Calabim are better than most civs. Lack of elder councils is not a perfect but at least a tradeoff.
EitB v12 Wishlist/Progress
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I'd give EC to all Calabim before I did a workaround like that.
(April 26th, 2015, 14:40)DaveV Wrote: Another thought: I typically play my SP games at Immortal. The two free promos on the barb units built in cities make them much more of a threat, and harder to kill. Since this is intended to be an MP mod, how about giving those two free promos at all difficulty levels? The way I see it, difficulty is supposed to balance these based on your wants, so I don't think I'd do that (besides that being a good thing is not objectively true for everyone). If I had the skill for it, I'd break the difficulty up into two parts - firstly the effect on maintenance and beaker cost, and secondly the affects on AI/barbarians.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Propose:
Cost of Elephants changed to 60h (now costs 5g to upgrade to War Elephants). Given they already cost Animal Handling as well as actually needing to capture them, I think this is justified
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Are you saying that they'd be buildable without capture, or just that the upgrade would be reduced cost? I can agree with the latter, not sure I like the former.
EitB 25 - Perpentach
Occasional mapmaker
Upgraded with only 5g. Definitely not buildable (still required tech_never).
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
So, late-spawning Hyborem seems to be broken in some odd ways in v11.1. Spawn him with a typical beeline and you get the units you'd expect, plus usually a couple extra settlers / workers / axes. Spawned him fairly late in a deity-level game (about T120 or so) and he came in with the LB and Imp, no champs, no Axes, about 7 Settlers that lacked the starting settler bonus, 7 Workers and a ton of Manes. The Manes, Workers and regular starting units were expected of course, but not the promo-lacking Settlers and missing Champs and Axes.
Post saves?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Oh and settlers past the first one don't come with promotions anymore, and that's intended.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
(May 18th, 2015, 20:33)Kragroth Wrote: Your primary players are those on this board. You should cater to this niche and not force anyone to rename PMs. That is a bad practice that continually gets us into trouble. (May 19th, 2015, 00:21)Qgqqqqq Wrote: WTF is the point of this, Kragroth? Why do you always want to teach me how to do whatever I happen to be doing, be it mapmaking, modding or what have you? FFS. Start your own mod if it means so much to you. Q, Kragroth expressed himself overly bluntly. But the idea is worth considering, at least. I'm not a programmer, but as I understand it, the required thing is to change hard links to relative links, which probably needs thought about once and then find/replaced a bunch of times. I'd guess a time investment on par with fixing Hyborem's spawning? Not as simple as adjusting the cost of a unit, but not ridiculous either? Correct me if I'm wrong, of course. I do think that having the ability to run two versions side-by-side seamlessly is valuable. I would be reluctant to upgrade versions with the constant annoyance of renaming before every turn. I'd still do it, but I wouldn't be first, and I'd play fewer games while I had two versions running. Which means you wouldn't get as much feedback, as quickly. If I'm wrong and this would require major surgery, then I guess I can put up with the inconvenience. Just...don't judge the idea by its framing, please.
EitB 25 - Perpentach
Occasional mapmaker |