highwayhoss

highwayhoss

Joined Member # 4224186
5 Posts 156 Replies 407 Reputation

I really enjoy this mod; I like the new options and factions. BTW speaking of Horses, I created a faction that's VERY Horse centric called the Vestallans (I originally used the name for a Civ4 Fantasy mod civ). The Vestallans are a faction of mancers with the following traits: Horse Lords Legacy of Serrare Faith They belong to a religion called the Church of the Eternal Flame; in my backstory, they lef

72 Replies 310,511 Views

I also disable the SoM as making things too easy. The thing is everyone focuses on the buildings.....how about taking a look at the spellcaster and the spell itself? I would argue that the SoM should have some prerequisites; remember it is a spell to take control of ALL magic; shouldn't that spell have SOME prereqs? My suggestion is for a Sovereign to cast the SoM, he or she should have at LEAST Master level in one school of Magic. &nb

32 Replies 96,652 Views

Looking at these posts, see some great ideas here. I would go with the idea of Pioneers making up to three outposts with a population of 10 people each; also give Pioneers the ability to raise and lower land (with some sort of prerequisites). maybe also have a mechanism where Pioneers could be absorbed by a city to add to the population. This would be a handy way to grow a newly founded city. I also support the idea of separate build lines for units and buildings; this i

15 Replies 72,652 Views

Having played Civilization 4 and E:WoM before FE, I strongly recommend continuing development of FE. I think you have something special here. As for my two Gildar pieces: Instead of making the game world like the Middle Ages, how about more like the Renaissance? A world recovering from the Dark Ages with more sophisticated technology like early gunpowder weapons and the like. More emphasis on Role Playing; instead of just hacking and slashing, give characters

171 Replies 741,338 Views

My thinking is that changes should be kept as simple as possible. First of all, since the game treats all horses as warmounts , I would run with that accordingly. All mounts (horses and wargs) should have an additional 20-30 labor cost for units and a 2 Gildar/turn wages cost (reflecting expenses like fodder, grooming etc.) I would assume that all Soverigns and Champions would have the skill to ride horses and fight mounted for game purposes. As for as roles go, I sugg

42 Replies 31,374 Views

I do have one question regarding mounted units; do they have saddles and stirrups? The character graphics I have seen does not show them. This is important because Stirrups in particular had a huge impact on warfare because it gave the riders a much more stable platform to fight. Maybe have saddles/stirrups as a tech and or equipment? Also I do agree that horse should have a large labor cost and a high Gildar wage costs. Also maybe have a chance for

42 Replies 31,374 Views

My suggestions for Infantry/Cavalry distinctions would be as follows: Increased support costs for horse/warg mounted units (reflecting the costs of feeding and taking care of horses/wargs.) After all, horses and wargs need food too. Spears should get combat bonuses vs mounted units (this would make spears more useful.) Accuracy penalty for Mounted/Mage archer units unless they get some sort of mounted warfare promotion. In fact, any unit mounted on a h

42 Replies 31,374 Views