diessa said:
12oz, I'll try to find the responses in this thread, but iirc Windyplains has said that a number of Floris' features, including its troops, don't fit the direction that he is taking the mod. Currently, Dawg of War is working on new troops for the mod. Using Native's troops has been recognized as temporary and unfortunate.
This mod has some features picked specifically from Floris. What features, exactly, are you looking for out of it? You mentioned the combat values, so that seems like a possible area of discussion to me. If you had to triage, what areas of combat would need to be updated the most?
Thanks for the reply, I understand better now.
In my opinion, the feel of combat and troop diversity/utility is near perfect in Floris (I've played at least 20 other mods over the years).
Totally understand wanting a new direction of troops for new mod and I could certainly see enjoying new choices. What I will be looking for (of course, others may see things otherwise) is a VERY similar flow and feel to combat as has been achieved with Floris.
What I mean by this is that combat feels powerful and deadly whereas other mods suffer from pitfalls such as repetitive beating on armor before any results are achieved (such as Prophesy of Pendor) or typically unimaginative and dumb AI (always charge straight ahead or always wait for player to attack as in Native; best AI is Prophesy of Pendor VICKI, but Floris is pretty decent as well). In Floris, when a line of archers opens up, you get RESULTS. When a Nord or Rhodok infantry group engages, things DIE. You get the idea. Tactics matter because troops and combat are deadly and quick.
Anyway, hope that helps. To me, combat is one of the most important components to a great game of M&B, because without it being interesting, all the Kingdom management and expansion suffers from the boredom of fighting to achieve it.