As you said, I'll have to try it (perhaps the simple halfling-white-alchemy, food-money-mana route, large mass / impo, then I'll see if its really as hard to stop the AIs as you say).Aureus wrote: I've found the game to be incredibly challenging on large land mass (where typically you have 2 or 3 hostile neighbors). Short of the 11-book strategy, there is a lot of challenge -- I assure you.
Basically, I should have tried before speaking out here.
But I did not meant to criticise your work, just to compare ideas. It's your mod, after all.
No programming necessary:- the ships can enter the rivers (+ the shipyards produce +1 food from fishing) - to make the ocean option more interesting
- the mountain chains are inaccessible to non-flying units / accessible only with a 'mountaineer' unit
I'm not a programmer so I don't know how to do these things.
There is a self explaining terrain table at this page - http://eljay.homeunix.net/~eljay/mom/SaveGam.html.
You'll find the terrain entries in Terrain.lbx, if you change all rivers to allow sailing and repack into lbx, it works.
The mountain thing is more complicated, I don't remember how exactly I did it. Put FF in terrain. lbx and give the mountaineer units the carrying capacity, maybe?
Not sure, but I definitely found the landscape much more interesting, also the early expansion was challengin. Sometimes you needed to use a boat to move on your own continent. And flying units had more sense throughout the game. I even made some sort of 'mountain pass', passable mountain in that point where four chains are connected. Only dwarves were able to build roads on mountain. I liked this whole idea very much, but I have not been able to fully implement it.
There is a table in the Wizards.exe file that stores the numbers for common-uncommon-rare for every number of books (from 1....11) you choose. Starts at 0x2713e and goes to 0x27178. You may easily counter 11-book strategy here. And, as I said, less common spells will make an interesting strategical point - which one should be chosen instead of will be omitted.- the initial number of common spells reduced to make the choice harder
And you could also make the tax steeper, to put more stress on the cities. Unrest is easy to take (unlike in CIV), it punishes you only economically, and it should be more present in the game (in my eyes). Tax / unrest rates are at 0x30340 in Wizards.exe.
I also knew how to swap Alchemy (1 pick) for Famous (2 picks) and Warlord (2 picks) for Myrran (3 picks), which I found both more adequate and fun to play with. Just don't remember where exactly it it. And I am not sure whether it si valid for the AI opponents.
I disagree, certain monster nodes / keeps are very simple to win. And the loot is too big. Both things are countered via monster_cost.Interesting idea. However, I've found the nodes to be very difficult as is.