Armageddon Victory

I forgot to add to my post that I am operating under the assumption the Armageddon we witness in FFH is somewhat similar to the biblical definition. If that is not the case (which is very likely to be true) - such that Armageddon in Erebus is the cataclysmic merging of Hell and the mortal world, rather than just a totally epic fight - then of course wholesale destruction is warranted.
 
In my post above, the link also goes to the fix for Obsidian Plains. It was a real easy change:

Code:
if iTerrain == iBurningSands:
        if pPlot.isCity() == False:
            if pPlot.isPeak() == False:
                if CyGame().getSorenRandNum(100, "Flames") <= iFlamesSpreadChance:
                    if pPlot.isRiverSide() == True and pPlot.isHills() == False:
                        pPlot.setFeatureType(iObsidian, 0)
                    else:
                        pPlot.setFeatureType(iFlames, 0)

The code I used solves that too, but I do it differently since I decided that Obsidian Planes should be the Hell version of both Flood Planes and Scrub.

Note that Obsidian planes will normally never show up even if the python would change Flood Planes to them properly because the terrain is changed in C++ before the python is run and invalid terrains are removed. In my version I made Obsidian planes valid in deserts and Scrubs and Floodplanes valid in Burnind sands to fix this. I found this also makes Obsidian Planes on random maps at the beginning of the game, but they are changed to Scrub or Flood Planes right after the first turn ends. I guess this could be a probelm when hell terrain is turned off though.




Vehem said:
The interesting part allows certain demonic-based promotions to spread hell terrain as the unit moves - which I believe would even allow those units to spread it into good-player's territory. It should slowly recede from that territory though once the units have left.

Interesting idea - though the spread is pretty quick with higher ACs and multiple units.

You are right on all counts. A high AC can get rather scary because of itand Sanctify is very important.


I did make Hyborem and Balors unable to enter non-hell terrain, so the ability to spread hell is prety important to evil civs. It seems like the Summon Pitbeast becomes a really good spell for the Infernals later in the game though. I'm starting to think maybe I shouldn't let the Hyborem unit have access to all arcane spells in additon to Profane spells.

Oh, I also made Hellfire raise its tile's plot counter to 100 whenever it is placed (including in worldbuilder).


Since Infernal lands don't become hell all at once, you have a chance to recapture cities you loose before your precious ancient forets are completely gone. The Infernals can also chop the forests for production before they disapear naturally.




I actually tried using the square root of the AC instead of AC/10 at first, but it didn't seem to work. Maybe I didn't import math correctly.





I've considered making the Angel and Blessed promotion have the opposite effect of effectTaint, but not implemented it yet.


I breifly made Basium autosanctify though a python prereq for a spell (much like I make Auric Ascended turn all lands around him to ice, effecting all tiles he moves near, not just those he happens to be on when a PythonPerTurn function runs), but it seemed to be working quite oddly. (Now that I think of it that might have just been because I was testing it on a map that started with hell terrain with a plot counter of 0. Since then, I added a check in the first turn that raises all the plot counters on such tiles.) Right now I just have Basium start with all the life spells (not that he can use resurrection on himself), as he was the archangel of life. He also has Valor, spawns angels from combat, and gives out Warcry to his all units in his stack whenever he defeats a demon.


No, it isn't. Basium and Hyborem have broken the Compact, already.

Basium has broken the compact, but since he chose to fall and receives no support from any god he is allowed to keep fighting and his actions don't justify any god to get involved.

Hyborem has broken the spirit of the compact, but he walks a very fine line and hasn't technically violated any of its provisions yet. Thus, there is nothing the good gods can do about it. He is receiving help from Agares, but only subtly. Technically it is fine for Hyborem to be in Erebus so long as he doesn't use his power against those whose souls wouldn't already belong to him. He can freely act against his worshipers, but cannot even get close to an Elohim monk unless said monk wanders into a highly corrupted land.

That is why I considered it appropriate for him to be very powerful, but stuck in Hell terrain. I've also found that sometimes the frustration of having your best units be so limited really puts you in an appropriate mood, making you feel a bit more demonic.
 
What if Hell Terrain was changed to be less dependent on specific AC thresholds? As is, it spreads to

AV: 0
Unowned: 25
Evil: 50
Neutral: 75
Good: Never

right?

So change it so they affect how fast it spreads rather then if it can or not. So it'd be like

AV: 1/2
Unowned: 1/4
Evil: 1/8
Neutral: 1/16
Good: 1/32

Tweak the AC's part in the Hell spread formula so Hell spreads slower at 0 than it does now, but faster at 100 than it does now. Maybe make Sanctify somehow lose effectiveness as the AC increases, or just disable it entirely once it hits 100.

As the AC rises even the good nations begin to feel it, and nations that chose to dabble in demonology with the AC low and thought themselves safe find they have no choice but to embrace the dark path entirely or be overrun.
 
I'd personally rather see the AC spreading use Broader Alignments, rather than the trinary good/neutral/evil.

So that it would spread faster in the territory of a player who is -500 alignment, than one who is only -250, even though they're both evil.
 
But not everybody runs with Broader Alignments (crazy, I know!)
 
That is a problem, And it seems to be limiting development of things relating to it.

maybe it should be made a standaard, non optional part of FF ?
 
Good lands being immune to hell terrain should be changed at least. Or maybe if you had +500 alignment, then you are i
 
EDIT: Could you change it so sanctify does not directly remove hell terrain (only ruins to lower ac) but any unit that knows life I will passively lower the plot counter of nearby tiles?

This sounds like an excellent idea.

Although, I'd make it so that when cast, sanctify would have this effect each turn, until the caster moves. So that you'd have to put someone in one place.

Ideally, it would be nice if sanctify lowered the plotcounter by some certain value, while the rate that it rises is dependant on AC, so that when the AC is high enough, one adept spamming sanctify wouldn't be enough, and you'd need several of them working one area to keep it clear.
 
As long as it eliminates the tedious click this button every turn for every sanctifying adept you have and then press space to tell them they don't need to do anything else this turn, just like the previous 40 turns.
 
ah, yes. I've been wanting something like that for a while now. sanctifying is a PITA, but it's vital. and I do agree that good civs being immune to hell should be changed. at the very least at 100 AC.
 
[to_xp]Gekko;7933937 said:
ah, yes. I've been wanting something like that for a while now. sanctifying is a PITA, but it's vital. and I do agree that good civs being immune to hell should be changed. at the very least at 100 AC.

We've actually gone the other way with this for the moment. For evil to triumph, they're going to have to eliminate all the good civs. Something is in the works though...
 
use
AV: 1/2
Evil: 1/4
Unowned: 1/8
Neutral: 1/16
Good: 1/32
time the AC by these, then add that to every square bordering hell being multiplied by the number of hell squares it's bordering,
 
Some of these ideas are fantastic... it seems a lot more epic at 100 AC if the counter remains frozen and special Apocalypse music played... And I look forward to what he design team is cooking up with an apoc victory for evil civs, it seems fitting.

And 100 AC should definitely be an irrevocably bad thing for every mortal unit/city on the map. Like someone else said, if the good civs let the AC get to 100, they deserve to suffer.
 
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