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 ?
Do I overlook something ?
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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 |
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