View Full Version : Getting rid of haunted land as Mechanos


Hansebenger
Jul 20, 2009, 06:37 AM
Have the Mechanos no ability to remove haunted land ? Neither their Adepts nor their Tech Priests can execute the holy spell to remove haunted land.
Do I overlook something ?

xalien
Jul 20, 2009, 11:59 AM
IIRC that's done by a Life 1 spell, can't their adepts learn it?

Hansebenger
Jul 20, 2009, 12:33 PM
The Mechanos cant use Mana except for Reffineries. Their Adepts cant learn spells^^

Jake the Peg
Jul 20, 2009, 12:38 PM
Tech-Priests have the spell Vitalize, which removes Haunted Lands. But that's a pretty late game unit. Now that the haunted lands have no positive yields, Mechanos should get an earlier unit with the ability to remove them.

I believe the Mechanos are also lacking the ability to put out forest fires, so maybe some unit should get Spring.

Hansebenger
Jul 20, 2009, 01:16 PM
Vitalize removes Haunted Lands ? Great^^

Jabie
Jul 20, 2009, 02:45 PM
A similar problem might exist if your enemy starts scorching all your Plains to Deserts.

Sounds like the Mechanos need a "fire brigade" How about a cheap Drone Unit (Max:4) available at Steam Power that can be sacrificed to remove all smoke, flames, haunted lands etc. and a Mechanos only Worker Promotion "Irrigate Desert" available at Architecture.

Seon
Jul 20, 2009, 09:22 PM
A similar problem might exist if your enemy starts scorching all your Plains to Deserts.

Sounds like the Mechanos need a "fire brigade" How about a cheap Drone Unit (Max:4) available at Steam Power that can be sacrificed to remove all smoke, flames, haunted lands etc. and a Mechanos only Worker Promotion "Irrigate Desert" available at Architecture.


I for one thinks this is a good idea

zup
Jul 21, 2009, 04:41 AM
Why must it be sacrificed? Make removal of haunted lands, smoke, flames a work order that just takes a while. Though they may be cheap, it is yet more micromanagement to replace them.

Valkrionn
Jul 21, 2009, 04:46 PM
I gave the Adeptus quite a few new abilities in my version, but tied them to the mana techs.

Scorch, Spring, Destroy Undead, Sanctify, etc. They aren't utterly useless techs anymore.

civ_king
Jul 21, 2009, 06:38 PM
The necromancy tech could be used for biowarfare: plague, wasting sickness, nucks oh my

[to_xp]Gekko
Aug 07, 2009, 10:41 PM
agreed, it's very annoying to have to wait so long to get rid of those damn haunted lands :D