![]() having to pay resources for them might be a problem when you don't have a strong economy yet. maybe i don't want my shield units to have ice weapons because they are mainly used for a shield wall or a only have a bunch of them as a cheaper mobile militia. the problem i have with this is twofold:ฤก.) when i enchant everything and i pay money and mana per (!) enchanted unit then i need to pay money / mana for unit enchantments i may not need or want. ![]() So having a unit enchantment and applying it to the unit in general while maybe upping the general cost might be an option indeed. it might not have felt so satisfying for some people at some points when they didn't have all their units modded or a jumbled mess of unit modding. and even there you had a bunch of different unit variations you might've not wanted, but because of resource constraints and the need of semi-manually applying the mod. in planetfall we were able to mod all available units of that type if we had enough money and cosmite (the ladder was mostly the bottleneck). but i also know that it can become quite bothersome following all the enchantments you did. I love unit enchantments, i always feel they are a good way of customizing existing units, making them more personal. Many changes and general approaches to the game i love and i can understand where they are coming from and why they got changed / evolved to the new format (as far as i can tell), but after watching the gameplay reveal again now and thinking about the unit enchantment mechanic i start to have some slight doubts about that mechanic how it got executed. Hi, watching the gameplay reveal for the 4th time now i believe, am definitely hyped for the game as a long time Age of Wonders Series fan.
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