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#1 |
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Chieftain
Join Date: Mar 2008
Posts: 50
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Many people says that Bannor was among the weak civs, and I am thinking about the leader angel, in the lore he said he would return, would the ffh team consider to put the angel as a buildable unique unit for them?
Any suggestions?
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#2 |
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Partisan
Join Date: Aug 2008
Location: Weyauwega, Wisconsin
Posts: 1,466
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Yeah, I was checking the new .34 lore and re-noticed that too.
Honestly, I would doubt it. Having Sabathiel fight would be too much like the Illians/Auric, Infernal/Hyborem, and Mercurians/Basium. The FFH development team hates to use the same mechanic twice, and there's really no way to make Sabathiel buildable without infringing on one of those other civ's uniqueness. What has probably happened is that the lore for Sabathiel was written really early in the development of FFH, and so it hasn't kept up with the changes since then. However, there is a small chance that he'll make an appearence in one of the scenarios.... |
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#3 |
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Warlord
Join Date: Oct 2008
Posts: 143
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Make crusade stronger perhaps.
I like the crusade idea but it's just plain weak when you compare it to Calabim's vampires and Amurite mages. Seriously, these guys battled their way out of HELL. They were in hell for how long? The better part of the Age of Ice! Hell must be a pretty mellow place if these guys honestly fought off Satan for that long. ![]() I was thinking perhaps Bannor needs a more "organized style" perhaps give them unique promotions they can use at fanatacism, power up the crusade so that demagogs spawn WAY more often and not just on towns (also in cities). Their units hardly feel unique either. Perhaps to combat this each UNIT CLASS should have a role in the bannor army, not just guardsmen. Make it so each STACK of units for the bannor requires some archers, some cavalry, some melee. Give each unit a way to support the others. Guardsmen support divine/mages, Archers give a ONE TIME withdrawal bonus (archers provide cover for skirmishing forces so that they can retreat but not stackable as to prevent overpoweredness). Something along those lines. Make each unit offer something to the others, I liked the "feel" of guardsmen. I think Bannor would definitely "feel" more unique with armies that functioned as a unit with synergies for people who got crusade, teched partially down to archery, horseback riding and bronze working. It'd definitely be mid to late game but at least I think the civ would be a bit more unique with these promotions. That's my opinion anyways. I suppose ANYTHING sounds better than the current state of bannor, they feel like the illians did when they were unfinished. I definitely feel like Bannor is "unfinished" with how weak crusade is because of how weak demagogs are and the fact it degrades towns, you can't conduct diplomacy and that your entire crusading army just ups and leaves right after a conquest so you're in deep DOO DOO on holding all the lands you've gained.
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#4 |
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Feels so good...
Join Date: Oct 2006
Location: Pacifica, California
Posts: 1,998
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ITT people who don't know the difference between boring and underpowered
The Bannor strategy of "hordes of free generic melee units" lacks flash compared to a lot of the civs in the mod, but the substance is there. Demagog swarms supporting a normal army are very effective. And they can tech quickly up to that point because the demagogs rely on matured cottages to spawn - so you can spam them and favor tech over hammers, because eventually those cottages will double as barracks. |
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#5 | |
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Dragon
Join Date: Oct 2004
Location: Torino - Italia
Posts: 6,456
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Crusades are a lot stronger in 0.34. First the unit maintenance bug is really fixed (it wasn't until 0.33g), second the number of free units has been more than doubled.
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2010AD, Caesar Berlusconi to Brutus Fini: "You too, Gianfranco, son of a b... !!!" Economic Left/Right: -4.38 Social Libertarian/Authoritarian: 0.00 |
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#6 |
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King
Join Date: May 2008
Location: Shoreline, WA
Posts: 913
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#7 |
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Veil Fanatic
Join Date: Feb 2007
Location: Nyx
Posts: 511
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Sabathiel is the archangel of Law, he will follow the compact absolutely, and so won't even enter Erebus, so it would be very unlikely for him to come to Erebus and start fighting in it's wars...
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True power is always costly. However, I think I can safely say that the rewards far outweigh any of the possible costs. Who cares for sanity, when you can burn the people claiming you to be insane to cinders with a thought? Who cares for purity, when this taint is so much more vitalizing? Who cares about the soul, when the mind can break all boundaries without it?--Tebryn Arbandi |
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#8 |
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Šumar
Join Date: Dec 2005
Location: Croatia
Posts: 2,008
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Plus Sabathiel is now weak/exhausted.
IMO theme of Bannor is super disciplined, super trained units that in game translates to lots of promotions. This works as a charm for Sabathiel. -25% XP cost for level ups is brilliant, giving you trained units fast. For other leader, this is not case, and Falamar also has this, taking away Bannor flavor. Proposals: 1) Few Bannor unique buildings that give more free XP. Orc theme is hordes of cheap and weak units. Bannor should be also hordes but of more expensive and promoted ones. I think this would definitely work. 2) Edit it so that -25% XP cost is for Bannor civ, and not charismatic trait. So Falamar loses it, Capria gains it. Givesome other feat to charismatic to balance out. 3) New promotion that Bannor units start with, that gives +25% XP from combat (warlord promotion in BtS)
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#9 | |
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Chieftain
Join Date: Sep 2008
Posts: 30
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Quote:
Something along the lines of highly skilled battle hardened troops. |
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#10 |
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WM junkie
Join Date: Dec 2005
Location: Seyda Neen, Vvardenfell
Posts: 7,090
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hey I quite like that proposal to make Charismatic Bannor only. right now even Auric Aulvin is charismatic btw.
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" Sheelba does what Charadon't " - Senethro |
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#11 |
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Divine Wrath of Junil!
Join Date: Aug 2006
Location: Montreal
Posts: 6,148
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Sabathiel cannot enter creation. as Archangel to the god of Law, he is completly bound by the compact. he has enver been in creation, only in Junil's heaven and in Hell, leading the bannor
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#12 |
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Great Sage
Join Date: Feb 2007
Location: Kael's head
Posts: 14,060
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Junil would never enter Creation. Although the Compact technically doesn't stop archangels from entering Creation, Sabathiel, as the archangel of law is bound to the strictest interpretation possible, and so cannot come here. He is also still exhausted and regaining his strength after fighting in hell. Technically the holy of holies in the Halls of Sabathiel is a small pocket dimension between Creation, where Sabathiel resides and where the high priests of the order may come to consult with him. (Of course, later on they stopped bothering consulting him at all.)
I'd like to have the Bannor start with Valor or Courage as a "default race." I'd also like to have their priests and high priests (of the Order at least) able to cast Ring of Fire and Pillar of Fire, respectively, to show their old closeness to the fire sphere. Thematically, I'm thinking that the Bannor would be strongly opposed to the extreme utilitarianism that an archmage must have. I'm thinking it may be good for them to be unable to build archmages, but still have mages (unlike the Khazad). They would need some special bonuses to overcome this though. Kael has stated that in the original design for the Bannor they would have the ability to build lots of special fort like improvements that help defend against evil civs. I think this has pretty much been abandoned, but it might be reconsidered soon. When I get time to mod again I think I'l try to implement it. The ability to plant forts far away from your cities and have them spawn defenders whenever enemies get near seems useful. |
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#13 |
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Cultist of the Old Ones
Join Date: Sep 2008
Location: Germany
Posts: 722
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I don't like removing Charismatic because it would deny this trait say much about the personality of this leader and for me by some way defines his flavor. Perhaps charismatic should do something different, but the trait should rest. Or leave charismatic as it is and nevertheless give the Bannor -25% level requirements to turn the Sabathiel led Bannor from avarage to broken
. Magister Cultuum's suggestion is great. Perhaps give them both Valor and Courage. And the forts spawning units when enemies enter a tile nearby is also great. It wouldn't be too broken and would fit their flavor.
Last edited by Imuratep; Oct 12, 2008 at 12:22 PM. |
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#14 | |
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Šumar
Join Date: Dec 2005
Location: Croatia
Posts: 2,008
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Quote:
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Play Fall from Heaven - The greatest mod for Civ4! |
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#15 | |
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Chieftain
Join Date: Dec 2007
Location: Poland, EU
Posts: 25
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Quote:
Hmm, wandered off a bit there. Anyway, so why be unable to get archmages?
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rmdev -f /dev/brain error: /dev/brain: not found ![]() Economic Left/Right: -2.62 Social Libertarian/Authoritarian: -7.18 |
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#16 |
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Great Sage
Join Date: Feb 2007
Location: Kael's head
Posts: 14,060
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It isn't so easy to give out 2 racial promotions. One could come from a building or something instead.
I think I'll just give them Valor, but make Valor also provide immunity to fear and make the unit need less xp for promotions. That isn't hard to do, and I believe the xp discount would stack together with Charismatic. Needing only about a quarter of the xp other civs need would be a very big bonus. Probably big enough to warrant not letting them have Archmages. From excerpts of Kael's D&D games we know that what separates an Archmage from a mage is not skill, but an unstoppable strength of will. They set their mind on something, and refuse to let anything, include atrocious violations of laws and morals, get in their way. They don't typically go out of the way to do harm, but they would murder the righteous without remorse if it helps to further their goals. I cannot see an archmage having a high regard for the Code of Junil. Also, the Bannor remember the time when all mages were evil, and they were the greatest enemies of these sorcerers. Magic itself is really breaking the rules that govern creation, in ways that only thr gods are supposed to be able to do. It is not looked upon favorably by the Bannor. Last edited by MagisterCultuum; Oct 12, 2008 at 12:47 PM. |
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#17 |
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WM junkie
Join Date: Dec 2005
Location: Seyda Neen, Vvardenfell
Posts: 7,090
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lots of nice ideas... valor and/or courage as a racial promotion and fire spells readily available sound good. unique fort improvements with unique effect sounds outright awesome. spawning defenders, incenerating foes, you name it
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" Sheelba does what Charadon't " - Senethro |
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#18 |
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Shepherd
Join Date: Jan 2006
Location: On a hill
Posts: 1,218
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I'll second that.
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No worries |
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#19 |
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King
Join Date: Mar 2008
Location: Berlin, Europe
Posts: 897
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Really like the idea of free racial promotion.
But! Valor (or an effect simmilar to it and have the promotion called something else which might be a better idea since then it doesn't replace Law 3 outright. And stackability whouldn't be totaly unbalanced for such a rather weak Tier 3 spell...) alone sounds neat enough imo (and also is far more important in terms of getting higher levels). There are other sources for courage. One of them beeing the hope-spell donal lugh can cast... (or from royal guards at aristocracy + feudalism and from regular mana naturally.) Also handing out courage for free whould devalue spirit-magic perhaps a bit much? Because it duplicates at least part of Spirit 2 and fully Spirit 1. Unlike Valor which just replaces the need for Law 3 (which the Bannor also start with anyways so it doesn't diminish another strategic choice and which offers a rather neat Level 2 Spell and an acceptable passive effect (The Level 1 spell is more important to AI right now because the AI rarely fields units with control-abilities right now) so it whould save the bannor 1 promotion for their Archmages and get the effect at the very start where it matters much more.) Also the AI whould profit alot from it. Also i think all to early immunity to fear whould devalue fear (which is not that common early or at least rather hard to get) a tad to much and diminish the advantage of civs who can field early nonfear- or nonliving units. Also another small thing which whould result from such a change and seems very thematic: It whould allow the Bannor a much easier acess to a Unit of Level 15 than anyone else since the change of raiders-trait and thus much earlier acess to Brigit which is the non-fallen archangel of their old fallen patron god. ![]() Also the Bannor of later generations lose their hardness a bit which whould imo further make it unflavorful to hand them immunity to fear by default... Last edited by Blackmantle; Oct 12, 2008 at 01:38 PM. |
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#20 | |
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Chieftain
Join Date: Dec 2007
Location: Poland, EU
Posts: 25
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Quote:
__________________
rmdev -f /dev/brain error: /dev/brain: not found ![]() Economic Left/Right: -2.62 Social Libertarian/Authoritarian: -7.18 |
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