[quote who="Apheirox" reply="136" id="3433379"]What you should consider about the gold, however, is some of the Commander class' Merchant traits: Because gold is much more abundant these traits are worth relatively much less than normal since they still keep the same values as they had in the unmodded version. I'd suggest considering increasing the value of all these Merchant traits up to perhaps 5 times as much. Unless, of course, you plan to change how gold works completely.[/quote]
ailawiu
It would make the game absolutely horrible for anyone that took +unrest traits. Yes, gildar does eventually get out of control - having a capital focusing on gildar producing, with all the Town improvement and trade treaties is almost enough to sustain the entire empire by itself. However, with unrest penalties from the beginning it would be damn hard getting there without ruining your economy. Better to just adjust the prices for advanced troops. As it is now, having several large ar
Every single unit can do anything - bash, maul, counterattack and attack wrong target. This does make spears quite good, especially one handed spears. Perhaps even too good in case of the latter, as shields work very well against archers in this mod. On the other hand, counterattack damage is only 20%, compared to vanilla 50% I believe. So it's not that big of an issue... well, except for the fact that you can get bashed during counterattack or something.
I had a different issue at some point - it seemed that once I thinned out enemy troops to just a single unit (say, killing of 2 out of 3 figures), it would suddenly take 10 times more damage and die in one hit, whereas previously it would barely take 3-4 damage. Like reverse overpower, except it only happened with the very last unit. It also included monsters, not just player/AI units. Could be that in addiction to counterattack damage, bash etc., something else had bee
I quite like improved city defenders - unlike common militia, they can't be easily overpowered with a low level champion/sovereign. The ranged ones are a legitimate threat and can snipe you quite quickly if you're unprepared. Besides, it's only in the beginning that they're superior to ordinary troops. Given some time, AI will have armies that are just as strong or better. Admitedly, I wouldn't mind having nerfed militia for the player, while still keeping the stro
Another thing - do units/champions actually gain accuracy with levels? It's supposed to be 0.5-0.75 dodge and 1 acc per level, but the latter seem to be missing, both from champions and from normal units. It's a pretty funny thing, I haven't noticed it and it didn't bother me much in previous games... I had 5-20% less accuracy than I should and it still played fairly well... However, I did utilize Commanders pretty heavily, so that's a bonus of 12%. Between this, training
Well, after some digging of my own - it seems that counter damage is set to 10%. I assume this was done on purpose (default seems to be 50%?), as it does slow down the combat quite a bit. Still, this makes it laughably weak and negates both the main advantage from "cannot be countered" skills/weapons and counterattack abilities themselves. Edit: Also, as for mana comment above - I had huge issues for in the beginning, barely able to stay afloat - between enchants, blessings, combat sp
Yeah, I'm using it, works fine. It's just more visible with this mod, since bash and maul are pretty common abilities.
Few things that don't really work well for me in this mod - I'd consider first two points to be most annoying by far. Not sure about number 3 - is it a feature? Seems pretty weird, but maybe... 1. Infinite maul loop. With some weapons providing both bash and maul, it's possible to get your uber unit killed by a random trash, chiping away 1 damage for ages. While it doesn't happen very often, it's pretty annoying. Sure it can work in your favor, too, but still... I