32 str Ira?

Point A:
This is a creature which can be summoned endlessly, and their strength can be higher than everything except two of the most powerful beings in existence.

Point B:
Why don't you see a problem with that?

Point's A and B contradict each other. (the concept of seing something wrong with that is so far out of my reach that to me, the question apears paradoxical.)
 
Point's A and B contradict each other. (the concept of seing something wrong with that is so far out of my reach that to me, the question apears paradoxical.)

I think this only proves that you are insane. :P Perhaps we should apply the same levelling mechanic to every unit in the game - I mean Auric et al only got where they were by incrementally gaining power, right? ;)

Destroys the spirit of the game. :crazyeye:
 
In my game where the Iras were coming at me every 3 turns or so, it was quite a challenge dealing with them. None were as strong as some mentioned in this thread, though.

Frankly, I am OK with the way they are. Remember for them to appear on the map, the Armageddon Counter must have hit 90. In other words, the end is coming and these mighty pests are an excellent instrument of bringing it.

In my game, they took down several civs, but those were decimated by losing many Enraged units, and, then, shortly thereafter when they lost most of their units to AC 100.

The best way of dealing with the problem I could see was to adopt AV and rush the ritual that gives you peace with the Demons.

I did this, BTW, until WK informed me that you lose the city you invoke the pact in...I built it in my capital. So, instead, I dealt with Iras by spamming Rangers and the occasional Ritualist. I was able to outlast the only other civ in the game.

Iras perhaps are a little too strong, but again, you have to consider WHEN they enter the game.
 
What would you think if he automatically gave any living unit that approached him Enraged, without even needing to cast a spell (you could make this a prereq instead of an effect of an uncastable spell)? He wouldn't need to be all that powerful to be almost unstoppable.

This is interesting. Would it also work if he approached a unit? I am thinking of all the defenders of a city fleeing when he starts heading their way. This sounds pretty powerful but not that all that out of flavor. Perhaps it shouldn't affect heroes, or maybe it can be resisted.

Alternately, to keep units from fleeing I believe there is a "taunt" spell that the Balseraphs have. It's been a while since I played them so maybe it's in FF. Instead of fleeing they could all attack him, losing their defensive bonuses in the process.

Does the Avatar have Cannibalize? He definitely should.

EDIT: This is the FF forum. Duh.
 
Well, I'm not sure it is technically possible to make it actually give units approaching the avatar, but it is possible to make it be given out whenever the player tries to see if the Avatar can cast a spell. (If under human control that would mean that all units within range get the promotion whenever the unit is selected, but I'm not sure how often the AI would check to see if the spell is possible.) It would almost certainly work when he approaches a unit, and it would not be hard to make it resistible.

Giving him a taunt-like ability (which could be triggered automatically like what I mentioned before) would also be pretty easy. (Actually, you wouldn't have to touch the python file at all, just make spellTaunt(pCaster) a python prereq of a bIgnoreHasCasted unit specific spell.)
 
Well, I'm not sure it is technically possible to make it actually give units approaching the avatar, but it is possible to make it be given out whenever the player tries to see if the Avatar can cast a spell. (If under human control that would mean that all units within range get the promotion whenever the unit is selected, but I'm not sure how often the AI would check to see if the spell is possible.) It would almost certainly work when he approaches a unit, and it would not be hard to make it resistible.

Giving him a taunt-like ability (which could be triggered automatically like what I mentioned before) would also be pretty easy. (Actually, you wouldn't have to touch the python file at all, just make spellTaunt(pCaster) a python prereq of a bIgnoreHasCasted unit specific spell.)

Couldn't it be done similar to necrototems?
Those have a fear effect when you come within a few tiles of them. As far as I can tell it happens instantly
 
Sure, if you want to change the Avatar of Wrath from a unit to an Improvement. Somehow that doesn't seem as impressive though.


You could also make it check all units within a certain range of any unit whenever it moves, but that would really slow the game down. You could try modding the dll to give units a <PythonAtRange> tag like improvements have so that most of it is handled in C++ instead of python and not slow things down quite as much, but I don't think that it is really worth it.



I guess you could also make it so that the Avatar places an special improvement on his tile and removes it from neighboring tiles whenever he moves, but without some way of tracking old improvements to restore them correctly I think that is a really bad idea (not that it is a great idea even if that could be done).
 
As far as I can tell from my recent games, the Avatar is immobile. It stays wherever it spawns. So, if you have the bad luck of being close to the spawning location you will get the Iras - they tend to keep coming at you rather than moving across the map to hit other civs.

It reminds me of FFH many versions ago when the Avatar would spawn and a percentage of all civ's units would leave you and join him AT HIS LOCATION.

Honestly, I don't think this is much of an issue because a poll I took before showed that less than 25% of players make it to Armageddon (or AC 90) in most of their games. This was done to address what happened when units became enraged in FFH several versions ago.
 
What would you think if he automatically gave any living unit that approached him Enraged, without even needing to cast a spell (you could make this a prereq instead of an effect of an uncastable spell)? He wouldn't need to be all that powerful to be almost unstoppable.

That is an evil idea man!
 
I say up Eurabatres to 45 at least, and work down from there. I'm almost willing to argue that it should be even higher, as since Auric is not ACTUALLY Mulcarn, there may not be much of a strength advantage there, especially seeing as Eurabatres is supposedly even stronger than Cernunnos, as both are creations of a god and Eurabatres is said to be the most powerful creation ever made.

That`s why I posted in another thread that Eurabatres should have 35 + 5 Holy (he`s holy weapon) + 5 fire and + 5 poison (his entry mentioned about his fire and acid affinity) strength. Even with "only" 35 normal strength he is more powerfull than Avatar of Wraith, and compare to his magic immune (+50% resistance to elemental damage) he is 42,5 strength and Auric is 45 (50% of +30 cold)

Edit: ... never mind :)
 
That`s why I posted in another thread that Eurabatres should have 35 + 5 Holy (he`s holy weapon) + 5 fire and + 5 poison (his entry mentioned about his fire and acid affinity) strength. Even with "only" 35 normal strength he is more powerfull than Avatar of Wraith, and compare to his magic immune (+50% resistance to elemental damage) he is 42,5 strength and Auric is 45 (50% of +30 cold)

Edit: ... never mind :)

You seem to be under the impression that I won't be increasing the strength of both Auric and Avatar of Wrath too.

That would be incorrect :)
 
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