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EitB v12 Wishlist/Progress

(December 14th, 2014, 22:02)Kragroth Wrote: I don't really see it as being a deep fundamental change. The only thing it does is give you a logical out to get rid of your built / captured cities that you can't afford anymore for whatever reason. Seriously, go overexpand as a barbarian civilization before getting the right techs. You can irrevocably screw your game up to the point where you cannot recover.

Yes, you can try to raze a city you think your enemy might capture. You can also destroy your own improvements so that your enemy can't pillage them. This is a combination of the Fabian Strategy and the Scorched Earth Strategy. This has significant military precedent.

The only thing you lose is now logically a human would not allow his city to be culture bombed, s/he would just raze it instead. And of course, by doing that you allow the enemy civ to settle a new one in the same location (since the culture border will be gone) or settle a new city in a better location than the original one.

The deep fundamental change is that it stops war being ever (or almost ever) a viable option. Yes, scorched earth has military precedent (I don't recall one in which the largest cities in the realm - which is what cities represent - were razed, however) but it doesn't have one in civ, and for good reason.

I think the discussion of this is counterproductive, and that you aren't going to be able to convince me as to it's necessity, so I'm just going to unilaterally say that City Razing by Self WILL NOT be Implemented in EitB.

Let's discuss something else, people.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.


Had a nice long chat to Ellimist about a bunch of current EitB issues:

Ellimist:: i am relatively confident that i can eventually beat almost any FFH AI situation
me: Yeah
Ellimist:: it still might be worth playing out
me: In EitB for sure
Ellimist:: but FFH tactics definitely reward creativity and innovation
me: In MNAI, it can be a different story
Ellimist:: which are two things an AI won't do
maybe
me: Facing AI (on high levels) is actually pretty bad for preparing you for MP
Ellimist:: yeah that's sortof my point
like
me: Because the tactics are different
Ellimist:: the hippus/clan war in 36 for instance
would an AI have captured 15 cities in 5 turns?
me: Against an AI, you never need to worry about realdefence
Ellimist:: given the chance
me: Yeah
Like, I faced a raider enemy as Kurios recently
And basically all it meant was they moved two tiles per turn When slowmoving too my frontline city
[REDACTED]
me: Yeah
I probably should've nerfed it by now :/
Ellimist:: eh
don't nerf stuff
that's really my biggest philosophical disagreement with EITB in general
i like EITB
me:
Yeah
I know
Ellimist:: but don't nerf features, make other features better
me: Like, I'm pretty sure it doesn't do that in [some old version]
Ellimist:: it's not even any particular thing, i just don't like EITB versions of stuff being worse than the FFH versions
me: What would you do to Fawns, then?
Ellimist:: Fawns?
uhh
me: Oh NM.
They were broken by Eitb
Cost more in FFH IIRC
Ellimist:: my main thing that i'd do in your place if i was working on EITB
is pick a civ that's significantly weaker than average
or a feature/etc.
sheaim, for instance
me: Sheiam still too weak with boosts to Gates?
Ellimist:: and figure out what i can do to make them almost even with the best civs
yeah probably boosting gates
if you've changed them in the latest version, i don't have that one installed yet
me: I did boost gates. Big time (over the past few versions)
Ellimist:: the main change i think gates needed was a cost reduction
at 201 hammers (quick) they were basically a wonder
me: '36 is on old-fashioned v9 IIRC
Ellimist:: other changes were very nice as well, such as reliquaries
me: Did I make any?
Ellimist:: well i think they used to be a nearly useless building
and at some point they became a pagan temple replacement
with all the typical temple benefits plus their unique bonus
me: Not me, but yeah
Unit Change: Chaos Marauder: Is buildable, Cost: 45H, Requires: Planar Gate, Carnival
Unit Change: Manticore: Is buildable, Cost: 240H, Requires: Planar Gate, Grove
Unit Change: Mobius Witch Is buildable, Cost: 150H, Requires: Planar Gate, Mage Guild
Unit Change: Minotaur: Is buildable, Cost: 240H, Requires: Planar Gate, Obsidian Gate
Unit Change: Reveler: Is buildable, Cost: 150H, Requires: Planar Gate, Gambling House
Unit Change: Succubus: Is buildable, Cost: 150H, Requires: Planar Gate, Public Baths
Unit Change: Tar Demon: Is buildable, Cost: 150H, Requires: Planar Gate, Temple of the Veil
Building Change: Planar Gate Cost Reduced: 300H -> 250H
Building Change: Planar Gate Doubled by Summoner
Building Change: Planar Gate Spawn rates changed to the following: Increased to Roughly a Third of the AC, number of units changed to as bracketed [] (5% 0->9 [2], 10% 10->29 [4], 13% 30->39 [8], 17% 40->49 [10], 20% 50->59 [12], 23% 60->69 [14], 27% 70->79 [16], 30% 80->89 [18], 33% 90-99 [20], 40% 100 [25])
Ellimist:: is that all normal speed
me: Yeah, all numbers are normal
Ellimist:: 250 still seems super expensive
me: PG will lose doubled with SUM and get another 50-100 hammers chopped off in v12
Ellimist:: that's like, deruptus brew house cost
me: Doubled with SUM
Ellimist:: there you go
yeah that's more like it
me:
So. What would you do to Elohim, under that philosophy?
Ellimist:: hmmm, let's see
okay right now they sort of lack direction/specialization
me: Thought: Monks upgrade to priests.
Ellimist:: they have a powerful archmage hero, a very cool civ trait that they never get to use, and some lackluster bonuses spread all over the place
thematically, they seem to have a focus on disciple units
me: T: Gain SPI for all leaders (or civ trait?)
Ellimist:: yeah maybe fold in some of the malakim style bonuses
me: 3 traits is pretty damn powerful
Though
Ellimist:: yeah, it's an option
but i agree
monks are what, 80 on quick?
me: I mean, INS gets it with a nerf
Think so.
Ellimist:: okay what about this
don't make them all spiritual
but what if monks start with potent regardless of trait
and can upgrade to any priest
me: And can upgrade?
Mobility as well>
Ellimist:: yeah, sure
SPI gives the civic bonuses, so they wouldn't get that
me: Definite boost. Probably needs something else, though
Ellimist:: so, if monks can upgrade to any priest
me: What is there other unique?
Ellimist:: the cost of priests and monks are the same
me: *their
Ellimist:: so the upgrade is free-ish
me: So they get the old Freak gimmick, almost
Ellimist:: and they can upgrade from priests into eidolons or druids or whatever
yeah
i'd sort of like to give them something earlier too, but i'm not sure what
me: What about if we make Reliquiries a build-everywhere building
On par with GM?
Ellimist:: they sort of already are
i think
me: Not sure what to add, but that sort of thing
Ellimist:: i vaguely remember from the pitboss
okay the version i have shows reliquaries are 60 hammers normal
so that's 40 on quick
me: What do they give?
Ellimist:: spirit guide promotion to units built in city
2 culture
me: Oh.
Ellimist:: and 1 GPP priest point
also 1 unhealthy
theyre a monument replacement
me: They replaced monuments
Not Pagan Temples
Ellimist:: i was mistaken
if you want to boost them any more, maybe give them a priest slot
me: FFH wiki had them as +2cpt anyway
Ellimist:: but they are very worthwhile in my opinion
me: So I could switch which they combine with
40h PT with SG, +2cpt
Ellimist:: and actually
me: Spamspamspamspam
Ellimist:: take creative away from ethne
she won't need it with those super monuments
me: K. What instead?
She's ORG
Ellimist:: yeah
hmm
me: IND?
No, that's Kandros
Ellimist:: well i don't know how to do it thematically
but i really think they ought to have early game aggression as a better option
otherwise tolerant will go to waste
me: AGG?
Nope, sheelba
Ellimist:: yeah but ethne is like, the least aggressive leader in theme
she's like... cries because an animal got hurt
me: She could get anything, really
Yeah, I know
BTW
I had the thought that a civ-wide boost could be something healing or medicine based
Like...+50& healing in borders or something
Or healing anywhere is the same as healing inside borders
Ellimist:: oh, easy elohim change... take away the +20% war weariness thing
oooh, a map wide healing boost could be cool
dunno how best to implement that
me: Yeah
Ellimist:: all units start with March?
or medic or something
me: Ooh.
Not medic - counter productive with disciple focus
Ellimist:: yeah
march gives +10% to heal rate and can heal while moving
and +10% really means they heal an extra 10% every turn
me: Issue is...how to implement that. I don't want to give two civ traits, and it doesn't really work with Tolerant. But that's just coding
Yeah
March is certainly very powerful
Ellimist:: why not with tolerant?
me: Why should tolerant people heal better?
Ellimist:: you could add March to the bonus given by reliquaries
me: It's a thematic clash, not a gameplay one
Ah, that would work
Ellimist:: yeah i'm all in favor of staying true to theme
me: BTW
Ellimist:: okay so if it gives spirit guide and march that's totally fine imo
me: If we keep Reliq's as monuments
Than CRE Ethne builds them for 20h
Ellimist:: and if you add a priest slot to them as well that really pushes it
yeah i know
but
is saving 20 hammers worthwhile?
me: Yeah, idk
Ellimist:: or are people just going to always pick thessalonica or onion logos
me: But it's still faster, and you'll get them everywhere
Ellimist:: yeah
me: Forgot Thessalonica lol
Ellimist:: can you modify the palace so it doesn't INCREASE war weariness?
me: Ethne could be FIN I suppose
Yeah, got that
Ellimist:: it doesn't have to decrease it but jeez
i understand the theme thing
me: Anyone else's do that? Cardith IIRC
Ellimist:: but theme is silly if nobody ever wants to play them
me: Yeah
Ellimist:: lemme check
me: Does ORG in general need a boost, BTW?
Ellimist:: honestly it doesn't matter too much if kurios had a problem like that, they have enough benefits to overcome it
me: Yeah
Ellimist:: ORG seems fine in 36
but sheelba might not be the best example
me: Yeah
Also, thing that CFC mods do: Give Decius Tolerant
Sent at 7:37 PM on Friday
me: With the GM changes, less picking of Cala Decius. And no one ever goes for Malakim/Bannor Decius
Ellimist:: civs with a war weariness palace penalty:
malakim, lurichiruiurip, ljosalfar, kurioates, elohim
oooh tolerant decius makes some sense
he already leads 3 civs
me: Kurios, fine. Elohim, Luchuirp (?) need changing
Ljolsofar I could see either way
Ellimist:: yeah probably
i'd drop the malakim penalty too
they already got nerfed by the change from potent to favored
me: Elves are strong. But less so than Svarts?
Yeah
Well, no they didn't.
Common misconception
Ellimist:: i really wouldn't have a problem with just removing all WW penalties from palaces
me: EitB Favored == FFH Potent
EitB Potent just has +10xp max
Ellimist:: yeah but you can't promote lightbringers up to adept any more
or if you do, rather
me: Yeah you can
Ellimist:: you don't keep the bonus
me: Don't you?
Is that deliberate?
Ellimist:: i thought that was the entire point of the change, yeah
deliberate
i could be wrong
me: Nah, the point was to boost ARC without boosting the (already strong) SPI
IIRC
Ellimist:: well i could be wrong
me: Testing atm
Ellimist:: oh, maybe reduce the cost of Hallowing of the Elohim and Elegy of the Sheaim
they're basically pointless anyway, especially at the current prices
me: Done
Ellimist:: if they were maybe 150 (normal) then perhaps there would be a niche use for them
me:
Well, they're on half of what they were before
Ellimist:: yeah i dunno what that was... it's probably still too expensive but who knows
i doubt there's a "perfect" cost for themn
since if you make it too cheap it'll mess up the AC
Sent at 7:46 PM on Friday
me: You're right that they lose Potent
That'll have to change
Ellimist:: yeah
i mean
i understand the point of occasionally nerfing some stuff
me: From my perspective, that's a bug
Ellimist:: but i think the best balance tweaks we can do are the ones that make weaker civs become valid options
me: Yeah
Anyway, ORG (sans Sheelba) need anything more?
Ellimist:: i dunno
me: Hmm, could ORG and TOL be rolled into one?
Ellimist:: it's already one of the better economic traits
eh
me: Tolerant isn't really that big of a thing
Ellimist:: well tolerant is also a disadvantage
me: Maybe too much, tho
Yeah
What happens to bar cities taken by Elohim?
Ellimist:: it's nice, but i don't know if we want to spread it around that much
i dunno
the only elohim game i've really done was the pitboss and i don't remember capturing any barb cities with them
Sent at 7:51 PM on Friday
me: Reliquary monument or PT replacement?
Ellimist:: i like it as monument
me: Yeah, it kinda obsoletes Monument if it isn't that
Ellimist:: 40 hammers is cheap, it gives culture which every city needs, and it gives enough other stuff that you aren't reluctant to build them
if it also gave a priest slot and you coulid build pagan temples for a second priest slot, that would give them a nice Altar option too
it already gives 1 priest GPP
me: Yeah
Definitely gells well with the theme
Ellimist:: hell... if you REALLY want to push it
me: I can't believe it was 200h in base
Ellimist:: you could make it 30 on quick
like what happened to axemen
200 for reliquaries?
and they did almost nothing too right?
me: Monuments or general or just reliq?
http://fallfromheaven.wikia.com/wiki/Reliquary
Ellimist:: reqliquaries not monuments
i dunno if that's too much, i just don't mind the idea of pushing them pretty hard
me: IMO they'll probably build them everywhere, 40h, or 30h
Ellimist:: wow yeah they were so useless haha
me: But I don't mind bumping up a tad
Ellimist:: that was all i remembered
the way i'm looking at it
is like
me: Has the advantage of meaning someone is more likely to test soon
Ellimist:: okay if you are going shopping somewhere
and there's an item that you've seen that is somewhat interesting looking but costs more than you care to pay
and suddenly you go there one day and the business has decided that "hey! we want you to seriously consider buying this thing!"
they've cut the price in half or something, there are new special features that the old version didn't have, there's a spiffy new color, etc.
like, we don't have to make the Elohim or whoever suddenly the best civ, but we want to boost them enough that people want to give them a shot and then aren't disappointed by them
me: Yeah
Ellimist:: anyway
march is a big deal i think, and the rest doesn't hurt
me: Yeah
All little things, adding up
Ellimist:: yep
i was trying to think of a way to buff spirit guide itself
but the randomness of it seems tough to modify and that's the biggest drawback
me: Yeah
Ellimist:: probably best to leave it as is
me: It's basically a nice-to-have
Monks still start with Potent?
Ellimist:: uhh
yeah
i'm thinking a decent sized army of spirit guide units could be powerful
me: Nah, too much of a knock on Thessalonica - what about mobility instead?
Ellimist:: mobility is good
me: Mobility transforms priests to army status after all
Although Monks do have two natural moves, so maybe lose one as well? idk
Ellimist:: yeah and maybe some first strikes?
instead of potent
well then you would lose it if upgraded though
hmm
me: Or Drill 1
Nah, mobility isn't lose
Ellimist:: sure drill 1
me: On upgrade
Ellimist:: Cannibalize
me: lol
Ellimist:: i have the monk civlopedia entry open
me: Because that's thematic
Anyway, gtg
Sent at 8:05 PM on Friday
Ellimist:: they can get so many weird promotions technically
good night
i'll try to come up with ideas for the other underused civs
as far as i know grigori have only been good once and that was because it was Thoth

From that, I'm going to propose the following changes.


Elohim:

Reliquary:
(Reminder: Reliquary's are currently a monument replacement that gives Spirit Guide, 1GPP, and -1 health.)
- Reliquary now adds the promotion "march" to units built in the city.
- Reliquary gains a priest slot.
- Reliquary cost changed from 60h->45h (?)
(Reliquary's now turn into a must-build building for pretty well every city, which also acts as an extra buff to the CRE Ethne. The march dynamic adds a new "trait" to Elohim armies, given Tolerant's lackluster affair. Priest slot and cost slash are cheeries on top to help incentivize the Elohim.)

Monk:
(Reminder: Monks are currently a 80h, 6str, 2move unit that starts with Demon Slaying 1 and Medic 1, and is available at Priesthood.)
- Monks can now upgrade to all Priests.
- Monks lose 2 moves, gain mobility promotion.
- Monks gain Drill 1 (?)
(Monks can now upgrade to Priests for 5g, bringing mobility, potentially Drill 1, and Demon Slaying with them.)


Grigori:

Adventurer Counter (?):
- Adventurer Counter mechanism merged from Extramodmod(/various).
(This divorces Adventurers from the GPP pool and creates a second counter instead, meaning that their unique flavor does not harm their economic potential.)


Infernal:


Starting Gold:
- Hyborem starts with 5 gold per average number of enemy cities divided by two (5g per extra unit gained from the "base" setup).
(This is to prevent them from being on strike if they spawn late-game.)


Sheiam:

Planar Gates:
- Planar Gates changes from 201h->150h
(Still quite expensive, this makes them more reasonable. I'd be prepared to go even lower, tbh.)


Luchuirp:

Pallens Engine:
- No longer grants Perfect Sight. Instead, grants Light to golems.
- Now requires Body mana and Alteration, instead of Sun mana and Divination.
- Cost reduced (180->120h)

Alduria Chamber:
(Reminder: requires Necromancy.)
- No longer grants Hidden. Instead, grants Heavy to golems.
- Cost reduced (180->120h)
- Now requires Death Mana
(I'd be prepared to change for any of the necromancy manas.)

(Note: This means they have a building at every mana tech save divination.)


Civics:

Conquest:
- Moves back to Warfare (from Education).

Military Strategy:
- Moves back to Military State (from Warfare).

(These techs don't have enough going for them atm, and education has too much.)


General:

Favored:
- Disciple units upgrading to other unit-types don't lose the Favored promotion. (Relevant for Savants/Lightbringers upgrading to mages.)
(Bug-fix.)

Decius:
- Decius gains the Tolerant trait.
(Decius is weak and rarely taken for all civs he works under, and this works well with his flavor.)

Religious Victory:
- Make it require the appropriate Shrine.
(Bug-fix.)

Spell Damage:
- Combat promotions lose +5 spell damage.
- Mechanism created to tie spell damage to Unit level instead.
(Combat line overshadows over upgrade lines.)
(Note:Probably delayed due to complications.)


Palaces:
- Elohim palace loses +20% War Weariness.
- Malakim palace loses +10% War Weariness.
- Luchuirp palces loses +10% War Weariness.
- Ljolsofar palace loses +X% War Weariness (?).
(All weak civs, gives an easy buff.)

Naval:
- Navy units gain +100% +50% versus Water walking units Disciple units
(Cultist nerf. Cultists have enormous utility, and as I recently realised (read: Bob explained it), the central issue is that they are more versatile than a navy, and punch above their weight - with a single cultist, even without Tsunami-ing, having odds on at least one galley on defense. This means that navy has more of a place in the game, without nerfing the intended function of Cultists (water collateral).)

Control Whole Team:
- Merge the Control Whole Team option from Magistermodmod.
(Allows you to control the whole team, rather than giving up to an AI. Probably won't make it into v12.)

Goblin Archers:
- Change strength from 3/5 to 2/4 (with poison, same as normal archers).


Multiple Production (???):
- Merge the Multiple Production Mod.
(I'm nowhere near convinced I want this in - in fact, it won't go in for v12 - but I want to mantain discussion on it.)


There, that should be enough to chew on for a while.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.


Just a note, when you create v1.12 make sure it creates two folders: One named Erebus in the Balance and another one named Erebus in the Balance v1.12 . This will help get over the confusion experienced by Northstar and prevent extra instructions and steps to copy a folder and rename it.

All future PBEM games should use the folder with the version number (Erebus in the Balance v11.1, etc.) to preserve the games being overwritten (EITB XXXVI uses the base Erebus in the Balance, but that should probably be changed).

Reliquary giving a Priest Slot in a Addition is much needed. Now, I really want to build them as Elohim. March is cool but now it gives another side effect that now Mounted and Recon Units (which have a hard time getting March) will now have March.

The Shieam stll have problems because the Planar Gate is still a double build mechanic. Build a Planar Gate and a Bathhouse and get stuff. Build a Planar Gate and a Carnival and get stuff. As such if they actually go for these flavorful Planar Gate units they've slowed themselves down militarily compared to other civilizations. I don't know about you but I don't like to build an Archery Range and a Hunting Lodge and a Mage Guild and a Training Yard all in the same city. I'd rather build one required building to make units in one city and build another unit type maker in another city. But the Planar Gate Mechanic is trying to get me to do the former.

Perhaps a radical suggestion, but do we really need Planar Gates? Why not let the Sheiam build these units with the base buildings only (Carnival for Chaos Marauder and Bathhouse for Succubus for example)? At least it would take away some of the double build penalty although Shieam still have their problem by being just a mainly Pyre Zombies Civilization.

A couple of other notes:

We still need the block non core events option.

The Arcane Trait has always lacked oomph. Maybe it'd be possible to just roll in Arcane to Philosophical. We don't have a separate Divine trait to spiritual. Why do we need a separate Arcane trait from Philosophical? At the very least Arcane should improve Alchemy labs and make it cheaper to upgrade adepts.

Thematically Dain vs Tebryn should be cool but Tebryn just sucks.

Aside from the things I mention below, I like the proposed changes, or am indifferent to them.

Quote:(Monks can now upgrade to Priests for 5g, bringing mobility, potentially Drill 1, and Demon Slaying with them.)
Isn't this basically the same mechanic that the Malakim have with Lightbringers? Except delayed and restricted? It gives a bonus that's basically identical to Spiritual, too: mobility plus a promotion or two.

What about making Monks actually worth having for their own sake? Boost their strength, or give them something unique. One possible inspired by their D&D role: make them Magic Immune.

Quote:Spell Damage:
- Combat promotions lose +5 spell damage.
- Mechanism created to tie spell damage to Unit level instead.
(Combat line overshadows over upgrade lines.)
(Note:Probably delayed due to complications.)
Strongly disagree here. Right now, you've got a tradeoff between versatility and power. You're proposing that there be no tradeoff. There'd be literally no reason to promote a mage unit to Combat. Maybe sometimes promote an adept to help farm barbs to level 4, but that's all.

Why remove a tradeoff? Aren't they basically the point of playing?

Quote:Palaces:
(All weak civs, gives an easy buff.)
Weak? You know they've all won games or come in 2nd, don't you?

Quote:- Navy units gain +100% versus Water walking units (?).
(Cultist nerf. Cultists have enormous utility, and as I recently realised (read: Bob explained it), the central issue is that they are more versatile than a navy, and punch above their weight - with a single cultist, even without Tsunami-ing, having odds on at least one galley on defense. This means that navy has more of a place in the game, without nerfing the intended function of Cultists (water collateral).)
Can you make it vs Cultists only? It feels weird to have Drowns become weak as well. They're already hard to find a good use for.

Quote:Goblin Archers:
- Change strength from 3/5 to 2/4 (with poison, same as normal archers).
If you do that, you should also remove the code that makes them Weak in barb cities.

(January 16th, 2015, 06:35)Kragroth Wrote: Just a note, when you create v1.12 make sure it creates two folders: One named Erebus in the Balance and another one named Erebus in the Balance v1.12 . This will help get over the confusion experienced by Northstar and prevent extra instructions and steps to copy a folder and rename it.
Or, even better, if you could find the dependencies and eliminate the base folder requirement entirely, that'd be appreciated!

Quote:Perhaps a radical suggestion, but do we really need Planar Gates? Why not let the Sheiam build these units with the base buildings only (Carnival for Chaos Marauder and Bathhouse for Succubus for example)? At least it would take away some of the double build penalty although Shieam still have their problem by being just a mainly Pyre Zombies Civilization.
I like this idea, except for one side effect. I feel like that removes most of their reason to boost the Armageddon Counter. If we can sneak that back in through another route, I could see a case for it. Maybe make Planar Gates really cheap (like 10h), but also really scaled to AC? So the cost of getting your free units is in the Elegy, rather than in the Gates themselves?

Quote:The Arcane Trait has always lacked oomph.

I disagree here. It's nearly impossible to make a mage-based army without it, in time to matter. But...

Quote: At the very least Arcane should improve Alchemy labs
I like this suggestion anyway.
EitB 25 - Perpentach
Occasional mapmaker


I agree with everything Mardoc wrote, except I do like Planar Gates.



I have zero interest in ever playing a game with the Multiple Production mod, but if you include it solely as a game option, that's fine.


Not a fan of dropping Monks down to 1 move- that slightly nerfs Thessalonica, who otherwise can get base 3-move Monks via Spiritual (which are pretty neat).


Didn't you already incorporate the change to Gobbo Archers in v11.1?

(January 16th, 2015, 06:35)Kragroth Wrote: Just a note, when you create v1.12 make sure it creates two folders: One named Erebus in the Balance and another one named Erebus in the Balance v1.12 . This will help get over the confusion experienced by Northstar and prevent extra instructions and steps to copy a folder and rename it.

All future PBEM games should use the folder with the version number (Erebus in the Balance v11.1, etc.) to preserve the games being overwritten (EITB XXXVI uses the base Erebus in the Balance, but that should probably be changed).

I'll take that under consideration.


Quote:March is cool but now it gives another side effect that now Mounted and Recon Units (which have a hard time getting March) will now have March.

March is difficult to get for most unit types, that is what makes it a change for the Elohim, allowing them to build a force which heals in motion. (Intended behaviour.)

Quote:The Shieam stll have problems because the Planar Gate is still a double build mechanic. Build a Planar Gate and a Bathhouse and get stuff. Build a Planar Gate and a Carnival and get stuff. As such if they actually go for these flavorful Planar Gate units they've slowed themselves down militarily compared to other civilizations. I don't know about you but I don't like to build an Archery Range and a Hunting Lodge and a Mage Guild and a Training Yard all in the same city. I'd rather build one required building to make units in one city and build another unit type maker in another city. But the Planar Gate Mechanic is trying to get me to do the former.

Perhaps a radical suggestion, but do we really need Planar Gates? Why not let the Sheiam build these units with the base buildings only (Carnival for Chaos Marauder and Bathhouse for Succubus for example)? At least it would take away some of the double build penalty although Shieam still have their problem by being just a mainly Pyre Zombies Civilization.

I get what you mean, but I disagree that they need to build multiple buildings. In general, one builds a single booster-building alongside the PG, not multiples. Anyway, whilst I'd be prepared to drop the cost of PG considerably (to 100 or even 50h), I'm not prepared to eliminate it entirely.

I don't think they're just the PZ civ anymore, not with Succubi, Mobius Witch's, Manticores, and spawning units. They're as much the PZ civ as Balseraph are puppets, or Illian are PoW - it's a strong and substantial part of their civ, but it's not the be-all or end-all.

Quote:The Arcane Trait has always lacked oomph. Maybe it'd be possible to just roll in Arcane to Philosophical. We don't have a separate Divine trait to spiritual. Why do we need a separate Arcane trait from Philosophical? At the very least Arcane should improve Alchemy labs and make it cheaper to upgrade adepts.

Thematically Dain vs Tebryn should be cool but Tebryn just sucks.

That's a matter of PHI vs. SUM (which ought to be fixed...) not ARC vs. PHI. IMO, ARC is a decent trait, and actually stronger than PHI. They won't be being combined - if anything, PHI would be boosted.

I can see my way to giving ARC cheap AL, if you think it needs it.

(January 16th, 2015, 11:42)Mardoc Wrote: Aside from the things I mention below, I like the proposed changes, or am indifferent to them.

Quote:(Monks can now upgrade to Priests for 5g, bringing mobility, potentially Drill 1, and Demon Slaying with them.)
Isn't this basically the same mechanic that the Malakim have with Lightbringers? Except delayed and restricted? It gives a bonus that's basically identical to Spiritual, too: mobility plus a promotion or two.

What about making Monks actually worth having for their own sake? Boost their strength, or give them something unique. One possible inspired by their D&D role: make them Magic Immune.

Yes, it is quite similar (although what came to mind was Freaks). However, IMO, it's significantly different as to be relevant, and to not replace SPI wholly. Lightbringers basically bring a bunch of xp, and can promote to anything for a substantial gold and minimal hammer cost. Monks, OTOH, can promote to Priests for a small gold and large hammer cost and bring mobility plus Drill.

This leaves SPI open for me in that Elohim have very strong synergy with disciple line, so leaving SPI as their only way of doing it means Thessalonica is the only one anyone's ever going to choose; but giving Potent to all units (as well as normal benefits of SPI) still remains strong enough because Elohim will be going disciple regardless, even if some of the mechanisms are mimiced.

I would be open, however, to giving them a different boost. Magic Immune is...an option, although it is a substantial change. I'd be more open to some form of Magic Resistance.

Quote:Spell Damage:
- Combat promotions lose +5 spell damage.
- Mechanism created to tie spell damage to Unit level instead.
(Combat line overshadows over upgrade lines.)
(Note:Probably delayed due to complications.)
Strongly disagree here. Right now, you've got a tradeoff between versatility and power. You're proposing that there be no tradeoff. There'd be literally no reason to promote a mage unit to Combat. Maybe sometimes promote an adept to help farm barbs to level 4, but that's all.

Why remove a tradeoff? Aren't they basically the point of playing?[/quote]

Oops. I was thinking more of Ritualists/Cultists, for whom the only logical route is Combat. You're right, though, that it wouldn't work for mages. Strike that one.

Quote:Can you make it vs Cultists only? It feels weird to have Drowns become weak as well. They're already hard to find a good use for.

Yeah, I was thinking that as I was writing it. I'm not sure how to code it, but if possible I will.

Quote:If you do that, you should also remove the code that makes them Weak in barb cities.

Different units. Barb cities make orc archers, not Goblin ones.

Quote:I like this idea, except for one side effect. I feel like that removes most of their reason to boost the Armageddon Counter. If we can sneak that back in through another route, I could see a case for it. Maybe make Planar Gates really cheap (like 10h), but also really scaled to AC? So the cost of getting your free units is in the Elegy, rather than in the Gates themselves?

I can't see their cost going that low. Like I said, I don't want to remove PG entirely, though.

(January 16th, 2015, 12:09)Bobchillingworth Wrote: Not a fan of dropping Monks down to 1 move- that slightly nerfs Thessalonica, who otherwise can get base 3-move Monks via Spiritual (which are pretty neat).

Covered above. I suppose I could give them Mob II, though...(like THAT wouldn't be overpowered lol

Quote:Didn't you already incorporate the change to Gobbo Archers in v11.1?

Possibly? I'll check.


Anyway, good feedback all, keep it coming smile
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.


(January 16th, 2015, 15:35)Qgqqqqq Wrote:
Quote:Can you make it vs Cultists only? It feels weird to have Drowns become weak as well. They're already hard to find a good use for.

Yeah, I was thinking that as I was writing it. I'm not sure how to code it, but if possible I will.
Drown are Melee & Cultists are Disciples, right; can that be used to distinguish?

Truth. Will be a bit of an arbitrary tag for everything else, but should work.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.


(January 16th, 2015, 16:04)Qgqqqqq Wrote: Truth. Will be a bit of an arbitrary tag for everything else, but should work.
The problem is still TsunamI. Cultists can still tsunami inland lakes which I can't build cities in. Even if I did build next to an inland lake I have to build a tireme there?

I can see the point of buffing Sheaim in a more measured fashion, sure. If they turn out to still be weak there's always v13.

For vs. Cultists - I would suggest taking your inspiration for however BtS chariots get their boost vs axes but not swords, or Ships of the Line vs Frigates but not other ships. Or contrawise, invent a -50% vs ships promotion for the Cultists on birth.

A thought on the Malakim: is it possible to make the lightbringer standalone instead of a scout replacement? They're too expensive to want to build early as actual scouts.

(January 16th, 2015, 16:13)Kragroth Wrote: The problem is still TsunamI. Cultists can still tsunami inland lakes which I can't build cities in. Even if I did build next to an inland lake I have to build a tireme there?

Control your territory. It's not like they can just teleport to the lake. If you can't keep the Cultist from getting to the lake, then you're vulnerable to anything else the enemy brings anyway. If you nerf OO too much, then there's no point in ever using it.
EitB 25 - Perpentach
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