I am going to start off by saying I am very happy w the summoner path, it is a lot more interesting than it used to be. I do think the main path is much stronger than the tactical summoning line, but I have seen someone else post about how they used the bottom row shrill line very effectively. To each their own I guess =) Personally I think the Drake and Dragon are over the top strong for when you can get them. It takes FOREVER to get a dragon the normal way. Y
ManiiNames
Does your mod include Bacco, Wilbur and the other heroes that come through events?
Comes down to Sovereign choice, and then some luck w the heroes. If you really want the boosts from Water or Earth then you need to incorporate them into your Sovereign choices.
I'd vote for 5, once again dependent on implementation.
I know Heavenfall implemented a spell for the Centaur Sovereign in which he is summoning something and is locked down for a few turns while doing so. He has another one for the Lizardman Sovereign in which he is casting a buffing spell (Endless). You might look and see what he did, it is completely possible the same errors exist in his code as in yours, or he might have found a way to work around it?
My own vote would be for #3. The only time I can see this being to the player's advantage is if they are defending and are summoning up a horde to keep invaders at bay.
The fact that it is sovereign only makes it valid for me. I was under the mistaken impression we could give it to troops. Will experiment, thanks for providing this.
I like your changes, except for the Thunderstaff. It not only does almost x2 the damage of other staves, it is: Of a rare type (lightning) Only -2 initiative +10 mana from kills is a huge value, especially since you don't have to actually kill them with the staff, just be holding it
Are Frog's latest fixes built into the currently downloadable patch?
I find it incredibly annoying trying to keep neutral pioneers from passing through my territory. I have no desire to allow someone to traipse across the land and go settle a town in some corner where I have not yet been able to spare a pioneer.
[quote who="StevenAus" reply="156" id="3385275"]Worse, I don't seem to have/get road-building capable units any more, which might help to circumvent the problem.[/quote] Your Commanders get the ability to create roads. It's actually pretty awesome.
The problem with lots of mana maintenance is that then your empire can't cast anything else. Unless it's huge anyway. That being said the main branch is beyond strong. Paying 10 mana per turn for the dragon would not be out of line IMO. Think of it this way, you can get the dragon @ L12, and it doesn't take that long to reach L12, especially compared to how long it takes to slog through the entire Civ tree to get the right tech.
Played a few partial games with this mod. Frankly I think the main branch is too strong. The Drake / Shrill Lord / Dragon line is incredibly powerful and comes relatively early in the gameplay. Once I have a Shrill Lord I feel invulnerable, and that is compounded by the dragon.
Experimenting w your mod. One thing I would suggest is that Summoners should have access to Counterspell. I was shocked to discover that I didn't have it when I was attempting to kill a Dark Wizard.1
Frost Giant Dire Bear Trait references Pierce Resistance.
Frost Giant Ability: Ice Grip. First off it's a neat ability, new to your mod, and I am enjoying it quite a bit. However you have it marked as "Range 1", and it's actual range is equal to whatever weapon the Frost Giant is using. For example, my giants wielding ice staves can apply Ice Grip at a distance. Is this a problem? Not sure. Seems to work fine.
When defeating Abelix, The Sunderer is awarded. Flavor text reads "...scrawled on the balde..." and should probably be "blade".
Hope this helps and is not just tl;dr. Q: How many levels should heroes get in a typical game? -- Usually I win at around hero level 6-7, so all the Hero XP+15/25% bonus level up traits seem useless? -- Also it's disappointing how slowly they level, because you only scratch the surface of the skill tree before the end. A: If your heroes are only getting to L6/7 then you probably have a bunch of them in the same a
As many of us have, I encountered Bacco early on and defeated him. However I then found an evil Doppelganger Bacco hiding out within Deorcynsse! Two Baccos? What is the world coming to! Link to saved game: https://dl.dropboxusercontent.com/u/59771612/Bacco%20the%20Beggar.EleSav
Frost Giants: They can ride horses.
Demonhounds are currently tamable. I think they used to be, then that was changed to prevent ridiculous OP issues?
I like the idea, could give a really unique flavor by allowing the mixed bloodline units. Small Bug: When building a Witch Market the city suffers a -2 gildar per turn penalty as long as the Market is in the queue. It shows up as "Witch Market x2". Once it gets built then it settles down to a -1 gildar per turn expense as normal.
Reliquary #6 - Fire's Heart. Lore describes it as leather, appearance and requirements classify it as chain.
I like civics to start working the unrest penalty down.
The easiest way to buy it is probably through Steam. I am not sure if you can buy it from Stardock.com any more or not, but you could try that way as well.