Re: UnitGen - Random nations with procedural sprites!
			 
             
			
		
		
		
		The armor destruction magical effect is aoe-1 and ludicrously good especially for archers so it was removed. 
 
This morning I've: 
- Fixed commander generation so you should be guaranteed flying commander if you have flying units etc. There was a bug sometimes hindering this. 
- Sacred commanders should not show up in starting armies or militias any more and as an additional bonus commanders should be now ordered non-mounted - mounted - sacred instead of fairly random order. 
- Chariot generation fix: heavier chariots are more expensive and all chariots have a bit higher encumberance 
- Ranged sacreds are rarer. Vanilla has total of one of those (two if you count LA Man Wardens I suppose, but one with magic bow anyway), but in UnitGen they should still be considerably more common than that. 
- Magical bows should get a bit less extra stats. 
- The magic special effects may affect unit prices now. I added very basic price increase tags to most effects I felt deserve one without thinking much. 
- Nations get 5 to 10 extra gods based on random numbers and their magic paths to choose from. I didn't bother to list every single pretender in the game, but there's a good pile of them and hey, if someone feels like something is lacking, they can always add more themselves at /nations/gods.txt 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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