Because here was no discussion, I think the player who didn't participated in the EitB 13 thread are neutral towards changes.
I have implemented the following changes:
Code:
Spell Extension 1/2 requires Channeling 2/3
Remove Mobility 1 from SPI/ARC
Move Mobility 2 to Stirrups
Floating eye range from 4 to 3
Reduce the defending strenght of Adepts, Mages and Archmages (including UU Replacements) by 1 to 3/2, 4/3 and 5/4 respectively.
Remove the Combat 3 requirement from Magic Resistance - this includes easier access to Resist Fire/Poison/Cold/Lighting
Aristocracy back to -40% maintenance reduction to distance
"Bugfix": Remove +10% from trade routes when in Foreign Trade - doesn't work as intended, so it gets removed
In addition to that I included the Combat log fix from the last PBEM and I fixed the Scenario loader, so you that you could play the FHH2 Scenarios with EitB - outside of the Dwarf Scenario, this should be even bugged in FFH2. I think the WB Save got lost somewhere ?
Zip file is named v12.2, but it unpacks to Erebus in the Balance v12.
Simple unpack it in the Mods folder from Beyond the Sword (and overwrite the older EitB files).- To check if the version is correct, I have included a Version.txt file.
Confirming that I haven't entirely evaporated, and am currently doing a strategic resource pass on the map. I requested a subforum so I can post starting screenshots for lurker feedback; as I've mentioned a couple of times, the map positions will be quite unequal - but I don't want them to be too unequal if I can help it!
I posted screenshots of the first draft for each start position in the lurker thread, hoping for feedback from other lurkers. No time for more at the moment but hope I'll be able to post more soonish!
I think most players were fine with copying the settings from previous game? Added here in spoiler for reference:
Boosted thaw start
All players start with a free worker in addition to normal starting units. First level technologies are researched (agriculture, ancient chants, crafting, exploration) and players can choose one additional technology based on their civilization pick (for example Hippus can choose either animal husbandry or calendar).
Random block for leader + civ selection
Players receive three leader/civ choices (unrestricted leaders is OFF). Player can choose to keep one choice or to have a new random selection if available options are not satisfactory, but next round starts only after all players have made a decision on the ongoing round. New selection can be chosen twice. Final pick has to be made on third round, if not done on earlier rounds.
Game settings
AI diplo (NOTE: this game open diplo is under discussion)
Quick speed
Emperor difficulty
No tech trading
No vassal states
No espionage
No Acheron
No Orthus
Wildlands
Living world
Tribal huts: no
Lairs, barrows, graveyards, etc: yes
Mana nodes: two guaranteed sources in starting area (previous game had one)
Normal settler at start (no bonus vision or movement)
Bans applied
Samhain banned
While the map is (presumbly) receiving feedback, should we lock in the final settings?
I think the settings are fine.
I do want to try open diplo someday, so maybe now ?
Maybe restrict that further towards 1 post of ~280 characters per player per turn, but I have no problem with the classical No Diplo/AI Diplo.
I do draw a line at unreglemented Diplo (aka classical Diplo). I follow a civ5 game with that and I'm already reminded why I don't want this.