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[Xtended] Download and Changelog

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

  1. esvath

    esvath Apprentice of Erebus

    Joined:
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    (It pains me to write this because I am biased toward them but...) any suggestion on nerfing Elohim a bit?
     
  2. scutarii

    scutarii Chieftain

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    take away quick learner promo from the start from monks and thats enough, starting location near usable unique landmark is a big boon for everyone and even bigger for elohim. and thats right.
     
  3. Ombatur

    Ombatur Chieftain

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    Taking away quick learner should work, but it would be a shame, since that's one of the things, that makes monks fun and unique. Maybe a different solution is possible, like reducing their strength by 1, but I'm not sure whether this will be enough.
    I personally think as well, that the Dovevo are too powerful and that there strength should be reduced by 1.
     
  4. scutarii

    scutarii Chieftain

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    doveveo - 1 str, totally agreed, maybe keep quick learner for monks but without movement starting bonus ( can take later anyway)
     
  5. scutarii

    scutarii Chieftain

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    Maybe we need at the city GP section automatic resource button? ( your choices there are food, hammers and commerce and GP growth, but resources are unique to this mod) AI is not very good at this and micromanaging is.... micromanaging.....
     
  6. Psychodad

    Psychodad Chieftain

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    Feb 25, 2015
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    92
    doveveo - 1 str
    Monk: - quick learner: otherwise they level just to fast.
    Monk: 1 base Movement would be ok because, one can take "Ethne the White" with the Sacred Warrior trait -> Mobility I, quick promotion is availeble for Monks -> +1 Movement, maybe let them start with quick, to compensate for -1 movement
     
  7. Ombatur

    Ombatur Chieftain

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    I recently had a game, where I was stuck in a jungle area. In this game I had a lot of trouble getting enough wood. You can't cut down jungle to get wood (which can't be changed iirc), you can't build sawmills in jungle and, since most of the jungle wood is placed on grassland, you cant even build trading posts. So essentially, if you're stuck in the jungle, you're screwed for wood. Of course, you could try to build some cities outside the jungle, to get your from there, but some mapscrips create big jungle areas, so it's not always easily possible.
    My suggestion would be, to make sawmills buildable in jungle tiles. And additionally, since jungle is already much worse than normal forests, jungle tiles should, in my opinion, only give +1 money and not -1 food and +1 money like they do now. They already give unhealthiness, so I don't think they need -1 food.
     
  8. Psychodad

    Psychodad Chieftain

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    Feb 25, 2015
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    92
    jungle is really bad and could use a boost +1 food would be ok. When starting in jungle i try to get FOTL Religion ASAP to transform the jungle into ancient forest.
     
  9. scutarii

    scutarii Chieftain

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    kurio special improvement - enclave has +1 food. At FFH2 it is sufficient 1pop=2 food. Here 1pop = 3 food, therefore enclave needs +2 food. And for kuiros I'd allow cottages at plains too ( now only grassland)
     
  10. Ombatur

    Ombatur Chieftain

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    I think cottages on plains is fine, as long as it's only for Kuriotates. But I don't think enclaves need a buff.
    If your have an enclave on grassland you have a base yield of 2 food plus the 1 food of the enclave, which is enough to sustain itself. Sure, in vanilla ffh2 you only needed 2 food for each pop, but in mom you have resources, that give 20% extra food. And since Kuriotates have 3 ring cities, they are more likely to get some of these resource bonuses. You can also buff your cottages further with adjacent workshops, which you can't in ffh2. And you get culture from enclaves, which is more important in mom than in ffh2. And finally, Kuriotates is, in my opinion, already relatively strong and doesn't need a buff.
     
  11. Melanie88

    Melanie88 Chieftain

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    Is it possible to change the Taranis unit from a normal Hero to a capital city rebirth (like the Seraph)? Since it is an immobile unit, retreating from defeat like an ordinary Hero makes the poor fellow a beggar outside of the city walls.
     
  12. scutarii

    scutarii Chieftain

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    how do you even play Taranis civ? capital city has not usual resource bonuses, therefore difficult to build .... ??
     
  13. Melanie88

    Melanie88 Chieftain

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    It's difficult, certainly. I am able to win consistently with my favourite civs, so perhaps I fancy being put in my place now and again. -- But difficulty is a different issue from this simple problem of game mechanics. It simply will not answer for an immobile unit to retreat from the city where they are imprisoned and then to sit, useless and defenceless, while the world passes by :nono:
     
  14. Calavente

    Calavente Richard's voice

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    Jun 4, 2006
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    Location:
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    a note on Austrin :
    - food caravan -6F get multiplied by multipliers... so in facts it removes 6F of tile PRODUCTION, not of effective food.
    Having 6F surplus is possible in total, but if taken only from the tile production: it is huge (as you only have access to 6pop).
     
  15. Calavente

    Calavente Richard's voice

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    Location:
    France
    just to comment my above message : I don't know if it is an issue or not, but I wanted to make note of it.

    slightly related: I'm playing Austrin with the leader that can switch cities. (and I abuse this a lot, which is fun).

    however there is a "bug" :
    food increase stacks... all the cities that switched a few times have a base production of food of a few 15-20... without any citizen working on food !
    I noticed it when I found out that a few of my cities could work 6 "1F tile" (+production/other) without entering starvation.
    (and I didn't experiment to see how much stacked... is it only 4/switch : the elephant+deer / or other ?)
    (however I checked : production and commerce/science/gold do not increase)

    another "balance" thing :
    My austrin civ get too much gold.... I never had to reduce the science slider. (and I only have 1 merchant district, without even the sub-disctricts).
    ... and I can't use that gold for anything.
    normally gold is used for improvements (but I don't need much fo those), or to absorb a few turns at 100%science or culture or spell research.

    however, here, there is nothing to use that gold for.

    maybe the exotic market could raise commerce instead of gold ?
     

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