Are Those MY Amurites? o.O

MaxAstro

Spiral Knight
Joined
Dec 18, 2007
Messages
645
So I've been out of the Fall from Heaven scene for ages now, until just recently my girlfriend got me back into it by becoming addicted to Fall Further herself.

As a result of that, I finally went back to my old modmod, RLD, and updated it to be non-modular and less buggy. In the process I remembered the old ranged combat OoS issues and wondered if they had finally been fixed by someone - which led to me wandering over here to find that Fall Further Plus, whose Fort Commander ideas I remembered gleefully stealing, is now called Rise From Erebus and has a bunch (understatement) of new content.

So I checked out the wiki and started clicking through the civs to see what everyone has. And noticed the Amurites. Apprentice? Spellsword? School of Govannon? Holy crap, those are the Amurites I came up with. Thinking back, I vaguely remember giving Valk permission to use them for something or other, but to see them still around after all this time...

To say the least, I am so honored to see my ideas in such an awesome mod. ^_^

Now if you'll excuse me, I need to start downloading RifE and see what other awesomeness has been packed into it since I've been away. :)
 
So I've been out of the Fall from Heaven scene for ages now, until just recently my girlfriend got me back into it by becoming addicted to Fall Further herself.

As a result of that, I finally went back to my old modmod, RLD, and updated it to be non-modular and less buggy. In the process I remembered the old ranged combat OoS issues and wondered if they had finally been fixed by someone - which led to me wandering over here to find that Fall Further Plus, whose Fort Commander ideas I remembered gleefully stealing, is now called Rise From Erebus and has a bunch (understatement) of new content.

So I checked out the wiki and started clicking through the civs to see what everyone has. And noticed the Amurites. Apprentice? Spellsword? School of Govannon? Holy crap, those are the Amurites I came up with. Thinking back, I vaguely remember giving Valk permission to use them for something or other, but to see them still around after all this time...

To say the least, I am so honored to see my ideas in such an awesome mod. ^_^

Now if you'll excuse me, I need to start downloading RifE and see what other awesomeness has been packed into it since I've been away. :)
your life will never be the same as before. btw, i still think that without any further modules they're still lacking something, but much has been done indeed.
 
Gah. That kills me so much. :lol:

Amurites have adepts that can upgrade to any unitcombat... Their units gain random spells on creation, based on your manas... Hell, they can have channeling2 champions! What more do they need?

There is room for multiple arcane civilizations; There is no reason the Amurites must be better than all others, particularly when they are all different.
 
Yeah, I'm gonna have to side with Valk on this one. Heck, if Apprentices still get free promotions on creation I'm worried about the Amurite melee line being overpowered. :)

And I can't really claim the credit for the Tower of Eyes and Blair of Lacuna - I just took someone else's awesome artwork and slapped some mechanics on it. :)

EDIT: Running into a weird bug trying to to get RifE working. It says it can't find the folder "Rise from Erebus/NOTSET/PrivateMaps". Creating a folder named NOTSET and moving PrivateMaps into it (wonky solution, I know) causes it to complain that it can't find "Rise from Erebus/PrivateMaps".

-_-¿
 
Copy instead of cut?
 
Yeah, I'm gonna have to side with Valk on this one. Heck, if Apprentices still get free promotions on creation I'm worried about the Amurite melee line being overpowered. :)

And I can't really claim the credit for the Tower of Eyes and Blair of Lacuna - I just took someone else's awesome artwork and slapped some mechanics on it. :)

EDIT: Running into a weird bug trying to to get RifE working. It says it can't find the folder "Rise from Erebus/NOTSET/PrivateMaps". Creating a folder named NOTSET and moving PrivateMaps into it (wonky solution, I know) causes it to complain that it can't find "Rise from Erebus/PrivateMaps".

-_-¿

Honestly, the Amurites will get a flavorful change with 1.4 (concerning leaders), but yeah, I don't find them weak in any way.

As for your bug issue... Make sure the folder is not read only.
 
Oh, no, they're not weak, but I dunno, they seem to be lacking something.
I'm pretty sure, that with the changes in 1.4, when summons and other spells get balanced better, that they'll feel right :)
One of my problems with them was the Khadi, but, I can ignore them safely now >.<
The other is the weakness of the Arcane trait vs Summoner. But, I'm pretty sure that this'll be fixed in 1.4 xD
 
Amurites? Weak? Phf... If it weren't for the removing of quarries on flatlands, I'd say that's impossible in this version. XD Only thing I have trouble with are the Mechanos (Before I can get Fireballs... **** ranged attacks) and orcs... And that's only from their fire immunity. XD Oh well, I prefer that over Orbis's weakening of Fireball, last I checked... 1 tile range spell that affects fewer units (One stack, up to 4 units) but otherwise works the same as Maelstrom? Yah, that sucks. >_>

As for missing something... Fall Under has what I think the Amurites should have, but it also has too much. If I could just take the Mage General and the Mage Enclaves (Ideally with them providing the resource WITHOUT needing a city connected to it to the capital) out of that, then I'd say the Amurites are perfect. The stuff beyond that is unnecessary. Their recon line effectively nixes the Goblin waste event (which they should have a problem with early on, though I prefer it being fixable later) and provides them with guardsman... And their horse archer giving haste and regeneration immediately? Dear god...

Annnyway, enough ranting about Fall Under. XD My only complaint on the randomly getting spells is just how often it ends up being something I already have 2 mana sources of for my adepts. XD

But yah, other than those failings, which aren't really failings, the Amurites are great as they are. They have the powerful late game they always had (Better to actually BE a powerful late game. XD) AND they have a good early game from the Bladedancers, which make them have practically the most powerful swordsman/axeman equivalent I can think of right now. Immunity to first strikes helps a TON when attacking cities, and a free first strike chance on top of that? Pop them full of drill promotions and SOMEONE is in trouble.

... That's one other thing Fall Under fixes, actually... Making it so Spellswords don't mystically lose the abilities that made Bladedancers effective. I hate having to build Bladedancers in order to make effective Spellswords. XD
 
But yah, other than those failings, which aren't really failings, the Amurites are great as they are. They have the powerful late game they always had (Better to actually BE a powerful late game. XD) AND they have a good early game from the Bladedancers, which make them have practically the most powerful swordsman/axeman equivalent I can think of right now. Immunity to first strikes helps a TON when attacking cities, and a free first strike chance on top of that? Pop them full of drill promotions and SOMEONE is in trouble.

... That's one other thing Fall Under fixes, actually... Making it so Spellswords don't mystically lose the abilities that made Bladedancers effective. I hate having to build Bladedancers in order to make effective Spellswords. XD

I'm under the impression that some amurite stuff has gone a little ott, that said I do really like the changes to the civ. Much thanks to all involved in their creation, didn't realise maxastro and RLD was still around on CFC :)

I'd be happy with maybe 10-20% damage reduction on the melee units to balance out the spells - after all it's dual combat and magic focused training if you can cast chaos1 and shadow1. It's effectively a free drill promotion plus a bit extra so a bit of physical strength could be sacrificed here with little problem imo.

I think it's good to not include the upgrade promotions on the better units, spending gold should be encouraged rather than hoarded - as was the intention with master buildings.
As long as units that come with the extra promotions are never obsolete then I'd be happy to allow them to be built with intention to upgrade and not allow, for instance, spellswords to get chaos&shadow 1 without the previous upgrade. If bladedancers currently upgrade and lose chaos&shadow1 then this should probably be changed. I believe this is how the divided soul promo works with the sidar and the UU's upgrades?
 
Gah. That kills me so much. :lol:

Amurites have adepts that can upgrade to any unitcombat... Their units gain random spells on creation, based on your manas... Hell, they can have channeling2 champions! What more do they need?

There is room for multiple arcane civilizations; There is no reason the Amurites must be better than all others, particularly when they are all different.
were a bit mistaken here, i wasnt talking of strength :)
while the amurites may not be the strongest civ, theyre okay. but theyre lacking something... i dunno what.
i think its fall further where they have those mage tower and academy improvements? where you can train them at nodes to respective magic promos?
parking all your units on them to get teached on more magic felt like an interesting alternative to for example the dural who park em to get more xp, in the means of physical training while not at war.
i never felt like strengthening their melee line was the right way to go, although its cool and absolutely fits their "everyone does some magic"-lore.
as i said: overall the amurites have become real cool. theyre just lacking something :)

yet - once again its difficult to refer this topic until 1.4.
well have to wait on what ure planing.
 
You may be right about them being over the top and all that, isthmus. To be fair, my saying they're fine as they are is comparing them to the Scions, who I almost always play with as a team-mate whenever I play (because a friend of mine plays as them, and I play multiplayer more often than not when I can), so I'm basically saying I can actually compete with him in military. Certainly not industry (thus why I complain about the lack of quarries on flatlands. XD), though... I've seen his capital get upwards of 300 production per turn. Now THAT'S ridiculous. But that's beside the point.

Keep in mind on the weakening the line, at least the bladedancer can't get mithril weapons. That doesn't really help though, since by the time you have mithril weapons anyway you should be fielding champions, not swordsmen, at the very least.
 
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