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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