for units per level
7) Mana Tech = +1 spell power (in the circle) ...
8) Unit Tech = +1 strength (in the unit class) ...
and so on...
I mention this cause like vanilla civ, I have 150+ turns (in a quick game) for future techs and +1happy/health at tech level 20 is kind of useless... so this allows good usage of all those extra tech dollars.
Also, the enchantments for for weapons like poison blade, flaming arrows and so on should be set up like bless where it is a +1 bonus and then allow the combat promotions of the mage add to the plus.. for example a mage with combat 5 casts flaming arrows on an archer it would be 2/4 (6 fire) and if the civ researched Fire Mana Tech upto 3 - the archer would be 2/4 (9 fire).
This would force civs to focus on specifing branchs of future tech for top bonuses..
About starting techs and traits. Maybe a D&D setup would be good here where each player gets x number of points to which they can spend on techs and traits. All avialable techs and trait have a specific point cost and the player adopts the techs/traits they wish by spending thier points.
One last thought, would be nice if mages got xp for killing mobs with spells or summoned mobs - not sure if this is an easy thing to implement or not. It takes a long time to level up an archmage and it sucks to have it die to an assassin which just got created in 2 turns. Now you have to spend 100 turn getting another archmage (I know, you should have a bunch around - I do, because you know they are gonna die and you have one there to take his spot. But your mages should level at the same rate as your active physical classes - if your mage is actively killing mobs with spells/summons)
Just my thoughts!
Make future tech branch out to different aspects of the games bonuses
Example:
You get Future tech (once you have exhausted whole tech tree) which opens up the specialized tech tree.
Specialized tech examples:
1) Happy Tech = +1 Happy in cities per level
2) Health Tech = +1 Health ...
3) Food Tech = +1 Food ...
4) Money Tech = +1 money ...
5) Production Tech = +1 production ...
6) Weapons Tech = +1 Strength (in the weapon class) for units per level
7) Mana Tech = +1 spell power (in the circle) ...
8) Unit Tech = +1 strength (in the unit class) ...
and so on...
I mention this cause like vanilla civ, I have 150+ turns (in a quick game) for future techs and +1happy/health at tech level 20 is kind of useless... so this allows good usage of all those extra tech dollars.
Also, the enchantments for for weapons like poison blade, flaming arrows and so on should be set up like bless where it is a +1 bonus and then allow the combat promotions of the mage add to the plus.. for example a mage with combat 5 casts flaming arrows on an archer it would be 2/4 (6 fire) and if the civ researched Fire Mana Tech upto 3 - the archer would be 2/4 (9 fire).
This would force civs to focus on specifing branchs of future tech for top bonuses..
About starting techs and traits. Maybe a D&D setup would be good here where each player gets x number of points to which they can spend on techs and traits. All avialable techs and trait have a specific point cost and the player adopts the techs/traits they wish by spending thier points.
One last thought, would be nice if mages got xp for killing mobs with spells or summoned mobs - not sure if this is an easy thing to implement or not. It takes a long time to level up an archmage and it sucks to have it die to an assassin which just got created in 2 turns. Now you have to spend 100 turn getting another archmage (I know, you should have a bunch around - I do, because you know they are gonna die and you have one there to take his spot. But your mages should level at the same rate as your active physical classes - if your mage is actively killing mobs with spells/summons)
Just my thoughts!