Bored and problems playing FFH. So i decided to makeup a scenario/modmod

So, I thought of an interesting way to handle the recruiting of the remnants of old/fallen civs. I don't think we want anything quite as huge as the Mercurian Gate effect (though perhaps for one or two specific civs this would work - civs that are fallen but on the verge of return).

Instead, how about we create a new line of 'mana' types for these fallen nations. There would be a Hippus mana type and a Bannor mana type and a Svartalfar mana type and so on. And just like there are special random terrain improvements like Pyre of the Seraphic and Tomb of Sucellus and so on, there would be randomly generated unique terrain improvements that provided the civ mana. So, in your exploration you might find the Tent City which, when attached via road, provides Hippus mana. Or you find the Last Stand of Donal Lugh, which provides Bannor mana. And so on and so forth.

This allows a lot of flexibility in how we handle these lost civilizations. You can create a few summons to represent the fact that you can bring in some of their simpler units. You an also make World Projects to handle bringing in their bigger and cooler elements. For instance, once you've researched the Warhorses tech and if you have Hippus mana, you could build 'Riders of the Storm'. Once that was built, you could maybe build Hippus stables, and you could recruit Tasunke as a hero.

The advantage of this system (and I am in no way a mod coder so I could be dead wrong) is that it utilizes systems that are already in place. But in a pretty radical way that is very much in keeping with the theme of this mod idea. It creates a sort of 'Avengers assemble' dynamic where you start off as the beleaguered refugees and survivors of apocalypse but you start bringing the old heroes and lost armies back together as you build towards regaining former glory!
 
Great People will all be unique for each civilization. Great People can be captured during a war. Different Gp are spawned in different ways, events, unquie specailists, buildings, etc.

Bannor:
1 kind of GP
Great General: Can recruit units that start with demon slaying. Can join units as in BtS. Spawns from normal BtS mechanics.

Elohim:
2 kinds of GP
Great Hallower: Can create a large area of grassland/plains. Also kills any demons in vicinity. Created by ritual chamber, church, other bldg.
Great Monk: Has a range of antidemon spells, as well as combat boni against them and undead. Created from monarstary bldg.

Kuriorates:
3 kinds of GP
Great Centaur: Spawns from an event, but can be influenced by certain buildings. High combat/movement stats.
Great Lamia: Spawns from an event, but can be influenced by certain buildings. Has access to a large portion of life, creation, and nature spells.
Dragonkin Created from an events when Eubrates is in a city (small chance). Decent fighting skills, can breathe fire.

Amurites:
2 types of GP
Great Mage: Spawns from mage specailst. Huge range of spells, sucky combat.
Lich: Spawns from event. Basically a good mage but better fighter.

Ljosalfar:
3 types of GP
Great Archer: A unit that can use archer mechanics from AoI. Spawns from archer specailist.
Great Druid: An event creates this unit in a forest ile. It has a large amount of nature spells, allowing lush lands.
Great Dimensionist: Can teleport units around. (In the Age of Despair the elves are trying to escape Erebus to Cerunneous' plane, using dimensional magic) Created by event involving magic users.

Lanun:
1 type of GP
Great Speaker: Speakers have a number of 1 time spells, or dreams that have great effects, from mass conversions to tsunamis and mass mutations.

Illians:
1 type of GP
Great Disciple: When a certain number of these are available they can be sacrificed to bring Mulcarn back to Erebus.

[party]:band::rockon:1000th post!:rockon::band:[party]
 
So, I thought of an interesting way to handle the recruiting of the remnants of old/fallen civs. I don't think we want anything quite as huge as the Mercurian Gate effect (though perhaps for one or two specific civs this would work - civs that are fallen but on the verge of return).

Instead, how about we create a new line of 'mana' types for these fallen nations. There would be a Hippus mana type and a Bannor mana type and a Svartalfar mana type and so on. And just like there are special random terrain improvements like Pyre of the Seraphic and Tomb of Sucellus and so on, there would be randomly generated unique terrain improvements that provided the civ mana. So, in your exploration you might find the Tent City which, when attached via road, provides Hippus mana. Or you find the Last Stand of Donal Lugh, which provides Bannor mana. And so on and so forth.

This allows a lot of flexibility in how we handle these lost civilizations. You can create a few summons to represent the fact that you can bring in some of their simpler units. You an also make World Projects to handle bringing in their bigger and cooler elements. For instance, once you've researched the Warhorses tech and if you have Hippus mana, you could build 'Riders of the Storm'. Once that was built, you could maybe build Hippus stables, and you could recruit Tasunke as a hero.

The advantage of this system (and I am in no way a mod coder so I could be dead wrong) is that it utilizes systems that are already in place. But in a pretty radical way that is very much in keeping with the theme of this mod idea. It creates a sort of 'Avengers assemble' dynamic where you start off as the beleaguered refugees and survivors of apocalypse but you start bringing the old heroes and lost armies back together as you build towards regaining former glory!

At first i was rolling my eyes at having hippus mana, but now i actualyl think that is an awsome idea, but call it 'Hippus remnants' instead:p

and instead of spells, make the 'remnants' resources a strategic resource that is required to build certain old civ units, like the old hippus UUs and tasunke. i really think that has heaps of potential.
 
At first i was rolling my eyes at having hippus mana, but now i actualyl think that is an awsome idea, but call it 'Hippus remnants' instead:p

and instead of spells, make the 'remnants' resources a strategic resource that is required to build certain old civ units, like the old hippus UUs and tasunke. i really think that has heaps of potential.

Right, I was just using mana as a shorthand for 'mod-specific weird resource'. The great thing here is that each game ends up different because these strategic resources/mana/whatever are randomly placed, right! So it's not like you get Tasunke every game. Maybe you get him one game, but the next you find the Mushroom Ring and get Svartalfar units.
 
It would really only make sense with good dead civs giving their units to other good civs, evil dead civs giving their units to other evil civs, and neutral civs giving their units to one or the other, or both. That is, if one of the surviving civs which is evil finds the remnants of a good civ, they won't be able to use it. Also provides another incentive for war. :D
 
Not necessarily...

I think that most civs will recognize that they wil not be able to get on with thier lives if the infernal stay on erebus. they will lend assistance to anyone able to get rid of the common enemy.

Once they are gone, then the old fighting can resume.

For example, the seelie and unseelie courts, (are those terms still cannon? they were back in the day... i mean ljosalfar and svartalfar) who admitedly hate each other to the death, might put off the fighting to destroy the infernal.

likewise, the malakim (worshipers of Lugus, and needful of the sun and it's rays) would most likely accept help from the Calabim (who will not be able to survive in the new, demonic world: nothing to eat and consume) should it be offered... once the infernal have been banished, they will return to fighting, but until then...
 
Yeah, my thinking behind the recruitment/resource mechanic was that in this time of universal doom, you're putting the work (ie. building the world project, etc) into convincing these fractured elements of past civs (whether good, neutral or evil) that no one benefits while the infernals rule the world. It's a temporary peace/alliance in order to rid the world of the Infernals.

Once the Infernals are gone, one imagines those evil elements would quite happily stab their good buddies in the back and make their own play for power.
 
I saw something interesting in another thread... a civilization with a corrupted barnaxus as leader, having thrown off the shackles of the dwarven rulers, composed entirely of Golems...
 
As for the Balseraph in this Age of Despair: Would it not be more fun for Keelyn to play an important role in this new demon hegemony? Those demons she has been summoning for decades are totally bent to her will and she was finally able to stage a successful coup when Perpentach decided he was bored of kingdom and vanished without a trace. He could then show up from time to time via events. He and a small band of gypsies wander what is left of Erebus seemingly haphazardly but truly with an ulterior motive.

Anyway, long story short Keelyn should be a demon princess and a female leader choice for the demons.

Edit: Actually, now that I think about it, she might make an awesome hero unit for the demons.
 
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