Building a better leader: The Adaptive trait

Just thought I'd remind you all of this: unless you're a follower of the OO, you can always build warriors. They're upgradable to the Drown, so unless you can build them, you always can build warriors.
 
Only units starting as recon or disciple units can "experiement" but they could themselves become ANY line of units (not sea units, clearly).
I had the hitchhikers guide jump to mind, wherein a missle spontaneously transforms into a sperm whale and falls to the earth. Could work for kraken too, flapping about piteously on land.
 
QES said:
That might be plausible. To simple limit the scope of the crazy. Recon line and mayhaps disciple line? Only units starting as recon or disciple units can "experiement" but they could themselves become ANY line of units (not sea units, clearly). Though, it wouldnt be so far out of line to see perpentach trying to build his "land ship".
-Qes
does anyone smell the idea of a traveling circus unit?
 
Chandrasekhar said:
Just thought I'd remind you all of this: unless you're a follower of the OO, you can always build warriors. They're upgradable to the Drown, so unless you can build them, you always can build warriors.

This isnt true anymore. I ragged on Kael about it, and now the promotion is available only in the temple, and its not technically an "upgrade" but a spell. Warriors are no longer always available.
-Qes
 
Nikis-Knight said:
I had the hitchhikers guide jump to mind, wherein a missle spontaneously transforms into a sperm whale and falls to the earth. Could work for kraken too, flapping about piteously on land.

Ok, simply for that thought and referance alone, i agree that Kraken should be able to be chosen for experimentaion results. I too would want a floppy kraken crying for mommy and/or wondering if the ground would be its friend.
-Qes
 
QES said:
This isnt true anymore. I ragged on Kael about it, and now the promotion is available only in the temple, and its not technically an "upgrade" but a spell. Warriors are no longer always available.

Awesome! That's actually a nice balance change, now that I think about it. The drown were always a bit strong.
 
Kael said:
A new feature in 0.15e, which will probably go out later today, is the Adaptive trait. This trait has been given to Varn Gosam of the Malakim, Cassiel of the Grigori, Cardith Lorda of the Kuriotates and Jonas Endaine and Sheelba of the Clan of Embers. It replaced a trait they already have.

What does it do? The Adaptive trait allows you to pick a starting trait for your leader. Some of the special traits aren't allowed (liking summoner, agnostic and barbarian) but you have access to most of the mods traits.

This is the most conveinant for the civilizations with only one leaders, so now you can play that civilization with different traits. It is meant to demonstrate the more flexible nature of some fo the leaders.

So try it out and let me know what you think. If the feedback is positive we may allow Adaptive leaders to change traits a few times during the game.

We are also considering an "Insane" trait for Perpentach where he randomly picks 3 traits when the games start and he has a 1% chance per turn of randomly picking 3 new traits.

But one step at a time. Let me know what you think.

Wow, not more than 8 hours off the trail, am now clean for the first time in days, and there's a new thing in FfH to play with? (Well, several things...). What am I going to do when school starts huh?
 
loki1232 said:
lol another one is one the way.

Loki! Sir! You are a big tease! I call them as I see them, and I see that you sir are deplorable! Give us information...give us hints, give us juice....give <slavers all over self>.
-Qes
 
Well, not exactly, it blinks OOS, I'm not sure it actually affects gameplay. Well, someone did lose their trait after rejoining the game.
 
I've got a suggestion (I didn't spot it being made)...

When you get that pop-up window asking you to pick a new trait...
Can you PLEASE set it up so that each option shows a tooltip letting us know exactly what each trait does?

Hell, I still don't even remember what most of the normal Civ traits do, let alone your new ones. So it makes it super hard to pick one.

(I'm currently trying to find a list online somewhere)
 
First off, good suggestion.
Second, its considered bad ettiquete to post in a thread that is 4 years old on something that has been in the mod for a long time. You should have just started a new thread.
 
[offtopic]

Second, its considered bad ettiquete to post in a thread that is 4 years old on something that has been in the mod for a long time

Oh come on ... in other message boards it's a cardinal sin to open new threads for topics which already exist (even if it needs the arcane techniques of thread-necromancy to prevent doing so ;)). Apart from that: There's no harm done in using this existing thread, especially as the question seems to be quite ontopic (which is quite a wonder regarding the age and advancement of this thread).
So please ... don't play police where it's not necessary. No offense meant by the way.
 
This thread is full of outdated information. Resurrecting it can potentially misinform or confuse new players, who might read the thread without fully understanding that some of the information in it is no longer accurate. Better to let outdated threads die so that only accurate information is near the top.
 
I see ... that's a point. And a much better explanation in my opinion than 'bad etiquette'. Nevermind ... :)
 
Hrm was scanning the thread to see if I could dig up the rationale for not being able to change traits until really far into the game (I understand wanting to see the map, but 296 turns in, I've seen the map and then some). Also only being able to switch 2-3 times in a game seems a little limited. Didn't find the reasoning on those 2 things but maybe I missed it in my scanning.
 
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