Quote:
Originally Posted by rdonj
I'm looking at alchera now. For some reason there seem to be recruitable bashanites? Also one of the commanders is messed up. This seems to be an error with the start site "Te Korekore". It points at unit numbers not used in the mod. I'll need you to fix that or for you to tell me what they're supposed to be if they're going to be in this game. I suspect dreamhunters are the missing commanders
I suspect summon yarama yha-who is too cheap, they're very good units for the price. You have Yowie listed twice... the first form turns into 2393, but there is no 2393. The second Yowie has the same id number (2390) as the first, so I'm not quite sure what would happen if they changed shape.
I have the feeling Compel Maero is just a tad abusive. Immortal chaff is not in and of itself unfair. Immortal chaff that costs basically nothing probably is. I think they're too massable too early.
Dream hunters aren't weak, but for 400 gold they aren't amazing either. I would leave them where they are for now and see how the game plays out.
I don't feel that alchera is overpowered overall though. I would probably nerf compel maero a bit, but aside from that I think they are reasonable.
|

This is what I get for not testing a new version before uploading it.
I went ahead and made some changes - only the last one is a "buff":
Quote:
Originally Posted by the Vanishag
Update: v1.66
* fixed all the stuff I broke renumbering the mod for 1.65
* balance tweaks:
* Compell Maero now summons only one (was variable by skill), but only costs 2 gems (was 3) and Maeros now have 14 HP (was 12)
* Summon Yarama Ya-who cost increased to 15 pearls (was 10)
* Maohi Diver now has mapmove 1 (was 2 - makes them a little less land-friendly) and MR 10 (Maohi norm)
* Possum Warrior now has MR 14 (was 13) to accurately reflect "+2 bonus" from enchanted Possum-skin Cloak (which doesn't actually give +2 MR, but all units in the mod with this armor have +2 MR relative to a comparable unit without
|
Regarding the Maeros: as they increase unrest in their province 1/turn (each) and aren't stealthy, so you can't use this against hostile provinces, I figured that was a major balance point - losing a lot in a single turn could cripple one's capital the next turn.