This mod has awesome potential!

NeverSurrender

Warlord
Joined
Mar 1, 2008
Messages
141
Location
England
Ok I have played through half a game as the wood elves and I just wanted to say that it looks great. Much kudos to all involved, especially the main designers. I am no programmer so any help I can offer will only be in the form of suggestions and bugs pointed out.

I guess some of my forthcoming points should maybe be in the bugs thread, but for my ease I'll just post all of my comments in here, hope that's ok. Lots of points to make, before I start though I'll say that I am a Warhammer collector / player and have been for years. I play emperor and monarch levels on normal civ and this is the only mod I am interested in playing / assisting in development. Right, I'll start... Some points are important (I think) some are not so important.

1) Shrine of the Elven Gods pic Eiffel Tower? New pic please.

2) Baragor said to me "Charity begins at home". But there was no request for anything??

3) Sometimes doesn't seem to activate all units before end of turn comes up, just skips straight to red button flash while some units are standing there waiting for orders.

4) Create forest spell a little overpowered?

5) Undead damaged by poison damage?? Not sure how that one works in 'reality'.

6) Movement speeds seem to be increased for just about all units? I think this is something that diddn't need to be changed quite so wholesale. I'd advise against changing too many fundamentals of the civ gameplay. I personall enjoy having to move units across my empire in more than one turn. It's like having railroads way too soon.

Well that's about all for now I think, Oh one other thing! I'd advise that all latest essential files be stickied and easy to find, I had a few problems locating all the correct files, and by the time I had most installed the sound file thread that I needed had almost slipped to page 2. This could dissuade potential new players from trying the mod, especially if they arent so hot with patching and modding etc.

Well that's all, just a few suggestions and really just saying well done and I hope it continues. There will obviously be balance issues but they can be ironed out later when things are more complete. I would suggest not to worry too much about balance issues - yet. But what do I know. :goodjob:
 
1)some day sure, maybe in next release...
2) ??
3)never seen it myself, could you post your save please ?
4)Yes, but Psychic Llamas loves WE, he has a bomb and he will make use of it :)
5)undeads are not under work ATM, and most everything about them will change
6) The movement speed is particular to elves, I can't say I'm fond of it either.
 
1) There is plenty of placeholder art. Its a low priority.
2) Plenty of diplo-text is also placeholder.
3) Never seen this, doesn't sound like a mod bug.
4) Yes, it is. The treesinging-bloom spell should be a level 2 spell, and have a 1 turn delay.
5) I think the undead promotion is supposed to make things immune to poison damage, but unfortunately damage resistances/immunities are still messed up (old FFH bug, the fix hasn't yet been implemented).
6) I think the faster movement speed for elven infantry/archers is ok, though mounted/chariot units need to have the speed cut back down. I think I also proposed somewhere that high and dark elves get the +1 move, +1 first strike chance, and that wood elves get +10% forest/ancient forest strength and double move in forests.
Wood Elves should probably also be limited to trails only?
 
Thanks for the comments! I hope you continue to play with the upcoming version & give whatever feedback you can.

Yeah there is an awful lot of missing or placeholder art.. If you come across any available art that works better for something (e.g. from another mod or http://forums.civfanatics.com/forumdisplay.php?f=173 ) please post and it should be fairly easy to put it in.

The diplo text should actually be all finished with this next version - I'm not sure why but the Beasts and Skaven are not displaying properly, I can see their text actually is in the file.
 
thanks for the feedback NeverSurrender!

first of all im glad another warhammer veteran likes how were going :D it means were getting something right ;)

1) ive actually made several attempts to make this, but each time i decide it looks like crap and start over. if you see any pictures of a elven shrine looking building feel free to post it and ill see what i can come up with :) often the hardest part about making new graphics is finding the ideas.

2) diplo should all be fixed in the next version due after the 22nd this month

3) i havent had this issue, perhaps its a game setting you have chosen?

4) i agree, and as ahrima said ive changed it to have a time laps of a few turns (number of turns will change most likely, ive put it at 3 turns, its also a level 2 spell now)

5) yes this is an issue that carried over from FfH, currently type damage and resistance dosnt work as it should do. once i get back into modding propperly im going to try sort this issue out.

6) ahriman explained it well. however there is an issue with different elf promotions and the counter elf promotions (elf slaying and fear elf etc) which would not work out nicely at all. one potential is to make the base elf promotion do nothing except be a tag for the other promotions and then having the additional racial elven promos (Druchii Asrai and Asur) for each race. ill have to take a closer look when i have more time.

on the note of stickying, im technically supposted to have the means to do that but i havent the foggyest idea on how to :s really should look into that...

thanks again for the great feedback! be sure to keep us informed and keep up the creative criticism :D
 
4) i agree, and as ahrima said ive changed it to have a time laps of a few turns (number of turns will change most likely, ive put it at 3 turns, its also a level 2 spell now)

Another thing which will help is to push up the tech requirements for the level 2/3 wood elf mages, they're far too low atm. This should go with the general tech tree changes - use the arcane lore tech for the level 3, and the current level 3 tech (nature lore? I forget) for the level 2.
 
3) Sometimes doesn't seem to activate all units before end of turn comes up, just skips straight to red button flash while some units are standing there waiting for orders.

I had this problem ages ago. Do you have Vista too? I can't remember what fixed it thought sorry. Try reinstalling the mod, that could well work...
 
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