[MODMOD] Legacy of Erebus: Nuova Alba

I may end up participating, assuming I can come up with a good backstory. Or rather, a well-written backstory... The ideas not the problem, fleshing it out is. :lol:
That would be great to have you participating :goodjob:
 
Civ: Mechanos
Name: Darcy
Traits: Agricultural, Scientific and Ingenious
Personality
Favorite Religion: Agnostic
Alignment: Good
Favorite unitcombat: Siege
Favorite Tech: Engineering
Religious Weights: Agnostic

that's all I can think of now
 
Civ: Mechanos
Name: Darcy
Traits: Agricultural, Scientific and Ingenious
Personality
Favorite Religion: Agnostic
Alignment: Good
Favorite unitcombat: Siege
Favorite Tech: Engineering
Religious Weights: Agnostic

that's all I can think of now
By MP, civ_king, by MP! :D And remember that you've got more than a month :)

How exact does the picture have to be? Is 412x512 OK? Probably a stupid question, but I don't have much experience with this kind of thing . . . :P
Well, making a leaderhead picture is a bit tricky. Technically, you have to have one at 512*512. However, to have it be somewhat beautiful, you have to stretch the base image by 125% width. So, say, you open your image in Photoshop or similar, you go into Image Size, deselect Constrain Proportions, change Pixels to Percent and type 125 in width then OK. There, you can create a selection of 512*512.

I said ~420 because 125% of 420 width is more than 512, so it's usable. You can go as small as 410 for the width. The height needs to be 512 though. If you're uncertain, just try to do your picture but also give me the full picture, just in case :)
 
Ok, I tried to edit out the Fort Commander, but my game crashes about 130 turns in every time. I'm guessing someone is trying to cast the spell to summon him at a fort, no such unit, CRASH. Where can I find the spell/button that lets you summon the fort commander so I can disable it?
 
Re: The Minor / fledgling debate. What about Viceroy? It implies a position of authority without complete control and makes sense with the "has eyes for empire..." message.
 
WTH is a Viceroy again? (I know but I'm feigning ignorance to represent most people)
 
http://en.wikipedia.org/wiki/Viceroy:
A viceroy is a royal official who governs a country or province in the name of and as representative of the monarch. The term derives from the Latin prefix vice-, meaning "in the place of" and the French word roi, meaning king. His province or larger territory is called a viceroyalty. The relative adjective is viceregal. A vicereine is a woman in a viceregal position, or a viceroy's wife.
 
Text for Outhe!

She had her own private room at The Library. A few weeks of drinking in Junon taverns had earned Maveith that information; the key to all he had to do.

Junon locals were inordinately proud of their temple to knowledge, and if you asked one of them the way to the library, they'd give you a long, speculative look and say, "Did you want one of the record-houses about town, or do you mean . . ."-and here they would insert a dramatic pause and intone the words, a little more deeply, with reverence worthy of a monk-"The Library?" Not that they didn't have reason to be proud; the marble pillars and smooth stone walls would have been fit enough for ten palaces back in the Doveillo lands.

But at last Maveith had succeeded in his task. Three weeks of learning every nook and cranny of The Library disguised as a visiting scholar from Corel, a month of slow, deliberate work seducing the lonely Second Under–Scribe of the archives room and copying her key, and four weeks reconnoitering The Library under cover of darkness had finally come to an end.

Climbing up onto the balcony from below had been tricky work, and the difficulty of keeping a grip on the slick stone ledge had made even cracking the simple window lock hard. Now it was all finished. The Doveillo assassin carefully secured the window behind him and began to survey the room in preparation for the final work. He had been provided with a powerful contact poison; some dreadful thing purchased in secret dealings from the black elves. A bit of it carefully smeared on the arms of her chair and the handles of her desk drawers would do the trick.

There was a sudden sound of footsteps and voices in the corridor and the glimmer of light from under the door. Wolves take her, she was working at four in the morning! Maveith stuffed the unopened vial back into his shirt and leaped into a dark corner behind a curtain, knocking over a pile of leather–bound tomes in passing. He stilled the motion of the curtain just as the door opened and light poured into the room, illuminating the study in flickering radiance. From his hiding place Maveith could see a burly, black-bearded man holding a lantern and a wiry woman whose skin was a mass of wrinkes.

"Am I going mad, Ecker? Which of us is the admiral and which the frail old lady?" demanded the Prime Minister, poking the bearded man in the chest with a long, bony finger. "I expect these simpering excuses about swamp ghosts and haunted lands from the whining Lanun that work down at the docks, not from you."

"But Minister," protested Ecker, setting the lantern on the desk and mopping his brow with a corner of his cloak, "I only speak of established dangers. Should we not take them into consideration?"

Prime Minister Outhe waved her hands dismissively. For a moment, she did not speak, but fumbled in her cloak with something that Maveith could not see. He tensed, silently drawing his long knife from its sheath and preparing to fight for his life. But the old woman's face was suddenly lit with a dull red glow, and she exhaled a trickle of smoke. Maveith realized she had just lit up a long, thin pipe, such as he had seen others smoking on the streets of Junon.

She puffed in silence for a moment, while Ecker waited patiently for her to speak. Then she withdrew the pipe from her mouth and gestured with it out the open window. "Everything we've accomplished here has come from our stores of knowledge. Why do we hold the Doviello at bay in Mortensholm Gap? Because of the dedication of our men at Fort Triumph, and because of our superior knowledge of the bowyer's craft. Why do our people rest easy while the Grey Fever lays waste to Kabhalg and Hyol? Because our mastery of natural philosophy makes our infirmaries and our physicians the envy of Erebus, and our knowledge of hygiene turns the fever from our borders. What is the pride of our nation, the defense of our land, and the path to a future free from oppression and fear? It is knowledge, Ecker. Only knowledge. Do not speak to me about established dangers; I know them all too well. I want to you tell me about the knowledge that we could gain in those islands-knowledge that will secure the future for this people, living in the shadow of the second Godswar."

While she had been speaking, the aged Prime Minister had been pacing back and forth, nearer and nearer to the edge of the curtain where Maveith was hiding. She stopped suddenly, gazing at the ground near her desk. With at thrill, the assassin realized that she was looking at the books he had knocked askew in his rush to hide.

"Ecker," said Outhe slowly, reaching into her cloak, "call the guards."

It was now or never-Maveith leapt from his hiding place, long knife raised for the kill. There was a brilliant flash of light, and a clap of thunder rolled through the room. Something hit him in the chest, so hard that it knocked him back against the bookshelf. He staggered forward, but the knife dropped from his suddenly feeble hand. He fell to one knee and saw that blood was spurting from a blackened hole in his chest. His eyes rolled up, and he saw the old woman gazing impassively down at him. In her left hand she held the pipe, and in the right she gripped a strange device of wood and metalwork pointed at him. Smoke was rising from the hollow end of it.

"And as you can see, Ecker," he heard her say, as though from a thousand miles away, "sometimes knowledge of the world saves an old woman from a vigorous young killer." Then it all went dark.



AI_DIPLOCOMMENT_DECLARE_WAR
#Since there doesn't seem to be any hope that you'll change, we'll do things the hard way.
AI_DIPLOCOMMENT_NO_VASSAL
#Listen, [leadername], I was leading these people while you were still squalling on your mother's lap. I don't need your help.
AI_DIPLOCOMMENT_OFFER_VASSAL
#The Grigori need more help than I can give them. You are a wise leader and have led your people with skill through these troubled days. Lead us as well.
AI_DIPLOCOMMENT_FIRST_CONTACT
#Well, it seems that another tribe is prospering in these dark days. We are the Grigori; we plan to live in freedom; from oppression, fear, from mortals, and from gods.
AI_DIPLOCOMMENT_REFUSE_TO_TALK
#I'm getting too old to waste my time with a fool like you. Get out.
AI_DIPLOCOMMENT_PEACE
#That's just fine. If you find yourselves need of the light of truth and knowledge, you know where to find us
AI_DIPLOCOMMENT_NO_PEACE
#Well, that's disappointing. In that case, you had best leave; we have preparations to make.
AI_DIPLOCOMMENT_GREETINGS (Friendly)
#Well, if it isn't [leadername]! I hope things are progressing as well for you as they are for us. We're learning more every day.
AI_DIPLOCOMMENT_GREETINGS (Pleased)
#Speak up, [leadername], speak up! I haven't got all day, you know.
AI_DIPLOCOMMENT_GREETINGS (Cautious)
# Speak up, [leadername], speak up! I haven't got all day, you know.
AI_DIPLOCOMMENT_GREETINGS (Annoyed)
# Speak up, [leadername], speak up! I haven't got all day, you know.
AI_DIPLOCOMMENT_GREETINGS (Furious)
#This is the life of a leader – I have real work to do, but I have to spend my time listening to the demands of adolescents like you. What do you want?
AI_DIPLOCOMMENT_ACCEPT (Friendly)
#Yes, not a bad idea. Not a bad idea at all.
AI_DIPLOCOMMENT_ACCEPT (Furious)
#You'd steal the shawl from my shoulders if you could. But we'll take it.
AI_DIPLOCOMMENT_REJECT (Friendly)
#No, no. That won't do at all.
AI_DIPLOCOMMENT_REJECT (Furious)
#Do you think because I'm old, I'm senile? Take your offers to the sewers – it's where they belong!
AI_DIPLOCOMMENT_GLAD (Friendly)
#Yes, to brighten the light anywhere is to brighten it everywhere. Take it with our good wishes.
AI_DIPLOCOMMENT_GLAD (Pleased-Annoyed)
#That's reasonable, I suppose. Very well. Anything else?
AI_DIPLOCOMMENT_GLAD (Furious)
#You think you're quite the sharp negotiator, don't you? You don't impress me. We accept because we must.
AI_DIPLOCOMMENT_SORRY (Friendly)
#I wish we could help, [leadername], but we can't spare the time from our studies. You understand, I'm sure.
AI_DIPLOCOMMENT_SORRY (Pleased-Annoyed)
#No, I think you have quite enough without taking anything from us.
AI_DIPLOCOMMENT_SORRY (Furious)
#I certainly feel sorry for your mother. What must she think of you, barging in here and demanding that we give you our hard-won achievements? You won't get any help from us.
AI_DIPLOCOMMENT_TRY_THIS_DEAL
#Nothing like an exchange of information to benefit everyone.
AI_DIPLOCOMMENT_OFFER_PEACE
#The truth is, we've both taken more of a beating than we can afford. Shouldn't we put a stop to it?
AI_DIPLOCOMMENT_JOIN_WAR
#Now tell the truth, [leadername]; you know that the [civilization] was going to have to be dealt with sooner or later. Well, it's sooner. And the quicker we put them in their place, the quicker we can all get back to our real work.
AI_DIPLOCOMMENT_JOIN_WAR_DENIED
#So you plan on sitting back and letting the old woman do all the work? That's just like you.
AI_DIPLOCOMMENT_NO_DEAL (Friendly)
# I wish we could help, [leadername], but we can't spare the time from our studies. You understand, I'm sure.
AI_DIPLOCOMMENT_NO_DEAL (Furious)
# I certainly feel sorry for your mother. What must she think of you, barging in here and demanding that we give you our hard-won achievements? You won't get any help from us.
AI_DIPLOCOMMENT_THANKS
#We appreciate it. I appreciate it.
AI_DIPLOCOMMENT_DEMAND_TRIBUTE (Stronger)
#Listen, [leadername]. I've brought you along, helped you out, practically taught you everything you know. Now there's something you've got that we need.
AI_DIPLOCOMMENT_DEMAND_TRIBUTE (Equal)
#We Grigori pride ourselves on being good neighbors, and that means sharing the wealth that we have. Just like you're going to do with us.
AI_DIPLOCOMMENT_DEMAND_TRIBUTE (Weaker)
#Listen, neighbor, we need your help. Don't hold out on us.
AI_DIPLOCOMMENT_DEMAND_REJECTED (Stronger)
#You can't hurt us. You wouldn't slow down our studies, even if you made good on your threats. Now why don't you find some other old ladies to bully?
AI_DIPLOCOMMENT_DEMAND_REJECTED (Equal)
#Oh, the big tough, pushing around an old woman. I'd laugh if it wasn't so pathetic.
AI_DIPLOCOMMENT_DEMAND_REJECTED (Weaker)
#What next? Knock me down and take my scarf and pipe? That's about your speed. I'll keep the scarf and pipe and everything else, thank you.

When killed:
We placed our trust in knowledge rather than the unfaithful gods, but it seems that knowledge, too, has vanished away. The Grigori go quietly into the long darkness that awaits us – and, without the light of our sciences, awaits you.



The formatting problems should be fixed (using Notepad++; thanks Valkrionn!), although for some reason my indentations aren't showing up. I've replaced them with extra paragraph spacing. Feedback is welcome and appreciated. Up next: Cith Mor!
 
Hey, Opera, I'm working on a submission for your contest. For the favorite tech, should I choose a tech that's early in the tech tree? It seemed like most of your favorite techs are pretty early ...
 
@Icarussc about Outhe: wow, that's a really cool story. I was caught by the tension, waiting eagerly to see how Maveith would get out of this. I was surprised to see a gun (if I'm understanding correctly), but in a good way. You gave another face to Outhe...
BTW, when you mention "in the shadow of the second Godswar", does this mean after the one with Auric? If so, cool :D
It'll be in version .40beta of course (the next one)!

@Icarussc about the contest: it's recommended. If you use a late tech, it could screw up the leaders' game because s/he would try to reach it right from the start. However, you can make it a note and tell me that you think this leader should beeline at a moment or another a given tech. I'll give her/him the appropriate python code :)
 
Ok, I tried to edit out the Fort Commander, but my game crashes about 130 turns in every time. I'm guessing someone is trying to cast the spell to summon him at a fort, no such unit, CRASH. Where can I find the spell/button that lets you summon the fort commander so I can disable it?
spellinfos.xml, in assets/xml/units.

I'd say just adding a tech requirement of TECH_NEVER should do the trick.
Valkrionn is right.

Re: The Minor / fledgling debate. What about Viceroy? It implies a position of authority without complete control and makes sense with the "has eyes for empire..." message.
Well, the message is still editable... and it should be, in fact. So that when you refuse the trait, you don't see it pop. I like Nascent or Emerging better than Viceroy because it seems less situational.

WTH is a Viceroy again? (I know but I'm feigning ignorance to represent most people)
Thanks for that, Magister :)
 
Some bugs, observations and ideas from my first playthrough of LE:

Playing as Zodalore of the Grigori on a huge PerfectWorld2 map with all 19 of the original civs selected. Options: Raging barbarians, aggressive AI, no tech trading, permanent alliances, new random seed on reload, end of winter, increasing difficulty (starting at settler - would play at noble if not using this option), wildlands, blessing of Amatheon, living world, the acknowledgment, wild mana, feral mana, mana guardians and all unique features. Please note this game was played in LE .35beta but the changelog for .36 indicates most changes were to the Ngomele.

1) The Acknowledgment option: Supposed to generate only minor leaders (I selected civs but left leaders random). However, seven civs were led by regular, Kael-built major leaders such as Arturus Thorne, Sandalphon, Auric Ulvin, etc.

2) I got diplomatic penalties from everyone for "following a heathen religion". As the Grigori. Hmm. Even the normally easygoing Kuriotates hated me - and did so from the first moment they met me. Maybe those penalties shouldn't start till after you meet another civ, if possible, though I think that's a carryover from vanilla FFH.

3) Ardor world spell: Sure it was cool popping a bunch of great sages and engineers all of a sudden. However (and maybe I'm wrong here) I think Kael's original intent was to pop a bunch of adventurers - since they were originally generated through the GPP system. Would it be possible to have the Ardor spell reset the adventurer counter as well as the GPP counters?

4) Republic and elections: I had two elections while playing the game. The first gave me the Defender trait and the second gave me the Expansive trait. However, the Defender trait did not go away after the second election so I continued playing with both traits. Cool, but maybe a little OP. I thought the intent was to make the election-gained traits temporary only for that election cycle? If it makes a difference, both times I chose the option "let the people decide".

5) Saving Brigit: I had a level 15 adventurer/hero hunter with an absurd amount of equipment found in various lairs rescue her. It had to cross Sheaim lands to do it - triggering war - and then Brigit was destroyed upon my unit entering the Ring of Carcer. No new Brigit was spawned! :mad: (I used Worldbuilder to give myself one anyway. :p )

6) The game became unplayable after about turn 350 or so. The save game file size got up to two megs and the game would pretty much crash (CTD) roughly every turn. I could save it at the end of a turn, process the next turn, save again and likely the game would crash during turn processing of that next turn. If not, it would probably crash when I tried to open an advisor screen. :crazyeye: (Save game available upon request.) This may be a legacy of modding, modmodding and modmodmodding - FF 050 would crash for me pretty consistently even in the early game (haven't tried 051 yet).

A) Purely an idea: I love the wild mana and mana guardians (not to mention the tile yields - great idea!) - reminds me of playing Master of Magic (I miss that game :sad:). Which got me to thinking: Would there be any way to place an explorable feature on the mana in addition to the guardian? Something like a lair or goody hut? In MoM whenever you conquered a mana node you found some sort of treasure - money, new spells/tech, a hero unit, etc. Sometimes even new traits (or the equivalent). So popping an additional reward would add a little of that flavor to the game. :cool:

Feel free to make the guardians more difficult or numerous, or have the lair actually spawn units to harass surrounding civs - if I recall correctly that did happen from time to time in MoM, though the spawns were usually less powerful than the guardian - which could be anything up to and including a dragon in some cases! :eek: Note that the best rewards were generally found in the most heavily-defended mana nodes, if there'd be any way to implement that, or indeed to make some nodes more heavily-defended than others.

Other than the minor issues, great job! :goodjob: Will likely play a .36 game next (unless I decide to risk FF 051), probably with a reduced number of civs (I'll probably still use a huge PW2 map as no other mapscript suits me - they generate weird continent shapes and are entirely too small - though the mana density seems higher). Thanks for all your hard work (and Ahwaric's on the main modmod)! :D And sorry for the long post... :rolleyes:
 
Playing as Zodalore of the Grigori on a huge PerfectWorld2 map with all 19 of the original civs selected. Options: Raging barbarians, aggressive AI, no tech trading, permanent alliances, new random seed on reload, end of winter, increasing difficulty (starting at settler - would play at noble if not using this option), wildlands, blessing of Amatheon, living world, the acknowledgment, wild mana, feral mana, mana guardians and all unique features. Please note this game was played in LE .35beta but the changelog for .36 indicates most changes were to the Ngomele.
One of your observations below is corrected by .36 :) But yes, that was mostly a critical patch for the Ngomele which I released half-done :(

1) The Acknowledgment option: Supposed to generate only minor leaders (I selected civs but left leaders random). However, seven civs were led by regular, Kael-built major leaders such as Arturus Thorne, Sandalphon, Auric Ulvin, etc.
Yeah, totally expected. Unfortunately, my new options don't work when you select a civ and let the leader random. In those case, this is truly random. You got many minor leaders because they're overwhelming for many civilizations compared to major ones but you could have had many less. I'm thinking of a way to counter that :)

2) I got diplomatic penalties from everyone for "following a heathen religion". As the Grigori. Hmm. Even the normally easygoing Kuriotates hated me - and did so from the first moment they met me. Maybe those penalties shouldn't start till after you meet another civ, if possible, though I think that's a carryover from vanilla FFH.
That was a bug I fixed in .36 :) I'm still not satisfied because leaders' give you a straight bonus/malus the instant you change your religion. I would like even the first +1/-1 to come smoothly after some turns, like you said (if I understood right).

3) Ardor world spell: Sure it was cool popping a bunch of great sages and engineers all of a sudden. However (and maybe I'm wrong here) I think Kael's original intent was to pop a bunch of adventurers - since they were originally generated through the GPP system. Would it be possible to have the Ardor spell reset the adventurer counter as well as the GPP counters?
That's not really my doing since it's base Orbis now, but let's share a thought: maybe we just need to change Ardor. I'm thinking that it may require, say, a 13th level adventurer (hard to get, yes, since it would need a few fights) and some technology like Writing. When casting this new Ardor, you would get a new Adventurer in possibly all of your cities, granted that they have one tavern and more than 4 pop. It can be a very powerful spell if used correctly :)

4) Republic and elections: I had two elections while playing the game. The first gave me the Defender trait and the second gave me the Expansive trait. However, the Defender trait did not go away after the second election so I continued playing with both traits. Cool, but maybe a little OP. I thought the intent was to make the election-gained traits temporary only for that election cycle? If it makes a difference, both times I chose the option "let the people decide".
Honestly, I never ever played with that. First, I rarely get to Republic; Secondly, when I get to it, I tend not to select it; Thirdly, when I do, I don't have the luck to see elections :lol: Anyway, that should be a bug. Maybe caused by 3.19 (you may know that there has been a few issues with traits-operating-things so maybe Elections weren't fixed).

5) Saving Brigit: I had a level 15 adventurer/hero hunter with an absurd amount of equipment found in various lairs rescue her. It had to cross Sheaim lands to do it - triggering war - and then Brigit was destroyed upon my unit entering the Ring of Carcer. No new Brigit was spawned! :mad: (I used Worldbuilder to give myself one anyway. :p )
Damn, I thought it had been fixed? I will check that.

6) The game became unplayable after about turn 350 or so. The save game file size got up to two megs and the game would pretty much crash (CTD) roughly every turn. I could save it at the end of a turn, process the next turn, save again and likely the game would crash during turn processing of that next turn. If not, it would probably crash when I tried to open an advisor screen. :crazyeye: (Save game available upon request.) This may be a legacy of modding, modmodding and modmodmodding - FF 050 would crash for me pretty consistently even in the early game (haven't tried 051 yet).
Well, the odds are against you here, with huge map like PW2 and a lot of civs. I don't know if I can do much about it. I know I was able to play a 600+ turns game with base Orbis back to ~0.21, but I never played that long since. What speed were you using?

A) Purely an idea: I love the wild mana and mana guardians (not to mention the tile yields - great idea!) - reminds me of playing Master of Magic (I miss that game :sad:). Which got me to thinking: Would there be any way to place an explorable feature on the mana in addition to the guardian? Something like a lair or goody hut? In MoM whenever you conquered a mana node you found some sort of treasure - money, new spells/tech, a hero unit, etc. Sometimes even new traits (or the equivalent). So popping an additional reward would add a little of that flavor to the game. :cool:

Feel free to make the guardians more difficult or numerous, or have the lair actually spawn units to harass surrounding civs - if I recall correctly that did happen from time to time in MoM, though the spawns were usually less powerful than the guardian - which could be anything up to and including a dragon in some cases! :eek: Note that the best rewards were generally found in the most heavily-defended mana nodes, if there'd be any way to implement that, or indeed to make some nodes more heavily-defended than others.
That's very interesting... What about a new option, ManaQuest, that would place some Ruins heavily "corrupted" by the mana under it. I think they would have three phases in all, one at start of the game, one ~100 turns later and one ~200 turns later later (so ~300 turns to get the last one). Double-edged sword: the first one is creating feeble fiends. An annoying stream but easily repelled. The lair isn't great reward-wise, though. And then it becomes freakin' as the game is going. The more you wait, the stronger are the enemies that pops from it, and the better the rewards! I think there should be bad outcome too, especially with the two latter phases which would be Epic lairs. And that's not forgetting mana guardians... :D Obviously, this would be a Challenge - Game Option. Rewards and monsters would depend on the mana resource too. To better the feel, I really should take a moment to sit and code a "terrain altering" according to mana. So ICE would freeze land, etc.

Other than the minor issues, great job! :goodjob: Will likely play a .36 game next (unless I decide to risk FF 051), probably with a reduced number of civs (I'll probably still use a huge PW2 map as no other mapscript suits me - they generate weird continent shapes and are entirely too small - though the mana density seems higher). Thanks for all your hard work (and Ahwaric's on the main modmod)! :D And sorry for the long post... :rolleyes:
Thanks :) I really like long post of feedback ;) And try FF051, it seemed really stable!
 
Thought I'd chime in . . .
Opera, I like your idea for Ardor; the Adventurer as a non-GP does sort of hamstring the Grigori World Spell.

I had the same problem as Cylnar with Republic; in my case, the Spiritual trait actually replaced one of the traits I already had, which was irksome.

I really like the Mana Quest option, especially the terrain alteration. It would make mana and various kinds of nodes seem much more important in the game. I used to play MoM too; awesome game :)

I'm glad you like the story. Yes, it was a gun. I figured that a research fanatic like Outhe would be likely to discover uses for gunpowder before anyone else :)

About the Godswar, I didn't realize that there was actually another one in the lore. I was just talking about the ever-present threat of divine hostilities breaking out (as they do anytime someone builds the Mercurian Gate or Infernal Pact, I suppose).
 
Thought I'd chime in . . .
You're greatly advised to do so :D
Opera, I like your idea for Ardor; the Adventurer as a non-GP does sort of hamstring the Grigori World Spell.
Yeah, I quite like this idea too. That would be a pop-up fest though to have a high number of adventurer pop out at the same time :lol: I guess that using Ardor should decreases the odds of gaining anymore adventurers.

I had the same problem as Cylnar with Republic; in my case, the Spiritual trait actually replaced one of the traits I already had, which was irksome.
Huh, I'll really check this out (not that I wouldn't have done it :lol:).

I really like the Mana Quest option, especially the terrain alteration. It would make mana and various kinds of nodes seem much more important in the game. I used to play MoM too; awesome game :)
I don't MoM myself, only heard of it through these forums. I'll try to do that option, even though I'm unsure about how to handle the terrain changes.

I'm glad you like the story. Yes, it was a gun. I figured that a research fanatic like Outhe would be likely to discover uses for gunpowder before anyone else :)
Yeah, that's true. Great story. What I really like about the ones' you've wrote for me is that you create secondary characters. I have a thing for them. I usually love them more than main characters :lol:

About the Godswar, I didn't realize that there was actually another one in the lore. I was just talking about the ever-present threat of divine hostilities breaking out (as they do anytime someone builds the Mercurian Gate or Infernal Pact, I suppose).
Oh, yes, I see. That's just that, again in "my" version of lore, which is a alternative post-scenarios FFH, Auric has been defeated and this is considered a second Godswar (having Basium, Hyborem and Auric Ascended was enough to call it that I think).
 
Here's a theoretical premise:

Ardor



requires Trade
can only be used by a {unit OR Adventurer} of level 12+
don't need to be in a city to cast it
will trigger a code checking for...
  • ... handicap level;
  • ... each city...
    • ... if there's a Cross-Roads Inn (new unique building to come!);
    • ... if the city's population is 4+;
    • ... if the city is connected to the capital (skipped if running City-States);
    • ... city's number of :traderoute:;
The handicap level will determine how many Adventurers' you're assured to get from the spell. If a city is valid, it will have a raw chance to pop an adventurer based on both its pop and its number of traderoutes. At the very least, you're assured to pop one out of the capital (but not if you're running City-States).

I think I should check for a limit of Adventurers' popped... and I also want it to decrease the spawn rate for each adventurer if possible.

About the unit required to cast the spell, it depends. An adventurer would be best because reaching level 12 is hard without Hero but I would need to create a new promotion, as Adventurers don't stay Adventurers long (because of the upgrading).

Anyway, why this? Because I see "Ardor" as a call for women and men to help their cities. A tavern is required to somehow store the call (like a flyer: "Adventurers needed!") and traderoutes and pops are valuable because it would allow more people to see the ad and to respond to it.

Also, I'll still add their "random civ-promotion on unit creation". More on this later :)
 
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