![]() So play around with it, figure out the playstyle that is most fun for you and see if the mod matches it, but if you ever feel that, in single player, it's hurting your fun don't think twice to turn it off. Making that weaker takes away from the fun of my game.įor me the biggest balance issue is that there are limits to how many cities the AI will have over me so things like the limit break mod work better. Yes they are incredibly overpowered, but I also find it fun to do things like build a conversion squad of evangelists and camp it outside a bandit camp and slowly convert any spawned scoundrels/assassins. Specifically though for the Balance mod I'm not a fan of the changes to conversions. I like getting to the point where I can go take the dogs out, use the bathroom, and get a snack while the AI is figuring out it's turns. I just wish I could turn off the few things I really wish it didn't change.įor me, I'm not a fan of many aspects of the balance mod, but then again, I only play single player, usually on very large maps against multiple AI in games designed to basically drag on for hundreds of turns. Most of what it does is sensible and makes the game much better. Game-changing? Hardly, but it makes engineers feel really unique and characterful.Īll in all I recommend you try it. For example, Engineers can now build roads. I can simply choose not to use any ghoul curse cheese and still have a much more fun game.Ĭonversely, I love what they did with the dreadnought. ![]() I much prefer playing with the "unbalanced" vanilla version in single player. But it is nowhere near as much fun and doesn't make my necromancer feel like a proper necromancer, i.m.o. Is this more balanced than the vanilla version where you can raise your dead units after they fall? Sure it is. This means that if your unit dies it will come back to life a few turns later. For example, they replace the Necromancer's (lesser) reanimate ability with one that gives a unit Undying temporarily. Thing is, I don't think that the fixes they make for this always make the game more fun. It's worst for necromancers, who can use Greater Reanimate to get control of Deathbringers and then use the Deathbringer ghoul strike to take over entire stacks of neutrals at once. You can see why in PBEM (where players are encouraged to micro-manage every battle against neutral guards and such) this leads to some extremely undesirable results. They can also use mind control skills to create huge armies without having to build them. Notably, skilled players can power-level heroes to reach high levels in just a handful of turns. The main things it addresses are some exploits that are extremely unbalancing in play-by-email. For another it adds new abilities to units, removes existing ones, adds skills for heroes, etc. For one thing it includes that reskin mod I mention above. I like to use both.Īs I've stated elsewhere, it's not just a balance mod. The base mod mostly keeps humans vanilla, and also has some animation issues, which this second mod addresses. (I now see the difference between an Elf mounted archer and an Orc mounted archer at a glance, rather than having to zoom in.) I like it for cosmetic reasons (I want my Elf army to unified) and gameplay one. So an Elven mounted archer looks like an Elf first and doesn't have the nomad hats the default ones have. These make class units look like they're part of the faction they're in. ![]() I strongly recommend installing some cosmetic and utility mods no matter what:
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