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There is also the issue that the AI may ignore influence cost on abilities. This is especially noticeable for the world eaters. The AI still pays the influence but may queue multiple actions at once and use abilities with 0 influence.
1.) The Waaagh isn't exactly meant to be the factions main mechanic, but more for flavor because ork. It is weaker than the original Waagh. Instead I'll be increasing the effects of the gadgets, both positiv and negativ. The high cost is intentional as gaining influence is easy as long as you find something to smack.
2.) An oversight, will be fixed.
3.) An oversight, will be fixed.
4.) In my philosophy tier 10 upgrades are meant to be this amazing powerful upgrade and an additional gadget slot fits this description much better.
5.) Balance is not my main concern, buuuut I try to stay close to what gladius offers for the most part.
3.Stompas have the might makes right trait but do not have an influence upkeep so they also do not get influence upkeep. Is this intended?
4. Flipping the no self damage tech and extra mod tech may be worth considering most mek units only have one mod slot by default.
5. Preeetttty please let stompas have access to hero items for more sillyness. (I know it wont be balanced). =P
Thanks for all the hard work.
I've been enjoying the mod. Good stuff. The mek mods are cool, the unique buildings are powerful, and unit models are nice. Here are some of the changes I think could elevate it even more:
1. Reduce the cost of installing mods. Right now it's roughly 60% of the units total cost in influence per mod installed for a 5-15% increase in combat effectiveness. I feel like my influence is better spent on items for heros or banked for passive waragh buffs.
2. Gorkinots don't have the might makes right trait so it can't gain influence from attacking while also still having an influence upkeep. Is this intended?