SirVile
Chieftain
Just some quick thoughts...
1. Would taking the Unit Ability of Spells "Cruise Missiles" off and changing their class to "Air" change them much? Would this then allow for them to be based on "Airfields" (aka Wizard Towers)? If that was the case, I wonder how the AI would deal with only allowing spell casters to build these towers...
2. Any thoughts on "Hidden Nationality", "Invisibility", "Detect Invisibility" or "Radar" for Spys and Ninja etc (Dragons or casters with Detect Invisibility" would also make sense). Agents have the "Hidden Nationality" ability shouldn't the other "sneaky" units? Invisibility could be used to represent "spirit" units (like Shades) that casters or powerful creatures (Dragons or Daemons) could detect. This all could add an interesting espionage/counter espionage aspect to the Mod...
3. There seem to be some "Zone of Control" inconsistancies and I'm unsure as to what your trying to represent with it in your mod ED. Should the various Daemons, Marksman, Vampires, Dragons have the "Zone of Control" flags set (Especially Dragons)? Seems that other less powerful units have it set (ie low level casters like Magicians or Arquebusier).
4. Since spell casters can no longer carry spells, should they be given some range with their bombard? I'd agree that there should be some differece between how casters and seige engines work though. Maybe a combination of "Rate of Fire" and "Bombard Strength" could do this. For example, you could make most seige engines slow but long range and powerful and casters quick, short range and less powerful (or any other combination that made sense to you).
5. Since spells can no longer be Disbanded for shields, should the "Req support" flag be un-checked? If I'm at peace for a long time, those Wizards' Guilds start to become expensive...
6. I don't check into other mods, but has anyone messed with Sea units that have the "Army" Unit ability set? Seems that if it was possible, fleet battles could be cool...
7. I've raised this one before, but that was when casters were able to carry spells so I'll re-ask. How about "Artifact" units which can carry spells but have the "Require Escort" unit ability set? Seems that Spells have very much become a defensive type of unit now that they can't be really moved about much...
8. For mine, there are still a few redundant units although v2.x is much better than v1.x. I've mainly been playing Lahmian and noticed the Blood Knights seem a bit of a waste. If they were 3 move, even iff a bit weaker, then they would have a decent role in my forces. As it is, I focus on getting Lahmian Vampires which, although they have slightly weaker attack and defense, make up for it with Blitz and extra HPs (in terms of net offensive and defensive capabilities).
9. I'm not real sure how it's supposed to work, but for Monarchy the "Propaganda Modifier vs." Depotism doesn't seem right. I think the bonuses are mixed around between vs. Depotism and vs. Monarchy
10. Do the different Governments seem a little "flat" to anyone else? As I've said, I like playing Lahmian and switching to "Undead State" just doesn't seem worth it especially since it comes at a point in the game where I have lots of things to keep my population happy (to mitigate War Weariness), have good gold potential and larger cities. I think I've heard ED say before for v1.x that the "Evil" governments have an advantage at the begining of the game because of the "Forced Labour" Hurry Production option means less with small starting cities. By the time we Undead folk get the option to switch to Undead State, it seems a foolish choice to me.
I think 10 questions is enough for now. Hopefully I'll stir up those creative juices ED.
1. Would taking the Unit Ability of Spells "Cruise Missiles" off and changing their class to "Air" change them much? Would this then allow for them to be based on "Airfields" (aka Wizard Towers)? If that was the case, I wonder how the AI would deal with only allowing spell casters to build these towers...
2. Any thoughts on "Hidden Nationality", "Invisibility", "Detect Invisibility" or "Radar" for Spys and Ninja etc (Dragons or casters with Detect Invisibility" would also make sense). Agents have the "Hidden Nationality" ability shouldn't the other "sneaky" units? Invisibility could be used to represent "spirit" units (like Shades) that casters or powerful creatures (Dragons or Daemons) could detect. This all could add an interesting espionage/counter espionage aspect to the Mod...
3. There seem to be some "Zone of Control" inconsistancies and I'm unsure as to what your trying to represent with it in your mod ED. Should the various Daemons, Marksman, Vampires, Dragons have the "Zone of Control" flags set (Especially Dragons)? Seems that other less powerful units have it set (ie low level casters like Magicians or Arquebusier).
4. Since spell casters can no longer carry spells, should they be given some range with their bombard? I'd agree that there should be some differece between how casters and seige engines work though. Maybe a combination of "Rate of Fire" and "Bombard Strength" could do this. For example, you could make most seige engines slow but long range and powerful and casters quick, short range and less powerful (or any other combination that made sense to you).
5. Since spells can no longer be Disbanded for shields, should the "Req support" flag be un-checked? If I'm at peace for a long time, those Wizards' Guilds start to become expensive...
6. I don't check into other mods, but has anyone messed with Sea units that have the "Army" Unit ability set? Seems that if it was possible, fleet battles could be cool...
7. I've raised this one before, but that was when casters were able to carry spells so I'll re-ask. How about "Artifact" units which can carry spells but have the "Require Escort" unit ability set? Seems that Spells have very much become a defensive type of unit now that they can't be really moved about much...
8. For mine, there are still a few redundant units although v2.x is much better than v1.x. I've mainly been playing Lahmian and noticed the Blood Knights seem a bit of a waste. If they were 3 move, even iff a bit weaker, then they would have a decent role in my forces. As it is, I focus on getting Lahmian Vampires which, although they have slightly weaker attack and defense, make up for it with Blitz and extra HPs (in terms of net offensive and defensive capabilities).
9. I'm not real sure how it's supposed to work, but for Monarchy the "Propaganda Modifier vs." Depotism doesn't seem right. I think the bonuses are mixed around between vs. Depotism and vs. Monarchy
10. Do the different Governments seem a little "flat" to anyone else? As I've said, I like playing Lahmian and switching to "Undead State" just doesn't seem worth it especially since it comes at a point in the game where I have lots of things to keep my population happy (to mitigate War Weariness), have good gold potential and larger cities. I think I've heard ED say before for v1.x that the "Evil" governments have an advantage at the begining of the game because of the "Forced Labour" Hurry Production option means less with small starting cities. By the time we Undead folk get the option to switch to Undead State, it seems a foolish choice to me.
I think 10 questions is enough for now. Hopefully I'll stir up those creative juices ED.