Unit Healing rates

So it would seem Game Set up Options plus Play styles shape the opposing views over RoP and it's relationship to HNs. Since it runs the full spectrum maybe RoP isn't broken as badly as thought or at all. And maybe it's "just about right".

And why does Toffer's Unit healing thread always seems to get these tangent discussions? :crazyeye::lol: Sorry Toffer. :p

JosEPh

It is not "just right" it is completely broken and is the reason I abandon a number of games.

It is in this thread because Toffer made a change to his mod that impacted on RoP.
 
It is not "just right" it is completely broken and is the reason I abandon a number of games.

It is in this thread because Toffer made a change to his mod that impacted on RoP.
@Jo:
DH is right, something needs to be done with RoP.

I don't mind the tangential discussions as it is quite related, albeit unintentionally, to a change I made. This is as good a place as any to discuss what needs to be done to it. ;)
 
That is what I have been asking for all along.
Not easily done I'm afraid. I'm not sure how we'd do it at all without worsening the problem Alberts has with tunnels, more firmly situating that extra evaluation step that's causing so much trouble.

Al... any ideas on how this could be achieved without further locking us in to the solution as it stands with tunnels?
 
Well if you all say so. I just don't see it that way. Fix away then, just another roll with the punches scenario to me.

So will you be removing StrategyOnly's Rogues etc. then? Remove warlords and banditry too? Going back to pre v15?

JosEPh
 
Well if you all say so. I just don't see it that way. Fix away then, just another roll with the punches scenario to me.

So will you be removing StrategyOnly's Rogues etc. then? Remove warlords and banditry too? Going back to pre v15?

JosEPh

Yes, they were the start of the breaking of both Right of Passage and Open Borders.
 
v0.9.5

Added an extended version that aims to change a lot of unit/animal stats. Armor, puncture and other unused stats are tested out here.

Made some changes to promotions too but don't really remember what...
 
v0.9.5

Added an extended version that aims to change a lot of unit/animal stats. Armor, puncture and other unused stats are tested out here.

Made some changes to promotions too but don't really remember what...

This would probably not go well with Rwn's Dangerous Animals Modmod, right? Too much overlap maybe?

JosEPh
 
v0.9.5

Added an extended version that aims to change a lot of unit/animal stats. Armor, puncture and other unused stats are tested out here.

Made some changes to promotions too but don't really remember what...

It would be helpful if such changes were evaluable on spreadsheets.
 
Thanx for an update, i've been trying this out past couple of days. I get some errors loading up the mod but it works just fine ingame.
I like number balance of this mod, bit skeptical with the tree itself tho, seems more like a "bush', probably not used to it yet.
 
Thanx for an update, i've been trying this out past couple of days. I get some errors loading up the mod but it works just fine ingame.
I like number balance of this mod, bit skeptical with the tree itself tho, seems more like a "bush', probably not used to it yet.
:), I tried to keep the tree minimal as to not take away too much player choice and still keep it from being overwhelming. I would like to know what those error messages says and if your'e using any other modmods. I might have done something wrong when I extracted the promotions from my other adjustments. Cheers.
 
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