Re: Recruitable Rebalance Version 6, non-beta, is
Me too, if this were to be PBEM on a fairly relaxed basis. Awaiting a new baby in the next 1-4 weeks, and that will take priority.
I tested it so far only a little, and like very very much of it a whole lot. I really liked the fact that many units are coming into their own. Now, the Indy nations are more interesting, and the AI can make better use of them. More testing to come.
Some tiny "criticism-type" remarks so far (I have detailed my remarks so far in a text-doc I have at home but forgot to bring here, sorry), and perhaps this is said too quickly, but here goes anyhow:
- Many ranged units became asymptotically better than their counterpart melee units, thinking in particular of X-Bows (especially of the Marignon flavor), which became BOTH cheaper AND better. I would have like to see them ONLY cheaper, NOT better, at least for some of the Indy troops, because I would still prefer there to be an incentive to purchase National troops above Indy ones of the same type (that is: get Indy troops if you are in a hurry or if you lack that type altogether, e.g. x-bows or archers for Abysia). I found the Heavy Archer (equally good warrior as bowman) a bit too butch -- if he is really wearing all that armor, his precision should drop.
- Marignon is now too butch for my tastes: The X-bow is now a cheap elite unit and the KotChalice is now much less expensive (why? I think he filled his niche quite well before), and the Flagellant has become almost half-price.
- I approve of making Light Cav less expensive, but dislike the fact that their precision has increased simultaneously. I read your justification in the readme, and didnt quite feel comfortable with "horses sitting still" etc. -- it really isnt easy to fire a bow from a horse. Also, it makes my Oglala mod outdated! ;-)
- Damn, I had about 4 other small points, but I will have to get back to you with those.
More testing to follow!
Thanks for your mod!
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