Ahwaric
Shrubbery-hugger
@zup
Mod has to be installed in Orbis 020 - I did some UI changes that require correct path (i.e. guildscreen). I have no idea why it points to FF0.42 directory, but it happens. I use Vehem's install script, but I have replacxed all FF references with Orbis.
@sputnik323
I do not plan to change the way religions are founded. If you know how it works, it is quite possible to get the religion exactly where you want it. But you are never sure. I thought about changing it, but decided I would rather not.
I must check Marnok's new mod, but do not think I will add the thing you write about. On the other hand, I will probably add worker experience and upgrades from FF.
I need to think about changes to forts... But I think that +2 range is a bit too much. It is the same area as city and I think of castles as small military outposts in unclaimed land - so +1 at most.
@StormbringerGT
I am aware that there are OOS problems. I do not play LAN/internet games so I really can't check it. If you can provide OOS logs, it would help a lot.
Expanded mercenaries are one of the reasons. That is why there are two spells - standard and expanded one. If I find a way to disable expanded version in network games, I will do it. For now, just do not use expanded one outside single/hotseat games (AI can't do it).
@Isotope
Mechanos have exactly the same soundtrack as grigori. And it does change, according to era. To add a special set, I would have to add another era, just for one civ.
I will do some changes to civis - working on it. I thought of changing agrarianism penalty to -5% hammers -5% science (as agriculture nations tend to neglect research), but will probably make it plain -10% hammers for balance
@arbor
I think of simply adding ranged attack back to firebows. It will allow them to attack twice (once with spell, second time with ranged/direct attack), but currently they have just the same abilities as in unmodded FfH while all other archers got an extra ability - ranged attack.
I do not want Firebows to start with all the raged promotions - they would keep it after upgrade to marksman/arquebus.
I agree thet siege mages have to be changed. I like the idea of passing the ability to archmages. I want to make this upgrade path worthwhile - and different than normal (simillar to difference between adept->mage and Circle of eight acolyte->mage)
Mod has to be installed in Orbis 020 - I did some UI changes that require correct path (i.e. guildscreen). I have no idea why it points to FF0.42 directory, but it happens. I use Vehem's install script, but I have replacxed all FF references with Orbis.
@sputnik323
I do not plan to change the way religions are founded. If you know how it works, it is quite possible to get the religion exactly where you want it. But you are never sure. I thought about changing it, but decided I would rather not.
I must check Marnok's new mod, but do not think I will add the thing you write about. On the other hand, I will probably add worker experience and upgrades from FF.
I need to think about changes to forts... But I think that +2 range is a bit too much. It is the same area as city and I think of castles as small military outposts in unclaimed land - so +1 at most.
@StormbringerGT
I am aware that there are OOS problems. I do not play LAN/internet games so I really can't check it. If you can provide OOS logs, it would help a lot.
Expanded mercenaries are one of the reasons. That is why there are two spells - standard and expanded one. If I find a way to disable expanded version in network games, I will do it. For now, just do not use expanded one outside single/hotseat games (AI can't do it).
@Isotope
Mechanos have exactly the same soundtrack as grigori. And it does change, according to era. To add a special set, I would have to add another era, just for one civ.
I will do some changes to civis - working on it. I thought of changing agrarianism penalty to -5% hammers -5% science (as agriculture nations tend to neglect research), but will probably make it plain -10% hammers for balance
@arbor
I think of simply adding ranged attack back to firebows. It will allow them to attack twice (once with spell, second time with ranged/direct attack), but currently they have just the same abilities as in unmodded FfH while all other archers got an extra ability - ranged attack.
I do not want Firebows to start with all the raged promotions - they would keep it after upgrade to marksman/arquebus.
I agree thet siege mages have to be changed. I like the idea of passing the ability to archmages. I want to make this upgrade path worthwhile - and different than normal (simillar to difference between adept->mage and Circle of eight acolyte->mage)