View Full Version : The Momus Strategy


Kolath
Dec 17, 2008, 08:14 AM
In order to keep the feedback thread clean, here is a thread to discuss strategies for winning the Momus scenario.

When you write strategies, be sure to list your difficulty level and game speed options.

Important! Use the spoiler tag to discuss specific story choices, ending text, etc.

Love
Dec 17, 2008, 11:48 AM
Just build alot in the beginning and research OO and whoops you have a stack with boarding parties, saverous, hemah, guybrush, cats and some cultists. Then you wait until perp lets you declare war at the hippus and they fall

Kolath
Dec 17, 2008, 11:57 AM
Anyone have suggestions for initial city placement and what to use the supply unit for?

In my game so far I settled my capital just north of the starting location (right above the desert copper hill) and settled my second city down by the pearls and gold to the southeast.

I used the supply unit to grab a library my plan was then to rush for OO but I think I wasted too much time exploring before settling and Perpentech beat me to founding Octopus Overlords so I instead beelined for Honor to get radiant guard's ability to stun enemies.

I think I will restart and beeline OO earlier because that seems to be a good strategy for warmongering this scenario.

Love
Dec 17, 2008, 12:04 PM
Supply unit for training yard or archery range and settle at water for gods sake, this is lanun were talking about, get fishing boats out and you have pirate ports and fish making you survive in desert, build herons throne in capital (where you spawn) and you have an awesome city, hopefully you have copper or iron in the fat cross too

Demus
Dec 17, 2008, 12:04 PM
perp founded OO on turn 3 or 4 in this scenario, at least in my game, i think he start with it. Be careful of production in the early game, i kept getting dogpiled because i wasn't capable of producing enough troops

Love
Dec 17, 2008, 12:24 PM
yes but you still get the religon and perpy don't seem to build heroes.

Kolath
Dec 17, 2008, 12:31 PM
Thanks, Love. I had never played Lanun before this since Fire so that's helpful advice. I didn't realize that you could do coves in the desert

Lade
Dec 17, 2008, 12:39 PM
Momus is insane! Don't even try!

Not really, I jsut stink at Civilization :D

Blathergut
Dec 17, 2008, 01:20 PM
Well...it seems quite difficult, but a couple points:

1...set to use food to produce units, plus the coves, the first two cities founded on the sandy beach can crank out units like i've never seen!
2...hard to know just where you should be at a certain point, but I seem to keep up near top with pts...have 5 cities...
3...seem unable to crack any opponent cities tho...boarding parties die if hurled at archers or anything, seem to die as well when attacked even by axes...but will keep at it...

MagisterCultuum
Dec 17, 2008, 01:26 PM
I actually founded OO before Perpentach could in my first game, thanks to a disciple from a lair.

Xuenay
Dec 17, 2008, 02:01 PM
But cities built by the coast have a crippled production? I only built one there as my fourth city, and then it took something like 150-200 turns before I could get Heron's Throne built and the city actually producing anything.

One thing is, when Perpentach tells you to go wage war against an enemy on the other side of the map, don't participate. You'll want to spend this time building up your troops and infrastructure, and preparing a big invasion army. Then, when Perp declares everybody to fight everybody/everybody to fight you/everybody to fight a close neighbor of yours, the army you've kept waiting can just cross a neighbor's border and take a city or two.

Love
Dec 17, 2008, 02:21 PM
or even better everyone -> your neighbor :D

Saytr
Dec 17, 2008, 03:12 PM
I like to get CoE early, and build small stacks to send to the far away civs. This means I can harass them at a second's notice, and possibly take an unsuspecting capital.

orgonebox
Dec 17, 2008, 10:14 PM
My winning strategy involved going for Runes of Kilmorph. There are enough hills in that scenario that dwarves are a huge advantage, not to mention the buffs from Bambur and the Stonewardens. Then there's the Mines of Gal-Dur - it should get you iron weapons ahead of everyone else. Once I had the mines I bee-lined sorcery and then built a fire node. The rest of the game was tedious, but an assured victory.

I did discover that if you're in another player's territory and war is declared you get to stay there. If I was busy with genocide when peace broke out, I put that stack on sentry right next to a city and waited for the next opportunity.

Atnanor
Dec 17, 2008, 10:37 PM
Really this map depends on just damn good luck. I went for the OO strat and got some cultists up to support Swordsmen and soon Boarding Parties. Tsunami is a near godlike ability in this map, since there are small one tile lakes everywhere. If your lucky enough to have free for all, all against you (all though you might be busy trying to survive), or all against Hippus, you should rush Hippus, before they can start up their super stacks.

Right next to the Hippus is the Infernals. Infernals can get insanely strong, they had Pass Through the Nether and The Nexus up, had Rangers, etc, about 150 turns in. If you have Saverous and Guywood up however, it should be doable, and having Hemah only really seals the deal. After that it should be just a long, boring, grind around the map. Infernals and Hippus are the only really problems, the rest are just annoyances.

westamastaflash
Dec 17, 2008, 10:55 PM
All you need for the first 150 turns are a giant stack of swordsmen and catapults to steamroll hippus and infernals.

Needless to say I dropped my difficulty to noble, its still incredibly boring.

heisenberg
Dec 18, 2008, 03:35 AM
CoE is very powerful in this scenario, being able to "ignore" perp's directions and weaken neighbours with assassins/shadows while keeping a minor force at his borders waiting for perp to pick on him or simply call for a FFA.

Often perp changes his mind rather fast such that you aren't really able to cart a large sieging force over quickly enough since you need to leave a substantial force behind for defense, so with shadows already picking apart defences it becomes really easy to destroy your targets once perp gives the green light. :lol:

Ringtailed
Dec 18, 2008, 12:32 PM
I haven't finished this scenario yet. The first run through I got killed, but the second time I went straight for Empyrean (I researched Trade, way of the wise, then honor) and used Radiant Guards to freeze the AI's invading stacks with blinding light.
Then I researched Religious Law and built Chalid, who as per usual destroys everything in sight. Now I'm combing the map with a stack of 4 rangers, 4 rathas, 4 assassins, and Chalid. I keep building rangers in my first 2 cities and use those to garrison captured cities. I'm pretty sure it's all downhill from here as the AI has no real counter to Chalid.

I built my first 2 cities inland, north of the coast. The first city was built on a hill to the left of that small lake and the second was built north of there, also on a hill, by a copper & gold deposit. I used the Supply cart to build an archery range in my capital. With Conquest + Apprenticeship the new archers could get guerilla I + city defender I which was enough to keep the AI from killing me in the early game. Since my food came mostly from lakes it didn't matter too much if they pillaged me; all I had to do was survive until Perp called off the all vs. me war.

Having every unit start mutated was driving me crazy at first, but a lot of my assassins and rathas got Blitz as a mutation, so I'm happy :P

Kolath
Dec 18, 2008, 05:11 PM
New version is out in patch "b" should make the map smaller and more easily winnable.

Ashdrake
Dec 18, 2008, 07:43 PM
This was a very easy scenario, although i only play on warlords (1 step below noble) but it was easy as hell.

The first city is founded on the beach on the right side, immediately above the 2 hills there, and the 2nd city is founded inland, where the small lake is, starting position go exactly north a few squares.

Then on both cities just mass archers and tech for boyers OR necromancy -> pump up adepts -> skeletons go for sorcery get Shadows, usually if you settle like this there are around 2-3 mana nodes around, one is above your starting location, one is above in the 3rd row above the first city you make and one of them is on a desert in the corner of the map to the east. (settle a city around there)

the point is, the 2nd city must be set on a hill terain (40% from archers bonus in addition to another 25% from natural hills) which will prove usefull when the bad guys come after you with catapults.

if you ahve around 10 archers/longbows in each city you should be fine.
afterwards just get adeps, go for mages, when you have 20 or so mages with necro II the thing that gives summoned units movements points + mobility + add 3-6 boyers for protection on the way and you can clean the map. It takes a while but it's easy.
go 2 squares from city, summon 20 shadows -> attk (shadows will have 5-6 atk if you had 2-3 death mana) -> raze city (rinse and repeat)

Zechnophobe
Dec 18, 2008, 08:33 PM
This was a very easy scenario, although i only play on warlords (1 step below noble) but it was easy as hell.

Of course you find it easy on Warlord difficulty, I'm sure most people would.

DioBrando
Dec 18, 2008, 09:39 PM
So, i tried the scenario out a couple of times. Lost at about turn 200~ two times. Then i went with empyrean. Oh god i love Vicars and Chalid. Crown and that pillar of fire are the best spells ever <3

417 turns.
You have displayed the leader capabilities of CTHULHU

Hell yeah.

heisenberg
Dec 18, 2008, 11:59 PM
=P Zechno we all have our preferred difficulties darling... lets be civil =)

Smakemupagus
Dec 19, 2008, 02:36 AM
(prince; original patch "zero" version)

Settled first two cities inland; didn't settle coast until i could "spring" the desert.

Random mutations were fun -- i have never played much with that spell before.

just an observation I thought that in the first go-round Perp seemed to command a dogpile of the points leader.

After getting not too much traction early i gambled a little to get some libraries and a couple other civilian builds in. Ended up running a lot of science specialists in one city and got a tech lead even with 30-40% slider.

Used lots of air mages' AOE and drill arch/lbows to defend and random melee to mop up. Counterstriked at targets of opportunity especially when Perp called All War. After controlling about 1/4 of map I found i had to start razing to avoid being spread too thin. AIs resettled but not really recovered.

This bought some time for some more turns of civilian builds, switched out of some of the war civics. Got to mithril first & broke the strongest remaining AI capitol with stack of doom. Battle turtles did a great job holding the forts on the homefront with support from air mages. I didn't think mop-up was as bad as some of yall said, no worse than a regular game IMO.

Kolath
Dec 20, 2008, 04:19 PM
Prince, patch D.

Rushing Empyrean + Chalid was the key. I was about 10 turns from building Chalid in my capital when everyone dogpiled me and took my second city. Four massive stacks were bearing down on my capital (defended by only a longbowman and a radiant guard) when I managed to pump out chalid. From then on it was just a matter of consolodating and slowly marching across the map raining pillars of fire left and right!

RogueThunder
Dec 20, 2008, 05:08 PM
Mmmm.
Prince, patch A

Rushed every source of someone capible of promoting Chaos III I could think of. Dear god that spell is fun. Only iritating part is once in a while an archie has to walk back to the battle field (Stupid escape) Took my first civ with just the illusion summoning essus hero alone. *shudders* "Wonder: Pillar of Fire, Snowfall, "lost archos unit", air elemental, earth elemental." With twincast. God, that poor city.

In a side note :P I have a city with 5 penguins as a sideffect!

bluedevil99
Dec 20, 2008, 06:36 PM
Monarch, patch c.

Built capital NW of starting location on hill. Got 2 copper in FC plus 3 flood plains. Switched immediately to God King and Nationhood. Capital built training yard (interrupted by worker when size 2) and siege workshop while growing to size 6. Initial tech path was OO -> Priesthood.

Settled other city SE near Calabim. Used supplies for library (risky, but kept both initial archers down there with a backup swordsman nearby). Built monument then archery range.

Once capital was size 6 switched to military state + conquest and pumped cats and swords in capital and archers in city #2. Took out the calabim the first time Perp called a free for all. By the time I'd finished them off (only kept capital) cultists were online and off I went. Tsunami is amazing; there are a few pesky inland cities but thankfully not many.

The Library was a big risk. If Perp had called a free-for-all right off the bat I may have been in trouble. On emperor or up I'd have gone archery range. Still it meant cultists that much quicker. Cultists are awesome on this map, you can get them fast, and they are mass producable.

bluedevil99
Dec 20, 2008, 06:36 PM
One request for Kael and the rest of the FFH pantheon: Any chance you guys could re-release the original Momus map? I only had a chance to give it one try due to work, and while I certainly appreciate the smaller map (I did get far enough to appreciate the original would have taken forever) I'd love to have it for a rainy day.

lexington1
Dec 21, 2008, 01:35 AM
Tried to play twice on the smaller map-gave up the first time, still working on the second. Since people were discussing religion, I actually find Order to be the best choice-the majority of the other players (in my games, at least) tended to go AV and hit me with hordes of diseased corpes-my first game ended with half my units diseased (which given the -30% strength, I personally hate). So the "cure disease" spell is really essential (and also nice for getting rid of the withered promotion tons of my units seem to come out with). The happiness from military units in Order is also nice, given the huge armies I end up building.

A Golden Dragon
Dec 21, 2008, 02:06 AM
played it at monarch, strat that really worked well:

i used the cultists tsunami spell to declare war (is this supposed to be possible?) then just used an awfull lot of mages (19 mage, 4 arch, hemah, with fireball, or fire elemental)
and burned down every city i conquered

maxed out on starting xp in capital (even made guybrush die for the SotC) so my adepts could become a mage once i made them,

Yashkaf
Dec 21, 2008, 04:35 AM
Immortal, no patches:

Instead of building the first couple of cities on the water, I moved northwest and settled the capital next to the 3 gem mines and Dunwitch next to copper and horses a bit northeast from there. You always have time to expand back to the water, but if you let Perp beat you in a territory race you're never going to expand there. Since Perp gets OO quickly, I got RoK. In a game where you're actually going to need to defend your cities a lot, Arthendain is priceless. With guerilla 2, combat5 and a few other buffs and promos, he quickly gets to around 50-55 effective defense strength in a hill city (and you're smart enough to only settle on hills, right?) Destroy undead is also excellent because you start right next to the very strong infernals and they use a lot of diseased corpses. The paramanders also get a bonus against demons, and since Sallos is the biggest threat to you from the start, RoK is a no-brainer.

In my game, about half the civs went OO and the other half AV, which allows for an obvious exploit: Casting destroy undead with an undead unit nearby immediately declares war on the injured civ. It probably works with maelstorm/tsunami as well, easily allowing you to declare war on whomever you wish. I personally didn't use it, but it's there just FYI.

There's a lot of mana on the map, and with conquest+apprenticeship and maybe theocracy you can get mages quickly. Thus, for magic I recearched necro. Entropy gives you rust which is an incredibly powerful defensive spell at 1st level. It can stop a city assault on it's own. Shadow 2 should be useful (a buff that ignores terrain defence) but I don't think it worked as advertised. Then, you build death nodes all the way and get the Tower of Necromancy. Once you've got your corner cleared (the Hippus and Sallos) which should be doable with RoK, you should have enough for 10strength specters to take care of your offensive needs.

From here on it's archers and Arthendain on defense, Guybrush, Bambur cats and swordsmen/paramanders along with scepters on offence. Don't forget that Bambur can heal catapults on the go, which means you can kamikaze them at full strength on every city you take. I actually lost Bambur pretty early (I'm very proud I didn't reload) and still managed to roll.

If you've dealt with the demons and lost Bambur or Arthendain, you might consider a switch to Empy to get Chalid and Rathas which are more useful than paramanders against non-demons.

I got lucky with a tech or two at the start from goody huts but was subsequently dogpiled twice in a row because I led the score. In general, I think the scenario is very beatable even on Deity, you just need to be ready to defend a dogpile at all times and have an offensive stack ready BEFORE war is declared.

One last thing: Guild of 9 is absolutely the best wonder in the game for defensive purposes. You can keep just two archers in every city, and they turn into 8 defenders within the 2 turns it takes the enemy stack to reach you. Since I had Arete and conquest+apprentice throughout the game, it means 6 strength 7 mercs with guerilla 2, plus the two archers. That saves you the time and upkeep on having 6-7 archers in every city, and requires only around 500 spare gold at all times. The gold is also easier with RoK temples.

Just my 8 cents, have fun.

Bezhukov
Dec 21, 2008, 08:11 PM
Couple other notes:

No barbs = Lunatics never go rogue.
Slaves upgrade to Lunatics.
Lunatics and Slavery are both OO.
Tower of Complacency+Heron Throne+City of Slums+Lanun sea food+Coves = good times on the beach.
Get an early adept to turn your beaches/oases into plains.

Yashkaf
Dec 22, 2008, 03:17 AM
I've actually seen a worker of one of the other civs go barb, hasn't happened to me though and I have a lot of crazed units. Hey, I won't say no to an extra move and 20% strength :)

Love
Dec 22, 2008, 04:19 AM
however if you kill crazed units they go barb

cureforpain
Dec 22, 2008, 05:01 AM
emperor patch E
run all military civics
stacks of catapult and swordmen/boarding party
fortify your empire at calabim'end
attack the other end as soon of possible.
a bit long and no brainer but it does the trick

reverend oats
Dec 22, 2008, 08:10 AM
Wait, so I didn't have to keep my insane units on dangerous suicide missions? :wallbash:

Bezhukov
Dec 22, 2008, 11:32 AM
Wait, so I didn't have to keep my insane units on dangerous suicide missions? :wallbash:

It's Perp's scenario. Dangerous suicide missions are for the sane ones.

Falc
Dec 22, 2008, 06:08 PM
One request for Kael and the rest of the FFH pantheon: Any chance you guys could re-release the original Momus map? I only had a chance to give it one try due to work, and while I certainly appreciate the smaller map (I did get far enough to appreciate the original would have taken forever) I'd love to have it for a rainy day.

Download the original FfH 040 file again and install somewhere else than where it proposes. Then, go into that folder -> Assets -> XML -> Scenarios and you should find it there. Rename and place it in the PublicMaps folder of your real FfH 040 folder.

xienwolf
Dec 22, 2008, 07:14 PM
Dear gods I forgot about Pirate Ports... :blush:


Anyway, I tend to settle in locations that will let my cities connect water-ways. First few games I settled near the inner sea that connects to Perp, but the stupid Kraken prevent me from using any resources out there. Instead I plop 1 settler right in the desert for my capital so I connect the Maelstrom to the Krakens. The other settler I move up just beneath the mountain to create a nice chokepoint that Sallos cannot cross into my territory, and connect another waterway to the Krakens.


Supplies goes for a Library since they are expensive and I won't choose to build one any time soon. First thing I build is a Mage Guild, then pop out an Adept to clean up the desert and create a fire node. Strategy from there is just to get Conquest + Apprenticeship + Theocracy, then if I can get Form of the Titan I am spitting out instant Fireball Mages. I basically suck at war, so Fireballs are all I can work well with :)

The one game I did win I was cursed with a no Mithril, no Gems, no Reagents map :( I had gone RoK and was counting on Earthquake to help with taking out city defenders.


Primary target early game for me is always Sallos. He is the biggest competitor IMO.

DioBrando
Dec 22, 2008, 08:31 PM
Uploaded the original momus map for convenient access (just hoping that i'm not breaking any rules :rolleyes:)

Trying out the new map as we speak!

Psycho_Ivan
Dec 23, 2008, 12:43 AM
Having just completed The Momus, I must say that I'm surprised Falamar's traits were so handy during this scenario! They really contribute to making his coastal cities population be just a bit higher and Charismatic is a powerful warfare trait when plowing through so many enemies.

bonedog
Dec 23, 2008, 12:21 PM
I'm in the middle of this one now, and it's been pretty fun so far. Decided to make founding the Order a priority, since I knew I wouldn't be the first to get either AV or OO, having played an earlier (patch 'a') game. Then I wasted too much time building the Black Wind and a fleet of strength 7 ships, thinking I'd be able to take out the pair of krakens (...utter failure). Also got beat trying to build Form of the Titan by a couple of turns. Didn't have a very strong army, except for a high-level Valin, who I sent off to attack whichever civ was currently being targeted by Perp.

Then Perp decided it'd be funny to have everyone attack ME. Next thing I knew, I went down from 3 moderately defended cities, down to 1, thanks to an unexpected blitz by the Infernals up north. I probably would have lost that last one, too, if I hadn't managed to rushed Valin back to my territory just in time. I then retook my two captured cities (which suddenly had planar gates!), rebuilt my army, and wiped out the Infernals. Thank god for high-level heroes!

Kyroshill
Dec 23, 2008, 11:59 PM
Dear gods I forgot about Pirate Ports... :blush:


After a few games of being utterly outproduced by Sallos and being overrun.... I read this quote......


Wow! What a difference..... I had completely forgotten the power of the Lanun!! :p

I still went OO.... though I was the third to get it..... I was the only one who produced cultists to any use..... then promoted them to Speakers to run my own kraken around harassing ships

WooHoo! I got through it.... :crazyeye:

reverend oats
Dec 24, 2008, 08:02 AM
I had forgotten about the change for them, too. I wondered why my workers couldn't build them and figured they had been disabled for this scenario.

Darksaber1
Dec 24, 2008, 09:33 AM
I also found every one but Perp, Captain Uldanor, Berri Bawl and me went AV, with Beeri going Order and Uldanor and Perp OO, and myself Empyrean. Chalid and Luridus were quite useful. I agree the Duke should be targeted first. I whent after him last, since I was casing Melisandra when Perp declared Frefor all for most of the remaning game, so i battled from East to west, with Guybrush leading the forces holding the Duke at Nimrail. By that point, most of the others were virtual non-factors. The Duke, however, made me glad I had teched as far as doing Blood of the Phonix, as his forces slagged Guybrush, Chalid, 3 Luridus and over a dozen Boarding parties.:eek:. He was throwing Balors at me about the same time I got Champions, and his Chapions were attaking me by the 60th turn:eek:. His Citeis were all over size 10, and he had 4-5 of them.
So I whent Mahon, Furia, Melisandra, Uldanor, Weavil-Pickel-and-Hyde, Tyra, Salos,
Perpentach

Chip56
Dec 28, 2008, 08:25 AM
I went for necromancy on monarch.
Ten mages with death 2, 2-3 with air 2 and one stonewarden worked quite well.

Breunor
Dec 30, 2008, 12:59 AM
I won my third game with OO. I generally found that the Duke was the 'real' opponent and if I beat him the rest was easy.

In my first game I didn't know what I was doing. Knowing the general 'rules' about how the wars work and the like is really helpful.

In my second game the Duke founded the AV and got Rosier and I got blitzed off the board.

Fortunately, in my third game Rosier was built elsewhere. I went with OO mostly out of tradition. Its a hard choice. I felt I needed Saverous and can get him quickly. He is immune to a lot of the Infernals abilities.

I found a new respect for 'demon-slaying'. I rushed the techs to get it (after getting OO and mind stapling). Then, everyone got demon slaying or undead slaying, it helped somewhat hold off the overwhelming Infernal power. I used my initial supplies to build a library and built training yards and archery ranges in my first cities.

Given high tendency to pile onto the leader, I do think it is important to wait for the 'big offensive' when you are ready. I find the problem is that if you wait to get Saverous, Threepwood, Hemah and a few mages, the Infernals may already have won and be overwhelming.

I also became a fan of Lunatics. It looks like they don't turn barbarian in this scenario. Also, I like the Stygian Guards since they are also immune to many of the nasties in the game that the Infernals can throw at you.

Great fun!

Best wishes,

Breunor

Nameless One
Jan 08, 2009, 06:08 AM
Duke Sallus is an overkill. I find the Momus quite difficult only because of him. Production is not a problem because Lanun start in an area with a lot of Copper and usually some Marble. The problem is that Duke Sallus starts with AV holy city and Iron resource, which makes his Axemen incredibly powerful compared to your copper-armed Swordsmen.

I just finished all other scenarios and went back to the Momus. Duke Sallus destroyed the Amurites when everyone DoWed him, as usual. Contrary to the usual scenario, I managed to beat off his initial attack with minimal losses, but now Perp declared that everyone should fight everyone, and I don't think I can take it if Duke Sallus and the Calabim decide to gang up on me. I might be in for another restart :(

btw, is there any way to get rid of those Kraken in the central sea? They usually move on neutral territory, but they periodically go on a rampage and destroy all my sea improvements.

Dux_
Jan 08, 2009, 06:14 AM
Try beelining for Octupus Overlords & Priesthood, then abuse tsunami to kill those krakens & Duke Sallus. The real problem I encountered with Sallus was when trying to crack his inland cities, the coastal were a piece of cake.

cabbagemeister
Jan 11, 2009, 06:13 PM
I also went OO and started annihilating everyone on the coast, but found it too hard to crack the inland cities, even with highly-promoted Stygians. I was making great progress among the Balseraphs on the southeast coast, but I couldn't do anything against the Duke's inland cities (and of course he kept getting manes as I slaughtered the various OO/AV Balseraphs).

So I decided to completely switch gears, swapped to AV before even starting the long slog down the arcane line, cranked some Ritualists, researched Infernal designs, upgraded my best badass Stygians to Eids, built Mardero to replace my lost Saverous, and Rusted and Flamed the Infernals to the point where my Eids walked over them. It's really too powerful that Stygians don't abandon you when you switch religions.

frenzyslave
Jan 14, 2009, 06:04 PM
Finished, very cool scenario, but fustrating. Everyone getting mutated is a pain in the butt - I dont know how many of my units ended up enraged. Sigh :( When Gibbon ended up enraged (noooo!), I cheated in WB on every unit that did after that.

The stooges and Gibbon Goetia and mages won it for me (Perp beat me to OO). Had death mana throughout, and wraiths/spectres kick butt (first time used them)! Also founding the Guild of Nine was exceptional on defense. Stooges, 2 mages, nightwatch went north. Gibbon, 2 mages, nightwatch, and boarding parties went south. They linked up in Hippus turf in the end... (most random wars were against me or freeforall). I eliminated the infernals first (they knocked out the amurites).

Asmuth
Jan 16, 2009, 06:45 AM
Seem to have some sort of bug. When I destroy a civ and they say their goodbyes I get a coding message instead like TXT_DEFEAT_ETC.. I could deal with that and played on but then near the end you get a choice, and I get this code for the two choices. By picking them I can see what the outcomes are, but I have no idea what the two choices actually are, and therefore not sure which one I'd rather pick. Anyone else have this problem, any way to fix it?

[NWO]_Valis
Jan 16, 2009, 09:22 AM
You probably did not applied the patches. Go one level up in the forum and in the first post of the bug thread is a list and link to the actual patch.

This will fix the dead messages and the choice is probably when you are the last player with Beri and it is about an alliance against Perpentiach.

Asmuth
Jan 16, 2009, 06:54 PM
Yes, I'm sure that's it, could post a link to the patch, I looked for it but cannot find it.

someone67
Jan 17, 2009, 09:10 AM
Yes, I'm sure that's it, could post a link to the patch, I looked for it but cannot find it.

Check out the bug thread:

http://forums.civfanatics.com/showthread.php?t=302590

Antitel
Jan 24, 2009, 11:08 AM
The one game I did win I was cursed with a no Mithril, no Gems, no Reagents map :( I had gone RoK and was counting on Earthquake to help with taking out city defenders.


After reading your post I regenerated the scenario several times and none of the maps had mithril, gems, reagents or others as wine, gold, wheat. Also rice or pigs only appeared on half the maps. Is that normal? :(

I'm using latest patch.

Jules.lt
Jan 29, 2009, 01:35 PM
At monarch, I really enjoyed this scenario.

I went OO and made a super-capital with the Tower of infinite population and all the +xp stuff I could. Pirate coves and tsunamis are crazy powerful, as usual, and since the map wasn't too big I had my first conquest domination ever :P

For me too, the only real opponent was the Duke, who I tried to take out first because killing all those evil guys only made him stronger.

Zealousriot
Jun 02, 2009, 04:48 PM
I find that Duke Sallos is the only real opponent in this scenario. The Krakens just annoy me. I play on Prince difficulty, how do you bypass the krakens (cos bein the lanun you want naval domination) ? iI agree to go for OO, get cultists and just obliterate with tsunami. For an early defence, just build up stacks of archers.:crazyeye:

Kiwi Tyrant
Jun 02, 2009, 08:25 PM
I play on Prince difficulty, how do you bypass the krakens (cos bein the lanun you want naval domination) ? iI agree to go for OO, get cultists and just obliterate with tsunami.

You've already answered how to rid yourself of the Kraken menace....

Zealousriot
Jun 06, 2009, 12:52 PM
Now, I muight just be doing something wrong, but why cant you build the mercurain gate in this scenario? (although if it was to try and stik to the storyline then i would understand)

Breunor
Jun 06, 2009, 03:10 PM
Now, I muight just be doing something wrong, but why cant you build the mercurain gate in this scenario? (although if it was to try and stik to the storyline then i would understand)

I'm pretty sure that 'compact enforced' is in effect; this means no Hyborem and no Basium. You can check under the game settings. Most of the scenarios have this feature.

Best wishes,

Breunor

Valder
Oct 26, 2009, 12:19 PM
Played on Prince difficulty with Patch g. I used The Order to deal with the Duke, but once I took care of the rest of the map I had a hard time dealing with the last civ -

Perpentach

before time ran out. After my first failed attempt, I figured out a useful "cheat." Since you can't cause civs to declare war on you with spells in this scenario, I trained some adepts with scorch and sent them to my enemy's cities during a time of peace, transforming all plains to deserts. Only a few of his cities were built on plains, but the combat penalty I added to those cities made a huge difference in speeding up conquest and allowing me to sweep through his cities before the game ended.

Also amusing, I built Valin early but accidentally got him crazed at a dungeon. With all of his promotions, he had 5 movement per turn (plus commando) and could basically take out any enemy, so every once in a while I'd get a message between turns that he'd killed somebody. After some searching, I'd find him in some random part of the map, confused and slightly hurt, and send him back to one of my cities to heal. It was like he went on a drunken binge and couldn't remember what he'd done the previous night.

The Flame8
Mar 01, 2011, 02:34 PM
Anyone know how this could be compatible with Rise from Erebus?

Dumanios
Dec 27, 2011, 08:55 PM
This was a fun scenario. Saverous, Hemah, a Mage, a Thane of Kilmorph, and a bunch of Swordsmen, Chariots, Drowned, and Horse Archers killed pretty much everyone. When Perpentach killed Saverous at the Battle of Jubilee, I went right ahead and razed the place to the ground, despite it holding quite a few wonders(the Theatre of Dreams, among others).

Elder Methyl
Dec 28, 2011, 01:37 AM
Anyone know how this could be compatible with Rise from Erebus?

There's a Module which recreates the scenario for RifE.

Edit: Never played it, though.

formivore
Jan 26, 2012, 08:51 PM
Long time CIV player giving this scenario a try. I had always ignored FfH up until now. I think I once tried that scenario that comes with BtS, didn't care for it, and never gave it another thought. Momus was my first real FfH game (did menagerie and then this). For some reason I thought it would be a good idea to try doing it on emperor :eek:.

Wanted to say this an absolutely fantastic map and scenario. If Momus had shipped with BtS I would have become a FfH-head many years ago :lol:. It is a sexy strategy map with threats everywhere and lots of juicy chokepoints. The random war mechanic is great. It doesn't feel unfair because there are lots of things you can do to prepare and make the best of it. It also gives you a chance to do some building/teching in a position that would otherwise call for nothing but war. I was finally able to beat the map on the third try by using some of the strats in this thread (mmm tsunami...).

But what I loved the most about this scenario was the flavor. It has the feeling of a classic pulp fantasy novel, like something by Glen Cook. You, the dashing Falamar, are shipwrecked at the edge of a desert. Now you are forced to fight to the death against eight other psychos by the mad Perpentach! Somehow, the power of the Lanun must transform the desert into a flourishing war engine to defeat the other civs. Your enemy's troops constantly outmatch your own. Unbeatable sea monsters patrol your coast. In the middle sits the Perpentach pushing his borders outwards as this crazy extermination goes on around him.

To the FfH creators however many years ago, you made a real classic with this one. This will stick in my mind as an example of what strategy gaming can be. :goodjob: :goodjob: