Kael
Dec 15, 2008, 07:34 PM
Post your feedback for this scenario here.
|
View Full Version : The Cult feedback Kael Dec 15, 2008, 07:34 PM Post your feedback for this scenario here. Love Dec 17, 2008, 03:21 PM This is just awesome, i got a hunter and captured a griffin. Then i could fly around in the dungeon and out to the other side and rape kuriotates settlements with a griffin and no he's lvl 9 and i got two cities at the other side without having explored the dungeon, while Sheaim and kurio is killing eachother dragons and having fun. Kael Dec 17, 2008, 08:03 PM This is just awesome, i got a hunter and captured a griffin. Then i could fly around in the dungeon and out to the other side and rape kuriotates settlements with a griffin and no he's lvl 9 and i got two cities at the other side without having explored the dungeon, while Sheaim and kurio is killing eachother dragons and having fun. It will be fixed in the next patch. Ambreville Dec 18, 2008, 12:54 PM Great scenario -- thank you! There are some bugs that I haven't been able to trace. I've have 5-6 CtD's in about 400 turns, not counting the four attempts at getting the scenario started (despite the initial "dual-map protocol"). Unfortunately, I've not been able to trace the problems (could not reproduce the issue after reloading). I got two CtD's while attempting to attack barb units in the tunnel, trying to construct a building in my capital, another while simply scrolling through the map. I suspect another CtD happened when Doviello summoned their wolves. There were a couple of Python errors (but I accidentally wiped out my python error log). IIRC, one had to do with a Sanctify spell, the other was either a map issue or something that had to do with the screen interface. Sorry. I'll post them if I run into these same problems again. A bogus red dot appears underneath the tag "Hit Enter to End Turn", at the bottom center of the map screen. I thought at first it was the tip of a unit's flag, but it's not. The red dot sits under the tag line even when I scroll through the map. The "teleport wonder" (whatever it's called -- the Nexus?) wasn't available, even though I could build the individual portals. Love Dec 18, 2008, 02:12 PM when i played i didn't get any ctd's at all MagisterCultuum Dec 19, 2008, 01:06 AM I've played this one several times and quite like it, but it could use some improvement. I cheated significantly when playing as the Doviello and Hippus, but have played as Auric more often, once without any cheating. (Once I only cheated to deal with Minister Koun. He had split of from Tasunke and controlled the territory of the Pass itself, and could not be convinced to let us pass though his territory. Since the permanent war and peace option is set in this scenario, there wasn't much I could do.) The scenario seems slightly too easy, imho. The Pristin(us) Pass seems to easy to find. I'd rather there be a longer, winding path though the mountains with some false leads, more Guardians, and more of an enemy presence between you and the Pass. I think it would be better if most of the enemies' cities were on the same side of the mountain as you. In fact, it seems a little odd that these empires could have settled in the storage place of the gods at all. I'm tempted to say that there should be nothing north of the mountains than a wasteland, The Dragon Bones, 3 live dragons, and maybe some other beasts like Gurid and Margalard. (I also tend to think that the dragons themselves should be much stronger, at least having Blitz.) At first I thought that the portals were really cool, but they annoy me now. I find the need to cast the enter portal spell an annoying bit of micromanagement. At the very least it needs to be <bIgnoreHasCasted>1 instead of <bHasCasted>1. I think it would be much better to instead have a <PythonOnMove> call that transports any unit that moves there to the proper exit. Also, the Portal graphics really don't fit the decor of a mountain pass. It isn't like you are supposed to be teleporting though another dimension, just going underground. I think they should be changed to just look like a stone archway like in AoI or a doorway like in the dungeon portion. The Hippus seem very strong in this scenario. They can quickly overrun the Barbarian and Kuriotates cities south of the mountains to develop a large and thriving empire and have a good research rate. The Doviello are weak. Like in the main game, they need to expand early to do well, but they are in no position to expand. They've never actually been defeated in my games because of help from the Illians and Hippus, but they only really expand by having cities gifted to them and they tend to stagnate. They can barely defend themselves from the Sheaim, much less take over them like the Hippus do the Kuriotates. I (as Auric) also end up having to build most of the improvements in the Doviello lands. The Hippus capture several workers from the barbarians and Kuriotates, while the Doviello have to build their own and loose several to the Sheaim. Things might work better if the Doviello and Hippus (or Kuriotates and Sheaim) switched places. The Illian capital seems like it is in a bad spot to me. I despise having cities 1 tile away from a river. It was enough to make me learn how to edit scenarios in notepad to move the city 1 tile to the west. (While I was at it, I also decided to place the Auric unit in the game. I'm surprised we haven't seen more of him in the scenarios. It seems to me that all the Auric scenarios should include the unit and require you keep him alive. I then decided to make it so that when Auric reaches the Dragon's Bones he destroys the improvement and brings Drifa back to life. I'm considering making Tasunke be a vassal instead of a permanent ally and having his loose his traits and declare war on you when raise Drifa, to fit with the story revealed at the end. I was also thinking that bringing Auric to Drifa's bones would be a good victory condition, but then I realized that this would make it just about impossible to win if the human was playing as the Hippus or Doviello.) Lade Dec 23, 2008, 12:31 AM The ending annoyed me, Auric keeps killing all the cool leaders, but yet never the annoying brat-child ones *cough*Keelyn*cough* CarnivalBizarre Dec 25, 2008, 11:12 AM The ending annoyed me, Auric keeps killing all the cool leaders, but yet never the annoying brat-child ones *cough*Keelyn*cough* Yeah, and it's not that logical that he need tasunke to be dragon food when in the last scenario we captured drawf kings to the right and left. Sacrificing and ally that has of troops just outside is.... just stupid. But that's how it goes. The scenario otherwise was so and so, Im amazed wilboman could even walk in the dungeon being all lava and such... Switchblock Dec 25, 2008, 07:35 PM If you play as the Doviello and just mooch off of Tasunke The War Machine isn't that hard to get to, I used that to take down everyone. Took me forever, but I hate cheating and I already started the game, no turning back from there! Actually, it makes tons of sence to get rid of Tasunke, he may be a mercenary, but he's not that stupid, he's seen enough to get himself hired by another civ before all the Hippus become slaves to Mulcarn. Anathema Dec 26, 2008, 12:26 AM I played this as Illians (Monarch), I was suprised by how amazingly good Tasunke was on this map. He quickly covered 3/4's of our space south of the mountains, I was lucky to grab spots for a couple more cities before he settled everything. The Doviello completely stagnated, spending most of the game with one city, no worker, no improvement except those I built for him to access the unused rare resources in his territory, eventually he built an additional city by which time Tasunke had 8 or 10. The entire game I was wondering what the point of my allies were, exactly, since they're obviously not bright enough to cross the dungeon and all the bad guys seemed to be in the dungeon or on the other side of the mountains, leaving me to deal with them alone. It wasn't until after winning and watching the replay that I realized there had, in fact, been Kuri and Sheaim cities south of the mountains which my good friend Tasunke conquered so quickly that I never even saw them. I don't know, the AI usually isn't that good in my experience, it seems like there must be something imbalanced about the Hippus in general or their starting position in this scenario or the combination of both. Same goes for the Doviello, except the opposite, the AI isn't usually that abysmally bad either. Probably wouldn't hurt to make the southern Kuri and Sheaim cities a bit better defended as well, maybe a few more archers would help them stick around longer without being too threatening offensively? I really don't know what they have, again, I never even saw them as Tasunke steamrolled them both so fast. I, too, wondered why I had to sacrifice my incredibly effective friend Tasunke at the end when we had a perfectly good dwarven king leftover from the previous scenario - oh well. [Maybe the above poster is correct and Tasunke was too smart for his own good, folks like Auric don't seem to encourage their underlings to be overly ambitious and powerful, but it'd make more sense if the lore more strongly suggested this or any other justification for sacrificing Tasunke over that dwarf.] First Dec 26, 2008, 12:45 AM Beeri's pedia entry and his appearance in the Momus kinda explain why he wasn't available for sacrifice. Also it seems to me that even if they still had Beeri around, Auric probably wouldn't have bothered having him brought in to be the sacrifice. He seems rather single-minded in his task and I doubt he really cared about the consequences of him turning on the Hippus (besides The Black Tower ending fills you in on the aftermath of Auric's betrayal). Kadeon Dec 26, 2008, 03:15 AM I've got to agree with Tasunke being on steroids in this scenario, I played through as Auric and he easily bulldozed the Sheaim and Kuriotate cities on the southern end of the mountains and rapidly settled a great deal of territory - surrounding Auric and Mahala in a big bearhug of horselord friendship. Getting through the Pass and the dungeon wasn't that difficult - though the Pass gargoyles spawned more than once on me. (I don't know if that was intended or not. They triggered three times in succession on me when units entered the squares.) The allies were totally worthless in this scenario past the 50-turn mark or so in my game, since they weren't smart enough to assist in exploring the dungeon and certainly couldn't invade the Sheaim/Kuriotate area. This was the hardest part for me, micromanaging the troops necessary to capture the 15-so fortified cities on the other side through the dungeon. I don't know if anyone will agree with this, but I think the scenario could be improved if ways were added for the AI allies to actually cross over and assist with the war effort on the other side - coding an event to transform some of the peaks separating the Doviello and Hippus from the Kuriotate and Sheaim into hills after you exit the dungeon might help. Switchblock Dec 26, 2008, 12:01 PM I think the fact that there were a few Guardians of the Pristin Pass caused the multiple gargoyles, which weren't that hard to take out. I agree that an event where you reach the other side of the pass and find a weak spot on a mountain that you can cause to crumble would help make the scenario be a little more fun, being able to use allies > Sloshing through fotified city after fortified city. uberfish Dec 26, 2008, 02:44 PM 1) I played this as hippus, and the reason they do so well is that they have lots of space to expand into (where barbarian cities tend to spawn) and auric/mahala don't. Maybe the starting positions for Auric's team could be spread out a little more to give the other two more space. 2) The dragons are fun, but there should be some lore text when they appear (where does the cult come into it?) 3) Such a large dungeon should have some special events and loot, rather than just being a maze where random monsters spawn 4) Allowing the allies some way to get to the north side of the map would definitely improve the scenario MiKa523 Dec 28, 2008, 07:30 AM Kael, I think the Doviello AI needs some improvement. I'm playing the Illians in this scenario, so you can see how the AI is doing with Mahala. It's now turn 400ish and the only tile improvements, the Doviello have, are those that I built with my workers. Mahala instantly upgrades each worker to a warrior probably due to the permanent war. Kael Dec 28, 2008, 09:49 AM Kael, I think the Doviello AI needs some improvement. I'm playing the Illians in this scenario, so you can see how the AI is doing with Mahala. It's now turn 400ish and the only tile improvements, the Doviello have, are those that I built with my workers. Mahala instantly upgrades each worker to a warrior probably due to the permanent war. Excellent point. I'll a change it in patch "k". ChinaBlue Dec 29, 2008, 08:04 AM He spat wet buttery pieces of flesh out onto the floor....? :vomit: ChinaBlue Dec 29, 2008, 02:16 PM Besides from being disgusted by the storyline and same time in love with these Auric scenario's :mischief:, I'm also a little annoyed. I cannot kill friendly neighbor Mahala's Shaman on Speed, every single turn she casts haste on her fortified units. This happens often in other games but playing this particular map made me go a bit nuts, having to listen to the constant wooshing and such. Could be because I've played four days straight....FFH ICE!! Yea..must be it :D Bumbar Dec 30, 2008, 08:00 AM I don't like this scenario very much. Beginning is extremely easy. You just conquer one city and build some settlers. Then you have to clear equally easy, but way too long dungeon, but once you hit the other side, you have to face 3 dragons and everything else those kingdoms throw at you. It takes around 50 turns just to bring one group of reinforcements and unless you know what's on the other side, you will need them. Airlift is of course only way to go, but there's no indication of what's waiting on other side of the dungeon, so chances are, you won't research it. To conclude, distances you have to travel make this scenario extremely frustrating. And of course, your allies are useless, since they don't use the portal, so I'm not really sure why you even added them. You should split this scenario into two smaller ones. First one would require you to clean the dungeon, which should be populated with much stronger opponents, to actually make it a challenge. Second one would be defeating two kingdoms in the north. Allies can be cut completely, they don't add anything to the game. Senethro Dec 30, 2008, 01:31 PM Alternatively, after exiting the caves change the Peak plots to hills between the portals allowing you and your allies to bypass the dungeon completely. Micromanaging units through dungeon is a real drag. You'd be better off building a fishing village on the lake and shipping them about in galleys. DioBrando Jan 02, 2009, 09:16 AM Dude, i love you. Hippus are as much fun to play with as they are annoying to play against. Nice balance between the two gameplay modes, it felt truly epic as i wandered through the caves with Tasunke (a super-upgraded horseman), Chalid (a bit out of place, true) and the finest horse archer the Hippus could offer. This scenario changed my feelings toward the Hippus from hatred to respect. They truly are the best at what they are doing, no competition. Brokenbone Jan 02, 2009, 12:38 PM I like this scenario. I do think after passing through the dungeon, that maybe a clear path ought to be made through the mountains, to the Northern lands. I.e., change mountain to hill in that bottleneck. It's not elegant, but it would let your poor stupid allies stream through that zone... or let counterattacks from the North take place (on assumption an "empty dungeon" is not an impediment anymore). I did find a lake in the Western half of the map could make its way through the mountains, and I used that for an amphibious assault before even going all the way through the dungeon. At least gave me a beachhead for my intrepid dungeoncrawling army to come "home" to for various upgrades, without backtracking for 20 turns worth of dungeoncrawl. First Jan 03, 2009, 02:25 PM With patch L that at some point, like after 80+ turns, my Doviello living units are getting the Mutated promotion along with whatever random promotions that come with it. ChinaBlue Jan 08, 2009, 04:21 PM This was nice. First time hippus and as said before, hate them, but to play as them is fun, it's cheating. And a nobrainer with those rich hinterlands. Lovely cities. floodplains on grassland, plenty hills, rivers. Two buddies that tech with you. They did pretty well actually following my plan. Mahala giving me the 1 iron while running up and down the pass entrance with his bizonriders, those graphics look good. Played on emperor, beelined to knights and Magnadine. Upgraded four nicely promoted horsemen from playing with os gabel and gargoyles to the flying knights and the five of them went into the pass, out into the land to destroy it completely and to raze every city in what..25 turns or so. By the time my army of 18 champions 4 elephants and a mage reached the other side it was game over. I will not play this as illians or doviello, it would be too slow and boring compared to this trip. Looking very much forward to Mulcarn Reborn, great story and gameplay so far. edit: her bizonriders...not used to the sex change yet :) edit2: yes i defeated red dragon with combat odds 14.3% a good trip it was indeed, still needed him on my list. Vitek Jan 13, 2009, 09:43 AM Well, completed this scenario and here are some things I was able to remember. :) I played Auric. Hippus are way too strong and Doviello too weak. Tasunke was able to dominate most of map and captured almost all enemy cities. They took out Cardith's south patr out soon and later when Mahala did nothing they took out Sheim too. Later on after opening pass they conquered all Sheim cities but 2 and 2 Cardith's cities too. Close to end, when I had not more than 40 units spread across all empire (roughly 24 units stack conquering and steadily being reinforced), Mahala had quite standart army but almost not attacking, Tasunke had like 116 Champions (:wow:), 30 mounted units (hors. arch. and chariots) and bunch of other units too. Mahala on the other side did almost nothing except they suicided Lucien few turns after the game begun. It looks they lack resources (happy and food), because in the time I opened the Pass I had 19 pop capital (and 3 others over 12 pop), Tasunke had 13 pop capital and Lorda 19 pop capital, they were down to 6 and haven't started to grown until gambling houses and infirmaries came online. I hated Tasunke giving me resources all the time. First I got iron which was greatly appreciated, but then I got 3 more, 3 horses and few others too. At least I was sending them to Mahala. (Shouldn't he send it straight to Doviello?) Dungeon really spiced it up.:goodjob: Though doing it once was enough and opening the pass helped much. (It would be much harder to win without Hippus sending their armies through the Pass:)) But the barbarians were settling cities in dungeon, are they supposed to do so? They kept rebuilding one just under Drifta's rib cage.:) Dragons. I had almost no time to "enjoy" them.:( Acheron killed 2 of my Champions before turning attention elsewhere. The other attention was Abashi who was propably already weakened by Sheims cause he instantly killed her only to be destroyed next turn. Eurabatres was the only one fooling around bit longer. Though he didn't behave in way proper and noble dragon should behave.:) In time great battles took place on Sheim-Kuriotates borders involving all nations, he was flying across my countryside and killing "innocent" workers, slowly being injured by Hippus. Finally he was killed by chariot who got 50 XP. Is he able to capture cities? He was able to take each my city (they were guarded by one javelin thrower each), instead he passed them. I believe dragons should stay close to rest od they army (Isn't AI too bold with them cause they're so strong?) More Abashi and Eurabatres could get Cannibalize or March (I believe Acheron has got march being barbarian?) to last bit longer. EDIT: Btw. Where does the dragons spawn? In capitals? Because to the fact, they were defeated quite easily, their position close to frontlines helped lot. Last (at least from what I remember:)) issue is that Cardith built one settlement on small island in water near their territory (horses and sheep lived there) and after defeating them I had to build city near water (Their capital was taken by Tasunke), build ship, and sail my troops there. Quite boring. One more thing. After destroying either Sheim or Kuriotates I got no pop-up (I like them:)) and when no one was left I had to click End turn to get Victory pop-up. P.S. Does Slow works properly? I am sure I casted it on 6 units stack, got 5 Spell resisted messages, though 5 units were held. Once more I casted it on 3 units, got 2 Spell resisted and two were held. Other times I didn't payed attention to it. P.P.S. Thing that annoyed me most is, that I was eager to finally stop this maniacal bastard and somehow I missed the fact that Mulcarn Reborn is one of the missing scenarios. I was really angry when I found it.:mad: (I long to find out if Lucian is going to redeem himself (and Doviello) and will help to stop mad regicide:) That's all, I think. subanark Jan 23, 2009, 11:26 AM For some reason the Illians can't make the white hand ritual. Also, a couple of tiles northwest of the Hippus starting city are grasslands + floodplane resulting in a +5 food tile before improvements. MAPBill Mar 23, 2009, 10:20 PM Played this scenario as the Doviello. Went out quite nice. Just use the familiar strategy of the Doviello: swarm melee units. Not Tasunke nor Auric had managed to take any of the southern cities from the Sheaim or the Kuoritates. I was too fast for them. Bee-lined to Iron Working and founded some cities on the east side to produce battlemasters. Tasunke and Auric developed quite well. Tasunke managed to stay ahead of me in score most of the game. As in most Doviello games, Lucian wasn't my primary melee combatant. I always end up getting some regular beastman to sons of Asena and finally to battlemaster to be my primary city defense breaker. The dungeon part was fine, kinda long. Defeating the Minotaur was cool! The first unit I've sent though the portal was Lucian, just to check thing out there. Guess who was just two squares away from him when he got out of the portal: Abashi! Quickly I've put the rest of my strike team through the portal to support Lucian. The next turn Abashi acted like no one was there and simply continued west towards the Kuoritates. On patch 'y', the pass opens up after you complete the dungeon. I didn't realize that until I noticed huge amounts of my allies's troops going through the pass. Even the Illians with their meager two cities produced some powerful units and sent them to the front. I almost didn't have to do anything else. The Sheaim got overrun quickly. Illians and Hippus had taken over every city they had. The Kuoritates were in far better condition, though. Their dragon was holding the line for them. I then brought War Machine and tore down their last cities. One of the best scenarios I've played so far. I still have lots of others to try, but this one was off the charts! Breunor May 03, 2009, 06:25 PM Possible Bug -- I'm playing the Illians, does the game 'think' I'm a vassal of the Doviello? My capital Garduk has the square to the west and then southwest in its fat cross, and it is also in the fat cross of the Doviello city Mortensholm. The culture for the tile says 97% Ilian, 2% Doviello; nonetheless, it is in the Doviello cultural border. Best wishes, Breunor Breunor May 12, 2009, 07:34 PM I finished the scenario. Besides the bug reported in the post above, I think the scenario was nice. However, I thought it was quite easy I played the Illians. In the beginning, I was 'competing' with my Allies for good terrain, especially the powerful Hippus. It was kind of annoying that they often beat me to good spots! However, these allies are quite powerful so letting them be strong is helpful. It was also disappointing that I couldn't build the Illian rituals. I had never played the Illians berfore; to be honest, the Illians without their rituals are rather weak. But it didn't matter. There is one simple way to win this Scenario which I assume will always work - Take your time!! First, expand to everywhere you can on your side of Pristine Pass. Take out the Sheam and Kurio cities that you can. Again, build up. I got a lot of mages. Why does this work? Well, your side has three powers cooperating on research. Btw, don't forget to have your allies research a religion or two. This will allow you to get the L1 disciple units where the religion has spread (since you use team research, you get the tech!; some religion will alwys spread) so you can have a unit that heals your SoD. While your three powers are coodinating, and the Hippus are quite tough, the Sheam and the Kurioatates are beating each other up. So, when you have settled every inch of your side of the mountains, build a 30 unit SoD with mages, one or two guys who help healing. you can waltz across the pass. For me, I took the Sheam and I had the Hippus wipe out the Kurios; even the Doviello had a nice 20+ unit stack of battlemasters. I got there at the end to help the Hippus who didn't need it (but they were slow. Justifies the ending. :-)) So, the longer you go, the stronger your SoD, the easier beating the dragons, the better your research, the more the Sheam and the Kurios kill each other. I think the only way to lose really is to try to take the pass too quickly. It was kind of fun to sit back with an easy one! Btw, why is it called 'The Cult'? Is it because fo the cult of dragons? Best wishes, Breunor Kiwi Tyrant May 18, 2009, 06:40 PM Started as the Doviello, as have had little experience with them. Immortal level. My starting terrain wasn't the best. I'm getting a -1 :food: penalty on grassland and plains, as well as a -1 :hammers: penalty on plains. I had decent land to expand into, but then found I could not even farm plains....:cry: My starting Deer resource saved me from initial stagnation. Got the Allies to help tech Way of the Wicked, changed to Slavery and got whipping. The Doviello are good for rushing though, so I immediately captured the only Sheaim city on our side of the pass before they spammed too many Pyre Zombies. The Hippus took the Kuriotate city on their side of the map soon after. With nothing left to rush, I took Breunor's advice and just turtled, which I found was the only option I could take, though with the Doviello was not an optimum strategy you want to find yourself in. I started pumping out worker's and settler's to get a foundation established before my allies stole it. I got the Allies to tech RoK which was founded in one of my cities. My Godking boosted capital spammed Thane's to spread the religion and to culture bomb new cities, then later Stonewarden's to quickly auto-build Temples of Kilmorph. I got Bambur, but lost out to the Hippus who made Arthendain. The Hippus were just monster's on this map. They took barb cities and spread rapidly, assisted by an already extensive army. At one stage they had blocked off the Illian with early cities. To get around it, I basically had the cities gifted to me, who in turn would be gifted to the Illian. The Illian were more interested in building wonders in their capital, which was putting the squeeze on my capital's land next door! By the end they had even built a Temple of Kilmorph and Temple of Leaves in there?? They were crushing my capital with so much culture I actually had to bomb it with a GB, and later blow a GE on Syliven's Perfect Lyre! :crazyeye: So I merely turtled, built just an army around my only hero, Bambur, to take the dungeon and open up the pass. The dungeon was a good little side track, but could have been so much more.... I thought I'd leave the vast armies of my Allies to deal with these monstrous dragon's I had heard about. I leisurely opened up the pass at Turn 300. The game was won on Turn 339. As soon as the pass was opened, the 3 dragon's spawned. The next turn Acheron is dead; I think it suicided into a Sheaim city with Abashi in it. I think also at this point that the Kuriotates and Sheaim declare war on each other too. While my stack waited at the portal exit for my allies to start pouring through, the Kurio and Sheaim all of a sudden had some big stack's slamming into each other before my eye's, while virtually ignoring me. When my allies started pouring through with their SoD a massive wound feast ensued. I then cast my World Spell to add fodder to the huge fray! The Hippus speeding about dueling with the equally fast Centaur was a dazzling sight, while I backed up the Illian's who were tending to the slower Sheaim on the right. Abashi seemed to want to simultaneously defend every Sheaim city at once. It kept moving around, but the cities were falling before it could shift there, and it ended up vapourizing, without a drop of blood spilled, when their last city got razed. On the other hand, Eurabatres, the Kurio's gold dragon get's a special mention. It would come charging out of their border's supported with Centaur, kill some stuff, and then retreat back to heal. It was by far the most effective dragon out of the three, and the most effective enemy unit in the game! :goodjob: Points of Interest: *Had a small problem that has occurred in other 'Allied' scenario's. Sometimes one of your allies won't research what you want. You have to then order them to study something else, then go back to them and order them to again research what you're studying. Then they do it. *Bambur couldn't cast Enchanted Blade on allies, yet Priest's casting Shield of Faith could? *Maelstrom could be cast and damage allies, but not start war's? Overall, an enjoyable scenario, made easier by a single choke point enabling turtling. It could have been more intense if mass Gargoyle's did spawn from the Pristinus Passes. The Kuriotate and Sheaim (or some other combo) should start Allied to offer a united front when you pour through the pass. Maybe the red dragon, Acheron, should spawn in the middle of the pass, behind the unit's that have just opened it. That may keep it alive longer and definitely give you a big surprise!!! Kyzarc Fotjage May 24, 2009, 09:20 AM I never got any Gargoyles spawning from the guardians, are they supposed to? I agree with everyone else and the Hippus took over everywhere whilst the Doviello suffered. Breunor May 24, 2009, 12:45 PM I never got any Gargoyles spawning from the guardians, are they supposed to? I agree with everyone else and the Hippus took over everywhere whilst the Doviello suffered. They (the gargoyles) were probably triggered by one of your Allies; the Hippus especially are likely to trip them early. Best wishes, Breunor Kyzarc Fotjage May 24, 2009, 02:07 PM But I was the first one to enter the gauntlet thing and I never saw any gargoyles whatsoever. Come to think of it, I don't think I've ever seen any non-Luichuirp gargoyles. Breunor May 26, 2009, 11:06 AM But I was the first one to enter the gauntlet thing and I never saw any gargoyles whatsoever. Come to think of it, I don't think I've ever seen any non-Luichuirp gargoyles. Maybe the gargoyles spring out before entering the actual pass, if you get close? I'm not sure. Are you positive one of your Allies didn't enter, even on a part move? Maybe they don't spring up if it is too late in the game? Indeed, maybe even the opponents (who have some cities on your side of the pass) triggered them? Best wishes, Breunor Kyzarc Fotjage May 26, 2009, 01:16 PM I had a unit inside the gauntlet thing with guardians on the 8 or 9th turn, I probably would have seen the gargoyles. Maybe the Gargoyles only spawn when you play above a certain difficulty? I was playing warlord (I know, I'm not very good). lymond Jul 20, 2009, 11:05 PM Can anyone please explain to me why we can't build the Illian rituals in this scenario? I"m playing the Illians for the first time for a change from Doviello and Hippus, but man it sucks not having a priest. Have a great Hunter than now has the diseased promotion. Another note, anyone have messed up Griffons in this scenario. I've never captured Griffons before that could not use impassabel terrain and had only 1 movement point. bizarre MagisterCultuum Jul 21, 2009, 12:06 AM Well, they don't want you resurrecting Drifa by some other means, or ascending too soon. cyther Jul 21, 2009, 05:35 AM Another note, anyone have messed up Griffons in this scenario. I've never captured Griffons before that could not use impassabel terrain and had only 1 movement point. bizarre This scenario blocks the ability to fly. This is so you do not simply fly over the dungeon on the right side or the mountain chain the keeps you seperate from the bulk of the Kuriotate and Sheaim empires. lymond Jul 21, 2009, 03:12 PM This scenario blocks the ability to fly. This is so you do not simply fly over the dungeon on the right side or the mountain chain the keeps you seperate from the bulk of the Kuriotate and Sheaim empires. Thanks...that does make sense. And about the rituals for the Illians. However, I wish I did not play this scenario as the Illians. I found it not very interesting at all. MagisterCultuum Jul 21, 2009, 05:46 PM An alternate approach could have been to set all those peaks to pPlot.setMoveDisabledHuman(True) R0GERSHRUBBER Sep 30, 2009, 08:22 AM This seems like a fun scenario, but every time I save and try to reload from a save after about turn 200, the game crashes. The first time this happened, I just found the latest save I could that would load, and cheated to bring myself up to speed. The game proceeded fine until I tried to reload an auto-save (moved a unit accidentally), after which point none of the saves, auto or otherwise, would load. Two example saves from independent plays are attached. Veqryn Oct 19, 2009, 01:27 PM I thought this scenario was pretty cool (i played as hippus), but i'd like to highlight some major problems with the AI The Illians and Doviello are less than useless. In fact, I would be far better if they weren't in the game at all because: The build nothing but units. They have hundreds of units, so many that I don't think they can support them any more. Because they have so many units to support, their research rate is ZERO. And by zero I mean, nothing, when i ask them to help me research a tech and they switch to it, the research bar does not increase any more than what i put into it. Yet, because i am on a team, my research rates are increased by 3x because i should have 2 people helping me... Despite having hundreds of units, they keep ALL of their units in their cities. Occasionally i see a hunter leave their cities and go explore a couple tiles. But that is it. They do not even leave their cities to defend their lands. At first there were lizardmen walking all over, destroying roads and stuff. These could have been beaten by axemen and sons, which they had 10 of in each city. Far later in the game, there were still lizardmen wandering into their culture, destroying improvements, and the AI has probably 50 or so champion type units sitting one square away not killing the lizardmen. He doesn't build improvements, except for a couple occasionally. This coupled with my note above means that i had to baby sit his land with horsemen and improve his land with my own workers. Gahhh They also did not build any settlers, found any new cities, or capture any cities at all. Lastly, when I finally got through the mountain to the other side, I saw a big scary red dragon. Not wanting to lose my lone hero unit (the only one to make it through the mountain alive), I retreated back to base. Some turns later i had a new army built and rushed through to meet the red dragon, who had mysteriously disappeared (I suspect died attacking kurio/sme). Also, i know there are 2 other dragons in this scenario, but i never fought them because they died attacking each other... I think that the red dragon should be changed to stay at the end portal, and add a couple more mountains so that he blocks the path. Give him a few buffs too, I was hoping for a bigger challenge. Lastly, why do the illians and doviello suck soooo much? its so irritating. Even when i play as them, my research drops to 30%, but when I play as anyone else I can keep it at 80%. Obviously the AI keeps their research at 0% or 10%. The AI builds far far too many warriors, then keeps them around even as they advance to champions, meaning that they are supporting a massively defunct and obsolete army. The AI should be changed to disband warriors once it has a sufficiently advanced army, and also that the AI should not build more units than it can support without dropping its tech to less than 50% unless its cities are being seiged. Lone Wolf Oct 20, 2009, 10:12 AM The AI flaws are a consequence of the AI update with the later patches. In particular, barbs walking unopposed was the thing I noticed in my Wild Mana game. saathei Nov 19, 2009, 12:11 AM I patched backward to "g" so the AI would be smart again. ;) Are barbarians supposed to be able to make cities in the dungeon? It worked out well for me - I captured one just as I finished researching sorcery and was able to upgrade my adepts on the spot - but it kind of ruins the whole "dungeon" feel of it. I was also seriously bummed that I couldn't do The White Hand ritual. Samhain and Deepening - whatever, no biggie, but not having any disciple units was quite painful. I'm giving my guys March and I nicked Mahala's body mana for regeneration, but it seems a poor solution. Perhaps you could start the Illians out with the 3 priests of winter if you want rituals to be disabled? Gavinfoxx Feb 26, 2010, 09:44 AM I'm having a pretty major bug with this scenario... I don't know what I did, but there is NO flavor text at all. When I go to the pass, there isn't any flavor text popping up, and often no gargoyles spawn, or when I exit the cave, there should be something happening, but nothing does... the dragon does spawn though. Oh, there is a major bug, because you can settle far to the north of the hippus starting spot, on the water, and bypass the whole dungeon section. Also, for the random "pay for map to treasure" thing, it spawns on a place where it is impossible to build a boat to get to it, you HAVE to use water walking... which, by the way, is the main way to bypass the scenario.. Octopus Overlords units seriously break the scenario. (Posted both in the bug thread and the cult feedback). Gavinfoxx Mar 06, 2010, 10:14 PM Bump, anyone managed to get that scenario to work correctly? Here is my savegame post: http://forums.civfanatics.com/showthread.php?t=355311 |
vBulletin® v3.8.2, Copyright ©2000-2013, Jelsoft Enterprises Ltd.