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Old May 12th, 2009, 01:00 AM
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Burnsaber Burnsaber is offline
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Default Re: Enhanced Gameplay Mod [project]

Awesome idea, Zeldor! I was actually thinking of doing something like this myself, but you beat me to it. If you need help with anything, just PM the word and I'll see what I can do.


I really like the idea of allowing the con12 items. Shortsword could be good for human nations to leverage against the giants, for example. Does anyone have the complete list of the con12 items and what do they do?

The Endo's magic site mod is probably balanced. Most of the sites are unigue, uncommon or rare. Should be a good addition with the removal of school-uber sites, so that there are some sites to look forward to. You should chek the recruitable units thought (just check the unit numbers they use and set them as recruitables for some nations) . Those are basically the only thing that could be unbalanced.

About making Asmegs recruitable.. hmm. Don't know, the graphic at least is hideous, don't know their backstory. But you know, now that I think of it, Golden Naga & Daughter of the Land could make good F & W summons. Golden Naga could be the mother of Fire Snakes and Daughter of the Land some kind of naiad-queen. Since you have the graphics already, it's just about statting them.

Balancing the gem income between eras for single-age games also sounds good. If someone throws a fit just because the EA Kailaisa gets one gem less at the beginning of the game while LA Bogarus gets one more, this mod isn't probably his forte.

Quote:
Originally Posted by Trumanator View Post
Removing gem generators entirely seems a bit drastic, since there are some nations that really NEED them. (Kail/Bandar/Patala, sorta Machaka)
Nah. You just run into the first sign of "brokeness", the "warping". the term originates from MtG, very powerful effects warp the game, creating this sort of hypothetical vortex that sucks all other stragedies into them. The gem generators have been rampant for too long, now people just can't imagine anything else to do. Seriously, there is a lot do with machaka other than fetishes, I'm just getting trounced by meglobob's machaka in Cripple_Fight and I'm playing Vanheim! I have freaking skinshifters, blade winds and thunderstrikes!

It's time to cleanse the game of their wretched presence, purge them in the holy fires of modding! Once the smoke clears, take a look in the cleansed game and see promised land. Opportunities, now boundless. Wish 'spam', nonexistent. Stupid micro that you have to do to be competive, no longer there.

Quote:
Originally Posted by Trumanator View Post
Removing Tartarians effectively neuters a host of nations' endgame. Though it does work a little better if you remove clams, thus reducing the wish spam. It also helps some already very powerful nations like Nief, Ashdod, Hinnom, etc.
You have a point here. Removing the only non-unique SC chassis will greatly benefit those nations who have ones as recruitable. But if he also incorporates the Llamas thug mod, it would fix this.

Perhaps you could just nerf Tartarians? Like lowering hp's, magic picks, stats and so forth?


Quote:
Originally Posted by Trumanator View Post
Other than that, sounds great! Check w/Burnsaber though about using both of his mods, I think they might have some major conflicts with all the new spells he's thrown in.
Holy War + CPCS = no problem. They just eat the ingame spell slots like crazy. IIRC with those mods combined, there are slots for 33 more spells added in other mods. But it's not really set in stone. since he is also removing spells, you can overwrite Arcane Nexus, etc.. giving 4 more slots. There are also 2 very "heavy" spells in CPCS. If you remove just those two spells, you get 9 slots free.

I also just got some ideas on CPCS. I might be able to remove 2 spells without affecting the mod at all by some clever hacks.
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