Re: Fantasy Empires Mod  Discussion
			 
             
			
		
		
		
		First, neat mod. And where can I find that patch? 
Next are some patchables I noticed. 
 
 
No results/useless: 
 
Chaos Rift 
Item Creation 
Alchemy 4 & 5 
Weaponcraft (for Undead) 
Undead ferocity 
 
 
Easy fixes: 
 
Name                          := Ghost 
Tonnage                       := 2900 
 
Name                          := Wizard 
Name                          := Mage 
Name                          := Archmage 
Ability 2 Descr       		:= A wizard never travels without a shield spell: [%ShieldPointsGenerated] phased shield points. 
 
Name                  := Mobility I 
Restrictions          := One Per Vehicle 
 
Name                          := Vampire (Dire) 
Tech Level Req 1              := 2 
 
High commander 
Commander General 
Sorcerer General 
Pic Num               := 10 
 
 
"Family" issues: 
 
Fear is an armor like Undead Tenacity? 
Family                := 2222 
 
Gringotts Vault & Mana Matrix's 
Facility Family     := 9 
 
Cavalry Stables & Crossbowman Barracks 
Family                := 1304 
 
Name                  := Conjurer's Tower I & II 
Name                  := Dark Tower I & II 
Name                  := Celestial Tower I & II 
Family                := 1306 
 
 
Is it an engine? What is supposed to do?: 
 
Name                  := Resistance I 
Number of Abilities   := 1 
Ability 1 Type        := Standard Ship Movement 
Ability 1 Descr       :=  
Ability 1 Val 1       := 0 
Ability 1 Val 2       := 0 
 
 
Inconsistent/Incomplete: 
 
Name                  := Caravan I 
Tonnage Space Taken   := 4 
Tonnage Structure     := 40 
Name                  := Caravan II 
Tonnage Space Taken   := 20 
Tonnage Structure     := 20 
Name                  := Caravan III 
Tonnage Space Taken   := 20 
Tonnage Structure     := 20 
 
 
Play balance: 
 
Early game "trade kings" with "Marketplace cities" are decidely more advantageous than those waiting on long leadtime Miners/Farmers/Mana Guild researchers. The Marketplace with 1500 total resource generation rivals the long leadtime Capitol City Resources. 
 
 
Undead seem...not-so-dead: 
 
Things don't seem riht unless, "Undead" are actually necromatic humans. The undead have no cheap "Medical Bay." Since Undead do not have specialized facilities, how about every undead "ship" has built in medical bay? Also, some inherent "Boarding Defense" ability. Too bad an undead killing cleric "bridge" isn't possible. 
		
	
		
		
		
		
		
		
		
		
		
	
		
			
			
			
			
				 
			
			
			
			
            
			
			
				
			
			
			
		 
		
	
	
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