Requiring some advice for an extensive mod I'm working on
Hello FE modders!
I'm trying to create an extensive mod that will affect balance and gameplay to make FE suit my wishes better. I'm looking for suggestion on how to implement things so that:
-They work as intended
-Doing so doesn't destroy the AI.
So here are the things I'm trying to 'correct':
-I dislike the monster unpredictability and weird behavior. I am looking for a solution to this issue. I don't think the behavior of monsters can be completely change so they will systematically attack the nearest city (and I think this would make the AI lose a lot, since it ignores monsters when settling/building). Is there a way to make monster-huts project a zone of control that would prevent someone from settling there, forcing the player to kill those monsters first? If not, do you have any other idea to fix this issue with the available modding tools?
-I dislike the idea of being able to kill heroes from the opposite faction the way one currently can. In my opinion, it's the perfect example of a poorly designed mechanic: level 7-9 heroes are hard to obtain before the endgame, but by then, they're all dead. Making them more accessible unbalances the game, making them harder to kill by adding monsters is a solution - but makes recruiting heroes way too powerful. Any idea on how to fix this?
-Can a building have several required techs (requiring BOTH techs, not one *or* the other)?
-I plan on un-tiering the game quite a lot. Part of the process involves reducing the difference in raw damage between early and late-game weapons, increasing the cost of later-game weapons, and the like. But I also think of giving each weapon a special ability/quirk, like something that damages enemy attackers or short, stackable debuffs.
Any ideas?