Post by toaster on Jun 30, 2019 16:02:43 GMT -6
Thank you so much for making this. I had played the game years ago until I was so familiar with it that it was a bore to play. Without your mod, I wouldn't have considered picking it up. How can I contribute to your work?
I'd like to provide some feedback in the hopes that you might advise on how to play another, more challenging campaign. I just played the mod on the original campaign, beating it on turn 200 (actually could have won on turn 40, but I wanted to see if the AI would put up a fight if I stalled). In my experience, compared to the base game I noticed some improvements and some shortcomings. I very well could be misattributing these to the mod, so please correct me in that case.
Let me first mention how I played. My faction was a life thief. I started with 3 earth spearmen and 2 life archers. I basically used a spear wall to keep the enemy at bay with archers dealing the main damage. I was able to take the religious center with that army once they were level 2-3. From there I just leveled up and built up my region until I could get the legendary creature and the pegasi. From there, I got 8 pregasi, 1 pheonix, and 3 champions to romp all around the map to pillage every high level NPC settlement including the Lich Crypt, Fire Dragon's Lair, Troll bridge, etc. Taking out all the NPC locations was my great stall, hoping the AI would build up, but they never really did and actually fragmented/dissipated their strength.
pros
- the cap on human faction units.
- AI consolidates and builds up key territories. I recall playing the base game the typical AI faction would never upgrade their capital and certainly would increase experience at their buildings, like the barracks, but playing this mod I think every capital i saw was upgraded thrice and in many cases buildings had experience buildup.
- factions actually liberated their religious centers fairly quickly, turn 10-20. In the base game most factions would never liberate, which was annoying/frustrating.
- factions would build more units than what I recall
- some factions seemed to have their religious center liberated from the start, which i think is a good thing. Is that a change?
cons
- AI would decentralize their armies to a horrible extent. 6 separate armies with a single unit in each.
- AI never built higher tear units. Never saw a legendary creature on through turn 200
- AI faction leader would run around without any troops. I saw one die that way and the marauder stack created once the faction was eliminated was actually fairly formidable.
- No real danger
- Water immediately came and grabbed my capital on turn 5. I liked to see the aggressiveness on one hand, but on the other they are supposedly like Life and it wasn't really a formidable army I just didn't have anything in the capital.
Suggestions
- I'd really like to see some kind of guaranteed, high level, full stack army that the AI gets. I remember Balkoth always being really tough but in my last play he was just wondering around without any companions.
- Granting the AI experience floors on created units at certain turn intervals might be a good way to beef up the AI late game.
What I could do to give it a bit more fun and a increase the challenge?
I'd like to provide some feedback in the hopes that you might advise on how to play another, more challenging campaign. I just played the mod on the original campaign, beating it on turn 200 (actually could have won on turn 40, but I wanted to see if the AI would put up a fight if I stalled). In my experience, compared to the base game I noticed some improvements and some shortcomings. I very well could be misattributing these to the mod, so please correct me in that case.
Let me first mention how I played. My faction was a life thief. I started with 3 earth spearmen and 2 life archers. I basically used a spear wall to keep the enemy at bay with archers dealing the main damage. I was able to take the religious center with that army once they were level 2-3. From there I just leveled up and built up my region until I could get the legendary creature and the pegasi. From there, I got 8 pregasi, 1 pheonix, and 3 champions to romp all around the map to pillage every high level NPC settlement including the Lich Crypt, Fire Dragon's Lair, Troll bridge, etc. Taking out all the NPC locations was my great stall, hoping the AI would build up, but they never really did and actually fragmented/dissipated their strength.
pros
- the cap on human faction units.
- AI consolidates and builds up key territories. I recall playing the base game the typical AI faction would never upgrade their capital and certainly would increase experience at their buildings, like the barracks, but playing this mod I think every capital i saw was upgraded thrice and in many cases buildings had experience buildup.
- factions actually liberated their religious centers fairly quickly, turn 10-20. In the base game most factions would never liberate, which was annoying/frustrating.
- factions would build more units than what I recall
- some factions seemed to have their religious center liberated from the start, which i think is a good thing. Is that a change?
cons
- AI would decentralize their armies to a horrible extent. 6 separate armies with a single unit in each.
- AI never built higher tear units. Never saw a legendary creature on through turn 200
- AI faction leader would run around without any troops. I saw one die that way and the marauder stack created once the faction was eliminated was actually fairly formidable.
- No real danger
- Water immediately came and grabbed my capital on turn 5. I liked to see the aggressiveness on one hand, but on the other they are supposedly like Life and it wasn't really a formidable army I just didn't have anything in the capital.
Suggestions
- I'd really like to see some kind of guaranteed, high level, full stack army that the AI gets. I remember Balkoth always being really tough but in my last play he was just wondering around without any companions.
- Granting the AI experience floors on created units at certain turn intervals might be a good way to beef up the AI late game.
What I could do to give it a bit more fun and a increase the challenge?