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[Xtended] Download and Changelog

Discussion in 'Wildmana Modmod' started by esvath, Oct 7, 2016.

  1. The_Draf

    The_Draf Chieftain

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    Hello, it has been a long time since I last played MoM. I just want to thank you guys for you commitment to this wonderful mod. This will definitely be my holiday entertainment
     
    esvath likes this.
  2. esvath

    esvath Apprentice of Erebus

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    D'oh! Will be changed in next version.

    Welcome back and have fun!
     
  3. Nivo

    Nivo Chieftain

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    btw esvath not sure if you changed anything, but for me the barbs are fine again
     
  4. Linvega

    Linvega Chieftain

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    I don't know where else I should have posted this, but I'm wondering: Am I the only one to whom aggressive appears fairly weak? +10% isn't a lot when having +50% and more is quite common. Charismatic seems to me like the overall superior trait, giving more boni to high-leveled units(and let's face it, when playing MoM, your most important units should be quite high-lvl) while also giving a pretty strong "peaceful" bonus, 1 happiness.
     
  5. esvath

    esvath Apprentice of Erebus

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    I was thinking the same and wanted to buff Aggressive into +15% attack or +20% attack. But then, there are Sinister and Dexterous, which give +15% attack only to one unitcombat, while Aggressive gives the bonus to many unitcombat.
    Also, there is this "no resource for building Training Yard, Barrack and War Academy" which might be beneficial if you are low in lumbers.

    But I have not made up my mind, so please persuade me :p
     
  6. Alexej

    Alexej Prince

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    Sanctify spell now recovers from hell terrain via terraforming, old effect of decreasing AC by sanctifying of razed city ruins seems to be gone, is there no way to decrease AC except Elohim or events? Or razing ashen cities and killing followers

    Aggresive shouldn`t be buffed be % bonus instead give him some unit support bonus (Aggressive leaders should rely on army more than others) or training speed on top
     
    Last edited: Dec 23, 2016
  7. Linvega

    Linvega Chieftain

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    Unfortunately, I have already spent my arguments on my first post ;) . The only thing I have to add is that char AFAIK already has one more promotion on 30 xp, which is quite early and even the simple strength promotions are more valuable than aggressive, and the later promotions are often pretty valuable, so getting there faster is quite valuable, too.
    Well, you could simply increase aggressive to 15% and the others to 20% for starters.
     
    Last edited: Dec 23, 2016
  8. esvath

    esvath Apprentice of Erebus

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    Purging AV from cities should reduce AC but it works in small number so you might not notice the decrease.

    I find it more fitting to the theme and also it is rather hard for the AV civ to increase the AC -unless you are playing Sheaim.

    Aggressive leaders do get bonus toward unit support. They do not need lumbers to build training yards, barracks and war academies. On top of that, there is this Aggressive promotion.

    I think I will make Aggressive 15% Attack/-5% Defense to most unit combats while Dexterous and Sinister 15% Attack to Archers and Recons respectively.

    Or, if Charismatic is the problem (being too strong), I'll remove +1 happy from it.

    Any opinion?
     
  9. Alexej

    Alexej Prince

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    Ouch, its not in pedia sorry then

    Do not nerf charismatic please.
     
  10. esvath

    esvath Apprentice of Erebus

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    It's in the pedia, on Traits' page.

    I'll go with Aggressive gives +15% att/-5% def then.
     
  11. Alexej

    Alexej Prince

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    No, there is nothing about +support, only you save resources on +support buildings :) I do not like that -5 either but its better than nerfing Charismatic
     

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  12. esvath

    esvath Apprentice of Erebus

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    Oh sorry! I should make it clearer.

    Aggressive does NOT directly give extra support. But by eliminating the resources requirement from those buildings, it gives "soft/indirect" bonus toward support.
     
  13. Linvega

    Linvega Chieftain

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    Yes I also think this is a good start. Though even then it still seems somewhat weak to me. In the direct comparison to strategist for example, you get 10% def AND 10% withdrawal on top.
    And I also don't think you should nerf char. It's almost the only "militaristic" trait that I don't dislike having. With almost all the others, I'd much rather get peaceful traits, they always feel much stronger. Battle hardened for example just seems like char without the happiness.

    Though maybe I'm just biased since I don't like starting early wars.
     
  14. esvath

    esvath Apprentice of Erebus

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    But Strategist does not grant any discount toward buildings.
    So, I think Aggressive at 15% att/-5% def is fine.
     
  15. Linvega

    Linvega Chieftain

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    Dunno, I've always considered discounts to buildings more flavour than anything else unless it's on a spammable early building like the elder council or the construction yard. With a lot of civs, I don't build a noble district in more than 2-3 cities, so that's overall a pretty limited save-up.
    But yeah, you're probably right with this.
     
  16. Alexej

    Alexej Prince

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    Is there some other form of protection from hostile terraform than Mana Seal in Mind Magic research tree? I do know about nature Genesis spell but thats more repair than prevention
     
    Last edited: Dec 28, 2016
  17. Psychodad

    Psychodad Chieftain

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    I don't think so. Extendet is so much about specialisation. Some discouts are really worth building more of the required districts. And playing on normal or fast speed im always short on global yields, making discounts even more worthwile.
     
  18. BlueGenie

    BlueGenie Emperor

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    Do you know how to set up Autobuild buildings Esvath?
    If so there could be a workaround to the City Maintenance problem. on and around 10, and up, up, up.
    Chief_Hall in small cities, not changing maintenance at all, autobuilt in 1+ size cities.
    Village_Hall, requires size 6 city, autobuilt then and replacing Chief_Hall. Increases maintenance to a certain degree so bigger than 5 cities have more maintenance, reducing the big impact 11+city maintenance has by getting closer to it.
    Town_Hall, requires 11+, autobuilt and replaces Village_Hall and Chief_Hall, reduces maintenances to a more manageable level for larger cities.
    City_Hall, at some other size I'm not aware of that again needs Maintenances to be "normal" or decreased again, autobuilt, replaces earlier _Halls.

    This might be able to offset the need for digging into the executable to change things?
     
  19. esvath

    esvath Apprentice of Erebus

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    Yes, I can do that but rather than doing that, I prefer to add regular buildings, maybe ones which require size 10 to build, etc.

    The main question is: how damaging is current higher maintenance in size 10+ cities?

    I played several test game and found that Courthouses, Merchant districts, enchantments and simply increase gold % can help, even getting surplus gold per turn (up to +50/turn). Clans and Doviello, who are lacking research infrastructure might have disadvantage but that precisely what I want for them (less "civilised", lots of small cities due bad teching). If civs that should grow tall, like Sidar, are in trouble, maybe I will make new buildings (buildable in size 10+) from them which further reduce the maintenance OR increasing income.

    Thoughts?
     
  20. Covr

    Covr Chieftain

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    Courthouses were just too strong during my last Sidar playtrough, the reduce of gold/maintenance cost after building courthouse vastly surpasses markets+travelling merchants. It just doesn't make sense. Maybe you should just decrease overall maintenance for Sidar by 20-30%?
     

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