Well, already did Guardian but might as well consider other options for the future if it doesn't work out.
(October 17th, 2015, 10:18)Tiltowait Wrote: -1/2 unrest in every city
The "power" skill does something similar, plus this would make halflings even less playable, low unrest is their best advantage. They are already bottom tier in the mod I think.
Quote:+1 vision distance for all units and cities
Not sure if worth 1 pick, 2 even less so. There are plenty of units with improved scouting range.
Quote:allows you to 'mine' for mithril and adamantium somehow, even on Arcanus. this will make the appropriate resource appear on the map at the desired location.
That's what the modded Transmute is for. You do need some ore to transform but other than gems, anything can be changed to either adamantium or mithril.
Quote:enables a start with a Myrran race on Arcanus
That actually would be cool but confusing to the players and would make Myrran a bit redundant.
Quote:can freely move fortress around to any city
I guess I could make it grant the Move Fortress spell and make it cost no mana but...why would you want to spend a pick for this I don't really know.
Quote:ability to choose the next random event and who it happens to
Lack of interface to implement anything this advanced.
Quote:ability to choose your next hero when one is offered, instead of just getting a random hero (subject to fame of course)
Same. Although, there is a spell that pops up a list of heroes, Resurrection, so this might even be doable.
Quote:all your heroes arrive with super versions of their abilities, if they do not already have super abilities
This is a nice idea, I like it.
Quote:all your heroes have Legendary and Leadership ability
Would make heroes that have those way too bad..and there are plenty.
Quote:all normal units able to planeshift freely
Don't think there is any process that grants new abilities to units on overland, save for items equipped to heroes.
Plus this would reduce the value of Myrran far too much.
Quote:all normal units have 'create undead' ability but aren't undead themselves
Insanely overpowered I think.
Quote:all normal units gain +2 XP per turn instead of +1
Warlord does this better.
Quote:research more than 1 spell at a time but with the same research points going to both spells
Doubt I can do that.
Quote:add 50-100% to the value of every ruin you loot for purposes of treasure generation
Thought about this but treasure is generated at start of the game, not when defeating the lairs. At best it could change the amount of gold/mana/item value, but it wouldn't give you different types of stuff.
Quote:100% chance of fleeing safely from any battle
Too overpowered, I shot once with all my archers then retreat before anything can reach them.
The mod has a fleeing system that grants 100% chance to die while fleeing if the unit is too slow, this retort would directly contradict that feature. Whichever takes priority would make the other one less useful.
Quote:double casting skill in every battle
Hmm this one sounds fun. Almost must have to also take Chaneller, though and that's already 4 picks total. Range cost penalties are harsh even if you need to fuel 1x the skill with mana.
Quote:your enemies have corruption cast on a random city square every 10 turns
annoying and somewhat pointless considering shamans will clear it up in a few turns.
Quote:Just eliminate infernal & divine power, they're boring. They just have economic effects on your empire, but I want to see things crackle and explode. I wouldn't worry about eliminating the elemental masteries to make room for more retorts, either. 15% advantage? Meh. Pure number-crunching, let's make retorts FUN.
To be honest those numbers actually win you the game, although by a boring way that's sure.
The "power" skills are the only way to reduce unrest and gain more power (not counting nodes) through retorts so they are unique enough to stay...only one of them, that is.
Quote:Eliminate alchemy and break its abilities into two separate retorts. +1 to hit AND free mana/gold exchange is just too good.
Not sure about that. If it was +1 to hit then sure but...it isn't cumulative with magical weapons.
It's more like "I don't need to spend 150 production or 300 gold on the alchemist guild per town".
Unless you play barbarians or gnolls who cannot build one, those definitely benefit more.
Free mana exchange is great, though.
I was considering to make this cost 2 instead of famous, but ended up choosing Runemaster for that and dropping the crazy book requirements of it in exchange. Runemaster is a fun retort and it's even stronger than the original but taking 2 each of 3 types of books is way too much of a restriction.
Quote:A retort that only works during defense? We want to encourage offense!
Not really, the guy who helps me testing the game is always rushing and finishes every freaking game before we could see a rare spell in action. I mean he even does that when playing Sorcery High Elves, not just with barbarians or other rush races...
Other problem with offense is the AI sucks at it.
I already consider it a big problem that it can pick races like Barbarian when it isn't capable to go on offense in the first half of the game (unless the player causes it to), I'm not entirely sure but I think it cannot declare war until turn 80 or something like that.