View Full Version : Who can build a spiderkin?


Chamaedrys
Jul 04, 2008, 03:25 PM
I just installed the latest patch and saw this new unit. The pedia says that it's an UU, but it belongs to no civ :confused:

I like the art and the idea of that unit, but how can I get one?

smjjames
Jul 04, 2008, 03:27 PM
It's actually from the Fall Further modmod.

MagisterCultuum
Jul 04, 2008, 03:31 PM
The Archos can (they are a Beastmaster UU), but they don't exist in FfH.


Kael recently added the unit to the main FfH mod, but no one can build it. Creating a Spiderkin "from another dimension" is one of the 63 possible effects (3-5 of which happen when cast) of the Chaos III spell, Wonder.

"A confused unit is summoned from another dimension, he proclaims the glory of the Archos empire."

DuckAndCower
Jul 05, 2008, 04:07 AM
Creating a Spiderkin "from another dimension" is one of the 63 possible effects (3-5 of which happen when cast) of the Chaos III spell, Wonder.

Wow, that's a great idea for a tongue-in-cheek reference. Kudos to Kael for this one.

Now to pick out a chaotic civ for my next game...

Avahz Darkwood
Jul 05, 2008, 10:05 PM
Wow, that's a great idea for a tongue-in-cheek reference. Kudos to Kael for this one.

Now to pick out a chaotic civ for my next game...

A chaotic civ with OO and Hemah now that would be chaos.

rocklikeafool
Jul 05, 2008, 11:51 PM
Jus so ya know, Chamaedrys, if you desire to actually build a Spiderkin (and play several new civs), you need to DL Fall Further in the Mods, Maps, and Scenarios section of the subforum here. It needs to be updated to the right patch before it will work with FfH (which is bein done prolly as I type), but it's a well done modmod that adds a lot to FfH. I highly reccomend it.

MagisterCultuum
Jul 06, 2008, 12:38 AM
Yeah, the next version of FF should be out Tuesday. Unfortunately, xienwolf hasn't updated his modcomp yet so it won't be included in this version of FF, so it won't be base for my modmod)

civ_king
Jul 06, 2008, 11:15 AM
Magister? wouldn't it be a modmodmod?

Chamaedrys
Jul 06, 2008, 03:40 PM
Thanks, I'll try it out. :)

MagisterCultuum
Jul 06, 2008, 04:10 PM
Magister? wouldn't it be a modmodmod?

Not necessarily. I haven't really decided whether I plan to keep the FF content. I'm mostly just planning to borrow his SDK/xml schema changes, since he is much better at that than I am. I'll probably actually make a few changes in his DLL anyway. (I'm thinking that you should be able to build improvements in cities, cities should not clear improvements, and cities should not let you harness a resource unless the appropriate improvement is on the same tile.) Do you have to add another -mod to a mod's name whenever you include another modcomp? I'm sure there are plenty of modmodmodmodmodmodmodmods out there if that is the case, many of them passing themselves off a standalone mods.