Albyx
Known Hero
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posted July 19, 2022 12:52 PM |
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baronus said: Yes that was a bad city conception but as you see completly failed. Is too small units and options to place two big factions. It sholud be 16 units instead 8!
For evil Kreegan faction I see:
imp+ gog
cerberi/horny
pitlord(with summon ability)/nightmare
d-evil/efreti
...
Separate factions are needed.
Army with sceletons imps cerberi vampyres and Dracoliches is completly mish mash. I never see it fun in original gameplay.
I think original concept has big potential. It could've been at the same level with Chaos (swamp+fire magic faction sounds stupid, but people love it). And lots of people love Death in it's current state, I must say.
In Enhancement mod my goal is not to radically change every faction with replacing buildings, creatures, magic etc. I want people to be able to play strategies they like from equilibris or original game, and add more brand new, unique and pleasing strategies. I'm not planning to change creatures in factions, maximum replace some abilities to more interesting and interactive (but with the same concept).
For example, one of Life changes will be taking monks death ward away, and giving them ability to cast death and chaos wards (mass versions too!) It will make them quite different from crusaders, and they will remain the same good shooter with anti-death protection. Plus monk spellcasting animation is present in original game, so original developers wanted to do something similar.
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