Lord Tirian
Erratic Poster
Like hell freezing over? More like Illians going to a barbecue beach party!Oh nothing just something about hell freezing over
But 100% awesome to finally see the fabled Magister modmod!
Cheers, LT.
Like hell freezing over? More like Illians going to a barbecue beach party!Oh nothing just something about hell freezing over
well, but thats just one part of the AC, and u can only have 4 councilors, and they are relatively weak, and it requires the rage technology.
I played as Clan of Embers, built the Eternal flame, and was not able to build the BhallOrcs ...
inability to build the bhallorcs is probably the easiest bug to find so far, or am I just doing something wrong?
so ... what ARE the requirements for Stir from Slumber ritual now?
If you have Fire III and are standing above Acheron's bones ... no button shows up. Then you research Divine Essence, and a Rezz Acheron button shows up greyed out. I would assume once Stir from Slumber is completed that this button/spell would then be available.
Also, there is an Extra Dragon Bones with water mana inside it. Are we going to see the missing Blue dragon eventually? and Will it be available to all like Acheron, or perhaps a specialty civ, like Lanun, Hippus, or something.
and why are the Kurios versions of Theater of Dreams, Eyes and Ears Network, and Library of Oghma so much more expensive? Kurios's biggest weakness is overall lack of hammers anyways, and these special versions do nothing extra for the Kurios.
Yes, all wonder UBs are of the same BUILDINGCLASS and so prevent the construction of any alternates. When conquered, they will revert to the conquering civ's version of the wonder.Also, if The Orcs build Eternal Flame, can other civs not build their version and Vice-Versa? I suppose this goes for all wonders with a civ-specific Duplicate.
Odio only requires a unit of level 6 as well as the Rage technology, compared to Brigit which requires Fanatacism and a level 15 unit. Also, Odio's Rage spell at least currently appears to not work. However, the Ira creation does work ... and these Ira's seem to be permanent. (again, only lv6 and rage??)
Also, magic resistance can no longer be bought normally (through level up) although I would assume can still be acquired through the Force II spell.
I still don't like that small incentive. In general, I think that we really need more roleplaying incentives.
A suggestion: Eidolons, Paladins, etc. should abandon you on alignment change. The Priests (Not High Priests, they should abandon on religion) should abandon you on alignment change, too.
The Malakim need some incentive not to Spring their deserts. They are meant to be desert boys, not floodplain boys, after all.
well, you could let Malakim build Beduin Encampments in deserts, for one, as well as increasing the desert advantage from just one commerce to one food, one hammer, and one commerce. And then Beduin could increase food and hammers, and upgrade like pirate coves do, and the nomad promotion could add 20% defense in beduin improvments.
Also, allowing them to build cottages in deserts, and farms in deserts, would also help their position.
Perhaps Beduin Camps would need to be few and far between like pirate coves (and sacrifice a worker to create one) but then I think Malakim workers should be able to build scrub on desert as well. Although I don't rly like how scrub makes movement easier in deserts. I think scrub-desert should also cost 2 movement points for the non nomadic unit.
aside from that, giving winterborn double movement in ice, and doubling the movement cost of ice (to 2) would also be strong improvements.
// I like the Odio 11 and Brigit 14 idea ... ALOT
Oh yeah, I'd forgotten about those!
At one point I planned to give nearly every civ a unique fort, but didn't really like the idea of having that many worker UUs. Am I right in recalling that some modmods can now allow build orders through promotions?
I guess I could easily make it so that Citadels of Light are not built the normal way but through spells though.