Hello embryodead,
Originally posted by embryodead
I don't see a problem here. You get more powerful vampires and can upgrade the old ones. Then, you still have enslave. When I turn off upgrades, people are complaining that they can't upgrade
Oops, vampires can upgrade? I never even tried this. Then they are even stronger. However my problem is that Sylvania doesn't have a pikeman, and as vampires aren't availlable as defenders anymore, and vampirelords take very long to build, I have difficulties defending against cavalry attacks, I have to attack myself instead.
Leaders - yes, you are correct, the limitation of one leader for all civs is pretty irritating from modder's point of view and I also don't see a way to upgrade them further (unless to kings).
In the beta version of my mod leaders do upgrade to kings. Not to the normal kings, but to other units with the king flag. Those units require a special tech and several luxory ressources, so it won't be easy to get these 'nobles'.
I will remain with the usual use of leaders, however I added some wonder-produced leaders ie. Grand Cathedral of Sigmar produces Grand Theogonist once per 24 turns. Grand Theogonist can fight or finish standard improvement or small wonder.
That's a good idea. I'll have to rework my wonders to reflect this.
I also plan to add one more hero produced by wonder, this time with combat and build-army ability (that's Yoda's idea).
I'm not sure if this will work. If a army already has statistics of it's own, will they be added to the statistics of the units?
Worth noting is that you can have race-specific leaders (in terms of unit graphics) if you use civ-specific tech trees with each era available only to one civ-group.
This was a plan for Warhammer 40K mod in which one era was imperial, with space marine leader, one orcish era with orc leader and so on.
That's difficult, I already have very full tech trees, so such a split won't be possible unless there's a way to add a 5th aera.
(on victory points)
The problem is that you are referring to standard civ3 rules You must complain to Firaxis on this one - I didn't change victory point conditions at all. I consider VP play as feature for scenarios not random maps, and I won't work on scenarios
until 2.0 is finished and tested.
Sure, I would prefer victory points disabled in random maps, but as soon as you use one of the victory scenarios (capture the flag, regicide, ...), victory points are enabled. However I'll set the amount to an unreachable number, so when you finally reach your goal, you can check the number of victory points reached to compare your score to other players as there's no HOF.
I guess I can change this, I didn't think of Winged Lancers in any other way than knights flavor unit for Kislev. That horse archer animation belongs to Ungols now
(new faction in 2.0) while Kislev has usual cavalry (until someone makes suitable unit). Maybe take 2 points of defense from Lancers and add 1 movement? That would
make them 8.4.3 (compared to 8.6.2 Knight and 6.3.3 Cavalry/Horse Archer).
Sure, they were always fast as they were only lightly armored.
I just saw you doubled the combat values for 2.0, probably to have slightly different troops for different races. Have you also thought of doubling movement and movement cost, so the 'ignores movement cost of XXX' makes more sense for tundra? You would also have to tweak the roads, but in my playtests this worked fine. You could also give such features for plains/grassland if you do this. However I have a problem with the Blitz ability.
This is quite right. There are only 4 wonders causing pollution, and you are informed by its hazards in civilopedia.
That's right, and I know I built two of them, however more than two of my cities are producing pollution. I guess all pollution I have is pollution from high population, but it isn't shown in the city window. Maybe you changed the pollution icon or even removed it? I had no time to check any files other than the bic yet.
It is not possible - bonus resources can not be prerequisites for anything. Luxuries can, but this limitation is valid for them as well (no more than 8 will show up).
This isn't really much of a problem, just a visual glitch and every mod with bigger set of resources has to live with it.
Yes, but it is quite difficult for small ressources like coal. As the icon can hardly be seen, I have difficulties checking my territory to see how many coal I have. Maybe you could chenge the coal icon so make it bigger? I started giving away wolves/raptors/camels as presents just to get them out of my ressource box.
Again, thanks for input. I'll be running closed beta-test of WH-Mod 2.0 soon, feel free to join then to discuss new features and overall shape of the mod
Sure, just send me an email when you are ready. And tell me which civs to test.
thanks again for your addicting mod
Jegron