Re: Freaklords I mod game (discussion)
Yeah micah has a good point. While it does seem like an interesting excercise, I think it might get old kind of quick. After all, with no indies and no summoning/forging, the troops you start with are the troops you end with. After about turn 30 or so its going to be pretty rote.
Might be interesting to do something like this: start off the game with your 6 standard units. But then at turn ~20 you get a special unit, which has some interesting stats or abilities to spice up the game. And then another even better and more interesting unit at turn 40.
As for SCs, you're probably better off just banning them. Mod up a human pretender with no magic and just make everyone use that.
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