View Full Version : [MODULE]-Luchuirp Fort Commander UU


Swinkscalibur
Oct 17, 2009, 03:39 PM
Current UU's

Sculptor (Luchuirp) - Status: Finished - May make cosmetic changes
Scorpion Clan Fort Commander (Clan of Embers) - Status: Finished - May make cosmetic changes
Gypsy Clan (Balseraphs) - Status: Finished - May make cosmetic changes


Installation Instructions - Unzip folder under Assets/Modules/Normal Modules

Luchuirp Sculptor unit (Fort Commander UU) Module version 1.51.

233994
v1.51 Changelog - fixed a bug that allowed mud golems to build forts
- fixed all text bugs (none of the text was working properly)
- fixed a bug that may have prevented the capable, experienced and master promotions from being gained.
- fixed all xml load errors
- fixed art problems
- changed minimum distance for studios to 2.
- added culture to workshops equivalent to a fort
- added culture to factories equivalent to a castle
- added a build order for sculptors studio
- fixed art so the proper art defines are referenced

Here are the details...
Units:

Sculptor - 0/2 :strength: (Fort Commander UU)
- weak unit, requires being defended by summons or other units.
- starts with "Apprentice Sculptor"
- blocked from commander I and II
- can use ability "Build Wood Golem" (9 turns)
- melee unit combat (not seige)
- can gain "Capable Sculptor" at level 3, with Iron Working, requires tier II Improvement (ie. sculptor's workshop).
- can gain "Experienced Sculptor" at level 5, with mithril working, requires tier II Improvement (ie. sculptor's workshop).
- can gain "Master Sculptor" at level 8, requires tier III Improvement(ie. golem factory).
- can gain Extension I and II.

Improvements

- Mud Golems can no longer build forts (though the Luchuirp can still use them), instead they can build the following Unique Improvements.

Sculptor's Studio
- replaces fort
- does not spread :culture:
- minimum distance = 2
- minor defense bonus
- 1 :hammers: and 1 :commerce:, gains 1 :hammers: each with guilds and machinery
- becomes sculptor's workshop in 40 turns

Sculptor's Workshop
- replaces castle
- spreads :culture: as a fort
- increased defense bonus from studio
- 2 :hammers: and 2 :commerce:, gains 1 :hammers: each with guilds and machinery
- becomes golem factory in 80 turns

Golem Factory
- replaces citadel
- spreads :culture: as a castle
- increased defense bonus
- 3 :hammers: and 3 :commerce:, gains 1 :hammers: each with guilds and machinery

Promotions

Apprentice Sculptor
- +10% combat strength
- allows the sculptor to use "Build Wood Golem"

Capable Sculptor
- overwrites/replaces "Apprentice"
- +20% combat strength
- allows the sculptor to use "Build Iron Golem"
- decreased turn delay for "Build Wood Golem"

Experienced Sculptor
- overwrites/replaces "Capable"
- +30% combat strength
- allows the sculptor to use "Build Nullstone Golem"
- decreased turn delay for "Build Wood Golem" and "Build Iron Golem"

Master Sculptor
- overwrites/replaces "Experienced"
- +40% combat strength
- allows the sculptor to use "Build Bone Golem" and "Build Clockwork Golem"
- decreased turn delay for "Build Wood Golem", "Build Iron Golem", "Build Nullstone Golem"

Abilities

- each ability requires a turn delay (which decreases with promotions) and creates a permanent summon - (the summon is lost if the sculptor is lost)



Clan of Embers Scorpion Clan Fort Commander unit (Fort Commander UU) - v1.51

233992
v1.51 Changelog - fixed a bug that allowed gretchins to build forts
- changed art to actually be the goblin archer
- allowed equip abilities to show as soon as they are unlocked.
- fixed a bug that prevented the natural progression from Goblin Commander I to II
- enfolded the traditional commander promotions into Goblin Commander I and II
- added a new Field Fortification Spell to Clan Great Commanders which allows them to build a Clan Fort
- removed autoaquire promotion and added a unique unit
- changed art for unit to goblin archer art
- changed the UU's unitcombat to archer
- added "Equip with Poison" Ability to "Goblin Commander II"
- added promotions
- added clan fort build order for gretchin unit (blocked fort build order)
- added equip scorpion clan unit abilities
- added clan fort and established clan fort improvements

Here are the details ...
Units

Scorpion Clan Fort Commander - 3/3 :strength: (Fort Commander UU)
- starts with Goblin Race
- archer unit combat (not seige)
- can gain "Goblin Commander I" at level 3, with "Clan Fort", "Established Clan Fort", or "Goblin Fort (Cleared)"
- can gain "Goblin Commander II" at level 6, with "Established Clan Fort"

Promotions

Goblin Commander I
- +1 air combat
- +10% air combat damage limit.
- +1 poison strength
- Allows "Equip Archer", "Equip Chariot", "Equip Goblin" and "Equip Wolf Rider" abilities. (Archer, Chariot, and Wolf Rider require appropriate techs)

Goblin Commander II
- overwrites Goblin Commander I
- +2 air combat
- +20% air combat damage limit.
- +3 poison strength
- "Equip Archer", "Equip Chariot", "Equip Goblin" and "Equip Wolf Rider" cost 50% less.
- Can cast "Equip with Poison" (applies Poisoned Blade, costs 200 :gold:)

Improvements

- Gretchins can no longer build forts (though the Clan of Embers can still use them), instead they can build the following Unique Improvements.

- Clan Great Commanders can use an ability to build a Clan Fort in the field.

Clan Fort
- replaces fort
- same effect as fort
- minimum distance = 2
- cannot be claimed by enemies
- Goblin fort Art
- evolves to "Established Goblin Fort" in 40 turns

Established Clan Fort
- replaces castle
- same effect as castle
- cannot be claimed by enemies
- Goblin fort Art
- does not evolve to citadel



Balseraph Gypsy Clan unit (Fort Commander UU) - v1.0

233993
v1.0 Changelog
- fixed the error that caused the Caravan to disappear off the Clans tile. Had to do with the copy caster promotions tag. Removed the tag and used the slave promotions tag. Duplicated all the helpful and annoying promotions and made half master promotions and the others slave promotions. Now if the Gypsy clan has the helpful I master promotion and uses Mobilize Camp the Caravan will be granted helpful I the promotion listed below. Also the master promotions no longer carry useless effects since a Clan will never be in a city.
- Fixed the error that cause the Gypsy Camp and Gypsy Remnant promotions to not function properly. Now both the Mobilize and Re-unite camp abilities remove their corresponding promos and the promotions degrade to one another. For example if you use Mobilize Camp it removes the Gypsy Camp promotion and causes the promotion to degrade to Gypsy Remnant. Removing Gypsy Remnant grants Gypsy Camp.
- fixed xml load errors.
- added all features

Here are the details (http://forums.civfanatics.com/showpost.php?p=8594705&postcount=10) ...

lemonjelly
Oct 18, 2009, 09:30 AM
Wow, that looks interesting! One problem I can see is the fact that they don't spread culture, which is one of the main reasons for building forts anyway.

Why can't they spread culture? can't you just lower the amount of culture that they spread instead?

I'm so glad I'm building Fallen Ages around FFPlus, you lot are so creative with your modules, and with the new system, they will all be compatable xD

Swinkscalibur
Oct 18, 2009, 10:18 AM
They could have spread culture, but I removed that feature out of a sense of balance. It could go back in if I get the sense people aren't fond of the situation as of now. Also just for the record, the Luchuirp can still claim goblin forts, other forts, castles and citadels (which would still spread culture) they just can't build them.

Also as a side note, no other civilization should be able to claim the Luchuirp's unique improvements as forts, though they should still give the :hammers: and :gold: benefit.

Valkrionn
Oct 18, 2009, 03:41 PM
This looks very interesting indeed; I'll post a link to it in the download thread, and take a look at it myself.

The only thing I'd change from the changelog, is the culture. How about having the first stage give none, the second give just the fort's tile, and the third give one tier around the fort?

Swinkscalibur
Oct 18, 2009, 04:31 PM
^ I'm fine with this, changed as of version 1.2

Also I am working on a Clan Fort Commander UU.

Here's what I'm thinking (basing it off previously mentioned ideas)...


Units

Scorpion Clan Fort Commander (Name and art changed via autoaquire promotion)
- starts with "Goblin Commander I" promotion
- can gain "Goblin Commander II" at level 6 with the "Established Clan Fort" improvement.

Promotions

Goblin Commander I
- base :strength: decrease by 1
- +1 poison strength
- can use "Hire Archer", "Hire Chariot", "Hire Goblin" and "Hire Wolf Rider"

Goblin Commander II
- base :strength: decrease by 1
- +1 poison strength
- "Hire Archer", "Hire Chariot", "Hire Goblin" and "Hire Wolf Rider" cost 25% less.
- Can cast version of "Poisoned Blade"

Improvements

Clan Fort
- replaces fort
- same effect as fort
- minimum distance = 2
- cannot be claimed by enemies, must be razed
- Goblin fort Art
- evolves to "Established Goblin Fort" in 30 turns

Established Clan Fort
- replaces castle
- same effect as castle
- cannot be claimed by enemies, must be razed
- Goblin fort Art
- does not evolve to citadel

Swinkscalibur
Oct 20, 2009, 07:17 PM
So my computer is not great for testing things and I think I have a few errors in the xml. If someone has the ability to help me test my Luchuirp module I would be very appreciative.

ps. I think there are few small errors (nothing huge). I tried running it on my computer, but it is just too slow to effectively test.

Swinkscalibur
Oct 27, 2009, 03:59 PM
So I was wrong about the minor errors, the previous version was pretty rough. But the latest version is definitely a working version. All errors are fixed, the only thing I might still change is the improvement art. (Only minor cosmetics)

I should be able to put out the Clan Commander this week.

Swinkscalibur
Oct 27, 2009, 10:49 PM
Clan Commander is released. Still debating whether to put in the poisoned blade spell for Goblin Commander III. Should work as is without errors.

Valkrionn
Oct 27, 2009, 11:08 PM
Looks interesting... I haven't had time to look at them yet, as I've been working on the patch pretty much constantly, but I will after it's released. ;)

Swinkscalibur
Oct 29, 2009, 09:58 PM
Another new unit in the works. A Balseraph Fort Commander UU.

Here are the details.

Units

Gypsy Camp - 5/5 strength (Fort Commander UU)

starts with Gypsy Camp promotion
only 3 air combat strength
melee unit combat (not seige)
can gain "Larger Clan" at level 4, with improvement "Castle" (equivalent or greater)
can gain "Huge Clan" at level 8, with "Citadel" (equivalent or greater)
has access to the Helpful I - V chain as well as the Annoying I - V chain of promotions
has access to the "Mobilize Camp" ability

Gypsy Caravan - 4/4 strength, 2 moves

created with the "Mobilize Camp" ability
inherits promotions from the Gypsy Camp which summons it.
no unit combat , does not gain promotions
is mobile and invisible, can explore rival territory
has access to the "Re-unite Camp" ability



Promotions

Gypsy Camp

requires Gypsy Clan unit
gives access to "Mobilize Camp"
given by the ability "Re-unite Camp"
overwrites "Gypsy Remnant"

Gypsy Remnant

requires the Gypsy Clan unit
gained after using "Mobilize Camp"
overwrites Gypsy camp
lowers :strength: by 3
lowers air combat strength by 1
lowers air combat max damage by 20%

Helpful I

City Bonus for own cities.
+1 culture
+1 happy

Helpful II

+1 :culture:
+1 :food:
+1 :commerce:

Helpful III

requires castle (equivalent or greater)
+1 :culture:
+1 :commerce:
+1 happy
+1 :hammers:

Helpful IV

requires castle (equivalent or greater)
+1 :culture:
+1 :food:
+1 :gold:
+1 :hammers:

Helpful V

requires citadel (equivalent or greater)
+1 :culture:
+1 :food:
+1 :gold:
+1 happy
+1 :hammers:
+1 trade route

Annoying I

City Bonus for rival cities.
-1 culture
-1 happy

Annoying II

-1 :culture:
-1 :food:
-1 :commerce:

Annoying III

requires castle (equivalent or greater)
-1 :culture:
-1 :commerce:
-1 happy
-1 :hammers:

Annoying IV

requires castle (equivalent or greater)
-1 :culture:
-1 :food:
-1 :gold:
-1 :hammers:

Annoying V

requires citadel (equivalent or greater)
-1 :culture:
-1 :food:
-1 :gold:
-1 happy
-1 :hammers:

Larger Clan

same effect as commander1
requires castle (equivalent or greater)
requires level 4
autoacquire

Huge Clan

same effect as commander2
requires citadel (equivalent or greater)
requires level 8
autoacquire



Abilities


Mobilize Camp

requires the "Gypsy Camp" promotion.
summons permanent "Gypsy Caravan" unit and copies over its own promotions.
applies the Gypsy Remnant promotion to self.

Re-unite Camp

requires the "Gypsy Remnant" promotion in stack
requires the "Gypsy Caravan" unit
applies the "Gypsy Camp" promotion to stack (since the promotion requires the Gypsy Clan promotion and is mustmaintain, no other units will receive it by accident)
kills caster



Other Notes

If the Gypsy Caravan is lost, the only ways to remove the Gypsy Remnant promotion from the Gypsy Clan are

Kill the Gypsy Clan and reclaim the fort
Use a different Clan's Caravan and Re-unite the Caravan to that clan (this shifts the weakness from one fort to another)
Build a new fort claim it and immediately create a caravan. Then do whatever you like with the fort.

If the Gypsy Clan unit is lost the caravan will also be lost. It is important to defend the weakened Gypsy Clan remnant.

Valkrionn
Nov 06, 2009, 08:51 PM
Has this been updated to 1.12? Need to know for the first post of the Download thread. ;)

Wolfes
Nov 08, 2009, 03:01 AM
the sculptor and the goblin is working fine i think , but i did get a lot of errors when i tried to load the gypsy.

Swinkscalibur
Nov 08, 2009, 01:10 PM
yeah sculptor and goblin are both fully modular. Should work fine for a long time. The Gypsy is not in full release yet. I worked out some bugs internally. I have it loading but there are still a couple of functionality bugs so far that I am working out. Posted an updated version of the gypsy clan with the load errors fixed still a couple of bugs to work out.

Swinkscalibur
Nov 10, 2009, 12:07 PM
Updated the Gypsy Clan module. Fixed the bugs. All modules should now work as intended, bug free. They should continue to work with further patches as they are fully modular. Just to be clear. All my modules work fully as of patch 1.12.

Wolfes
Nov 13, 2009, 02:16 PM
When iīm playing with the scupltor and the other fort commanders.
In the game i canīt see units from luchuirp and the clan.
But in the main menu it working fine. And playing with luchuirp i canīt produce a mud golem.

Swinkscalibur
Nov 14, 2009, 04:43 PM
that is really bazaar, that's all working fine for me. Has anyone else had this happen? Wolfes do you have any other modules or mods loaded?

Wolfes
Nov 14, 2009, 08:02 PM
i have all of yours and that one with mana flares and imperials roads.
I also tried with a clean install and only sculptor and i didnīt could build a mudgolem.

Swinkscalibur
Nov 15, 2009, 07:27 AM
I will have to double check this, but I won't have a chance yet until later today.

Edit: My bad, it appears the <bForceOverwrite> tag did not work quite as advertised in the CIV4UnitInfos file. I will post a fix when I can make one (the tag was supposed to help set the build fort option to the default 0), but to remove the error for now...

1. Open sculptor_CIV4UnitInfos
2. Scroll down to the entry on Mud Golems
3. Delete the line of code containing the <bForceOverwrite> tag
4. Save
5. Repeat #1-4 for clancommander_CIV4UnitInfos

Schwarzbart
Mar 23, 2010, 01:06 AM
Could you pleace update your download with this quickfix? There are some people who dont whant to do the edit them self and even for the people knowing what to do its a bit anoying.

with my last 1.20 game I have installed this mod and Golem Workshops what gives a nice exploit because as soon the golem was added to a Workshop the Sculptor could summon a new one.


About the Gypsy Clan there are some problems with the methode you used for the "summon" first of all the summon could merge with a other Gypsy Fort Commander. Sadly this merge dont meens the other Fort Commander can then summon a new one because the summon its blocked as long his own summon is still there. If it was me I would prefer a plain 1 time Summon here because you already have to spend Promotions to get the effects so that the negative promo one get for summoning probably overdid it.

Swinkscalibur
Mar 23, 2010, 01:48 AM
Could you pleace update your download with this quickfix? There are some people who dont whant to do the edit them self and even for the people knowing what to do its a bit anoying.

with my last 1.20 game I have installed this mod and Golem Workshops what gives a nice exploit because as soon the golem was added to a Workshop the Sculptor could summon a new one.


About the Gypsy Clan there are some problems with the methode you used for the "summon" first of all the summon could merge with a other Gypsy Fort Commander. Sadly this merge dont meens the other Fort Commander can then summon a new one because the summon its blocked as long his own summon is still there. If it was me I would prefer a plain 1 time Summon here because you already have to spend Promotions to get the effects so that the negative promo one get for summoning probably overdid it.

I'm not sure what you meant by "as soon as the golem was added to the workshop." If you mean when the Sculptor levels up to gain a new level, then yes another golem of the first level can be sculpted. Therefore at the end you could have 4 wood, 3 iron ,2 nullstone, 1 bone and 1 clockwork golem per sculptor, if none of your original golems were killed. If they are killed and you are leveled up, you will not be able to get the number of golems back, as that particular summon spell is gone. If you are refering to something else, could you elaborate so that I can address the exploit.

As for the gypsy clan, this was a really tricky bit of coding to do, so as to keep everything modular. I believe what you are refering to is that if the mobile camp is killed the Gypsy Remnant is permanently weaker. This is how I intended it to function. You can simply kill off the unit and create a new one by re-claiming the fort. Or you can build a new fort and have the new mobile camp join up with the old (more promoted remnant). As for the strength knock on the remnant. It may be a bit harsh, but the potential effects of both the boost/harassment the camps can unlease needs to be balanced. It requires a bit of strategy to protect the camp remnants but it is worth the potential damage an army of the invisible gypsy camp units can unleash on an unsuspecting ally, or the dramatic boost said army could give to one of your cities. Essentially you can choose to use them as a negative spy-like unit or you can use them to make otherwise useless tiles (or tiles outside workable radii) give great yields.

Edit: Ahh, I see now you said you also had the Golem Workshops module added. They are a bit exploity together. Although, the create golem abilities take a few turns anyway, but they don't take up your city queue.

Also reading the bit about the gypsies again I believe everything you described is working as designed. I wanted the Caravan units to be able to migrate from Camp to camp. This actually has a great benefit. It means you can use your caravans aggressively and even if they manage to be killed, the Camp remnant can be joined up with a newer caravan and the strength as well as dividability of the older camp is renewed. (Of course the new camp is now weakened, but if it is brand new, who cares. Sacrifice it once the caravan has been settled elsewhere and then re-settle the camp.

Edit#2: Just to be clear, I am planning on creating a package of mods and modules for the next release including these units (will be packaged together), my D'tesh Water flavor module (perhaps with a bit of a tweak based on an old D'tesh thread), and two mods (not modular). The first will add a unique exploration mechanic to Ancient Ruins, the second will be a small addition of a great Statesman a Grigori specialist, that will be formed by settling an adventurer.

Schwarzbart
Mar 23, 2010, 01:59 AM
Its part of the other Module that golems can added to a workshop what makes them unmovable but no upkeep cost and gives a free Great Person in the nearby city.
I just tought its wort a mention and is nothing you need to fix because it only hapen if both modules are installed.

Schwarzbart
Mar 24, 2010, 02:12 PM
Edit#2: Just to be clear, I am planning on creating a package of mods and modules for the next release including these units (will be packaged together), my D'tesh Water flavor module (perhaps with a bit of a tweak based on an old D'tesh thread), and two mods (not modular). The first will add a unique exploration mechanic to Ancient Ruins, the second will be a small addition of a great Statesman a Grigori specialist, that will be formed by settling an adventurer.

Please keep the Non Modular and the Modular Changes Seperat because of the Nonmodular Mods only one can be used for a game. With Feries and Mana Flare there are already 2 Nonmodular to chose from and I am sure there are at last 2 more planed.

Swinkscalibur
Mar 24, 2010, 05:33 PM
I would have several options. Each of the modular mods separate. And then one of each of the non-modulars and one with both together. That way any combo can be used. I haven't used any other non-modular mods myself, or I would offer to merge with that one too.

I'm hoping that the Faeries might make it into RifE proper, I figure if they're fun/unique enough to play they should be in. Valk, have you played them? What's the likelihood there?

Valkrionn
Mar 24, 2010, 06:02 PM
I would have several options. Each of the modular mods separate. And then one of each of the non-modulars and one with both together. That way any combo can be used. I haven't used any other non-modular mods myself, or I would offer to merge with that one too.

I'm hoping that the Faeries might make it into RifE proper, I figure if they're fun/unique enough to play they should be in. Valk, have you played them? What's the likelihood there?

Not very high. Honestly, we're contemplating removing the Frozen for removing some of the Illian uniqueness, even now that they're balanced (in our version); Only thing saving them is the fact that they are summonable. The Faeries... The lore is done already with the Elves, the mechanic is python intensive, and overall they come very close to breaking the Princess Rule; I'd need a LOT of convincing before I merge them.

Almagafor
Mar 24, 2010, 09:28 PM
Princess Rule?

Valkrionn
Mar 24, 2010, 09:40 PM
Story written by KillerClowns:


What are you more scared of? The Balseraphs or the Ljosalfar?" Orsen asked his friend, Mikal. "Well," Mikal said, "The Balseraphs are, at least supposedly, on our side. But those rituals they do give me the creeps. And those strange, noisy weapons... I don't care what our battlemage says about 'chemicals' and 'powders' and dwarvish contraptions, I say they're dark magic. I understand the Elves. They want forests, we want cities, but there's only enough room for one. But I'll never understand the Balseraphs." Orsen agreed. "And mark my words," he added, "once the Elves are gone they'll turn on us."

The Kuriotate scouts had been sent into the thick forests to seek out any Ljosalfar encampents. The forests were thick and wild. Animals were waiting in ambush for the unwary, and after that Balseraph regiment had been wiped out by a treant, they and the Kuriotates were constantly bickering about who would be going first.
"Look at that... I think there's a clearing up..." Mikal suddenly stopped, and then, made two motions. "Be quiet" and "come here." Orsen followed carefully. There was indeed a clearing. And what was in it was... impossible.

"I thought they were myths..." Orsen whispered. "Might be a trap, though. Or it might be vicious... you can never tell in these woods..." Mikal shook his head. "Can't you feel it... that aura of truth and love? One of Sirona's creatures, surely... peace in living form. It's wonderful."

A unicorn. The friends stood in silent awe for several seconds afterwards. Then, cautiously, Mikal left the brush and approached it. The peaceful creature turned, unconcerned towards Mikal, but made no aggresive moves. Mikal slowly approached, his hands outstretched...

An explosion rang out. The unicorn's head flew clean off, and the Kuriotates heard a shrill cry of "Boom-shaka-laka! Dinnertime, boys!" They gaped in shock as a small pack of Balseraphs, grinning insanely and wielding their mysterious, horrifying weapons leapt out to examine the unicorn's corpse. "Start up a fire, ladies! I love me some horse meat. And whatever the hell is growing outta this thing's head, I'm sure it'll look really nice on my mantle! Shiny bits for the win!" The leader of the Balseraph soldiers cut off the unicorn's horn from the bit of head that it was stuck to and placed it in one of the few pockets on his coat not already overstuffed with baubles and trinkets.

Only then did he notice Mikal and Orsen. "Oi, Kuriotates! Was that your horse? If so, sorry 'bout that but you shouldn't let the thing loose and unsaddled. We were hungry, after all!" Mikal barely manage to shake his head. "No, it wasn't yours? Good to hear! Some treehugger is doubtless wondering what happened to his mount-slash-lover right now. He'll get over it... when we blow his brain to bits, that is!" The Balseraph cackled insanely at the image of some Ljoslfar's head being blasted to pieces. "There's enough horsemeat for all of us, by the way, and one of our new recruits cooks horse meat real good. Worked in the stables, 'disposing' of horses that lost too many races. Care for some?"

Still unable to believe what they had just witnessed, Mikal and Orsen again shook their heads and walked off. "Suit yourselves," the Balseraph yelled. "Yeesh," he added to his mates, "they looked miserable. Poor suckers. Ah well, not my problem." And with that, the small Balseraph squad sat down to enjoy the only unicorn on Erebus, cooked medium rare.

AH, YOU'RE THAT UNICORN. YOU SURVIVED TWO HOURS... A NEW RECORD.
"What happened to me?"
THE BALSERAPHS WERE HUNGRY. THEY SAW YOU AND DECIDED TO EAT YOU.
"Who are you?"
DEATH.
"Then I'm... dead? Why would they kill me?"
I ALREADY SAID, THEY WERE HUNGRY. THERE'S ALSO THE PRINCESS RULE. IT'S HARD TO EXPLAIN, BUT BASICALLY IT MEANS CUDDLY THINGS DIE QUICKLY HERE. ONLY EXCEPTION IS PENGUINS... THEY'RE PROTECTED BY AN OBSCURE LOOPHOLE IN THE COMPACT. JUST BE GLAD YOUR DEATH WAS QUICK AND PAINLESS. THE BALSERAPHS WERE TOO HUNGRY TO GET... CREATIVE.
"Who would eat a unicorn?"
THE BALSERAPHS. TRUST ME, THEY'VE DONE WORSE.
"But I was sent to bring peace and hope!"
WHERE FROM?
"Far, far away..."
SOMEWHERE WITH HAPPILY EVER AFTERS?
"Yes..."
WELCOME TO EREBUS. THERE AREN'T MANY OF THOSE HERE.
"What is the Angel of Hope doing? He should be making sure people live happily ever after, that every Princess finds her Prince Charming..."
HE IS PRESENTLY PLANNING THE SLAUGHTER AND DAMNATION OF EVERY MAN, WOMAN, AND CHILD IN THIS UNIVERSE, TO AVENGE A PETTY AND CHILDISH GRUDGE WITH THE ONE.
"What sort of place is this, where madmen eat unicorns, happily ever afters don't happen, and even angels Fall from Heaven?"
AN INTERESTING ONE.

black_imperator
Mar 25, 2010, 02:09 PM
to clarify a little , the Princess rule is a Design rule of FFH which says that anything that can be found in an 8 year old girl's room can't be in FFH as it is dark fantasy. Most modmods still stick to that rule .

Edit : that story still is my favourite ( it doesn't add anything to my point, but i wanted to say it )

shoggi
Mar 25, 2010, 02:45 PM
Wouldn't that disqualify Vampires nowadays?
Because, you know... Twilight?
Especially since Erebusian vampires don't die in sunlight, exactly like their twilight counterparts.
So, I'm all for removing the Calabim from the game :)

And sorry for the off-topic post.

Valkrionn
Mar 25, 2010, 02:57 PM
Erebusian vampires do not sparkle. And never, ever will, at least in RifE.

Twilight is a poorly written collection of a lonely woman's fantasies, and that's it. :p

Edit: Besides, the same source would also remove Werewolves. Honestly, if the intent is completely different than it does not violate the rule. For example, while a unicorn on it's own would break it, a black unicorn wreathed in flames, blood and flesh dripping from it's horn and mouth, may not. :p

Swinkscalibur
Mar 25, 2010, 04:07 PM
Just to clarify, I never played as the Faeries. I just read a post that there was a new civ. If they aren't worth putting in, I won't lose sleep over it. Was just an example I was using.

Moosh
Jun 14, 2010, 09:50 PM
For whatever reason, the Sculptor mod seems to break the mud golem, he's just not there anymore, at all.

Swinkscalibur
Jun 15, 2010, 09:10 AM
hmmm, it's possible the module is not compatible any more. Will have to look into it some time. Fairly busy IRL right now though.

BiffQJ
Jun 20, 2010, 06:39 PM
a black unicorn wreathed in flames, blood and flesh dripping from it's horn and mouth, may not. :p

Ok, is this going to happen. Because that would be a pretty cool addition for the infernals...or maybe just a really evil Kurio leader..

PPQ_Purple
Jun 21, 2010, 07:56 PM
What would be fun is some sort of evil, corrupted unicorn Rosier style.
"I came to bring you peace and love! PEACE and FREAKING LOVE!"
"But nooooo! Die!"

On a side note, why would cute things be excluded. Just because something is pretty and cute and cuddly does NOT make it be nice... the nightmares...