Okay! The newest version is available in the OP. Lots of changes, the biggest ones are to Improvements. Werewindle did alot of good work to Abilities and expansion issues. I will update the OP to better explain what we have been doing. Werewindle might want to explain his changes since we don't have a specific list we are working from.
seanw3
I might just do that. =) I should have the link up in a few hours, I just don't people to get half the changes and then not update when I finish.
The way I have it set up, you can eventually get citylevelup bonuses that reduce Unrest for the whole faction. This allows you to either raise taxes or expand. I like that choice.
I took the link down because there are some things I want to add before people download it again. Buildings are getting a makeover.
Won't probably work very well. Hf's mods are all combined and use the vanilla balance for the most part. I wanted to make them compatible, but I am mostly interested in improving balance and Hf is working on long term content additions. At some point these two things will coincide though.
We did mod spells actually. I am in the process of adding some improvement balances. Then I will fix the spell target issues. There is alot more balance in the mod than the OP implies, I just haven't updated it in a while. I didn't realize Stardock hired an official mod police to tell me what a mod is. [e digicons]:annoyed:[/e]
New version up! This one includes penalties for overexpansion courtesy of Werewindle. The AI should even be better about keeping a smaller nation.
The issue isn't how powerful the Hero is, but where the power comes from. Heroic weapons and armor found in loot are so incredibly OPed that nothing else can really compete. Traits IMO should be where the Hero's power comes from. A hero with a spear should be as good as 5 men with a spear because he is an expert at parrying blows and attacking weak points in armor. I don't like that a hero simply finds a spear that does 5 times the attack of a normal spear and then has to fight wi
I like having some heroes with high Dodge. There are still plenty of ways to kill them. Accuracy starts at 63% and goes up by 3% per level. Acrobat is simply keeping up with that increase. It adds some nice flavor to have some units that rely on Dodge to defend. Most of my cavalry use dodge if they can to reduce the danger of being the only unit near the enemy. But there are other things that would help balance this out. For one thing, there needs to be more magical stuff that increases Accur
Oh, and be careful with adding too many monsters. Part of the reason we are doing one monster to take on a whole army is the RAM requirements of having too many on the screen.
No, I am using the Stealth trait for my units to avoid enemies.
I suppose I could just add my units in a subfolder. Good idea. If anyone else wants to post their units, I will add them as well. I have mostly been working on leather units, so if someone wants to deal with chain and plate, that would help alot. I am also in the process of adding 3 traits to all the core units. They are really not hard to beat unless they are using Traits. As to Monsters, I have taken to making whole armies with steal
I think the point of the 3 unit benefit is to encourage suicide attacks. I often send waves of 3 man armies out to kill their better units before my main army gets there. Perhaps Tarth should get some unique traits for trained units to make 3 units more survivable.
Water also has Chaos and Pandemonium which do better damage and cannot be resisted. Water is pretty decent for summoning and damage.
Beta 4 is in the summer are some point.
Right, I think there should be an armor spell that is weak to ranged attacks. It would be a little odd to have one that protects and one that does the opposite from the same magic source, but there aren't too many other options of we are using Elements as the source of the power.
Sounds like fun, but seems difficult to implement. Hidden units is a whole new can of worms.
My bars are always messed up. Many of them never update correctly until the next battle.
New Test video in the OP.
I see traits as additional training. It should take extra training to function efficiently in armor. Even at 81% armor, you only get -4 Init. So you can trade 4 Init for Bloodthirsty or Charge. The question is how you want to focus the unit. The best thing is that as the game progresses, there are more and more factors that affect whether or not you should take Muscle and Strength or perhaps just Muscle if you can get away with it. Full Plate should require a horse, Muscle, Strength, and some
You could also have some kind of Air based power that stops blunt and cutting, but is weak to piercing if you are going for one defensive option per element. Fire already has Mantle of Fire.
Actually, it should be split into Barkskin and Stoneskin. One is vulnerable to Blunt and the other to Cutting. That would be some prime flavor for the unique spellbooks.
You have to use Muscle and Strength Traits to wear armor. It is actually a great trade off in the game. Mounts are so much more valuable and the Trogs special ability makes them more capable of full plate than any other faction.
Outposts would also be a good thing to be unlocked by a tech instead of available at turn 1.
Werewindle and I are thinking of adding much of these suggestions. I will take a look at citylevelup bonuses and early game improvements once I finish up the combat changes I am making.