Compact race mod?

Encanto

Chieftain
Joined
Aug 22, 2010
Messages
12
Is it possible for someone to make a mod that allows you to flat out start as the Mercs or Infernals, including a gate in the opening city? Maybe an added person to build the gate like a great person?
 
Not sure if the MagisterCultuum mod allows you to do this (it was mentioned in the threads, but it was also mentioned that this could change.)

You could likely use world builder to give yourself the prerequisite conditions for switching to these civilizations, getting them nice and early. (Though they might be overpowered in this case, with the large amount of more powerful units they are given.)
 
I think I meant to remove the ability for humans to start as the Infernals or Mercurians, but forgot to do so when I released a new version of my modmod this morning.


I don't have you start with a Mercurian Gate, but you could still build one. The Mercurian Gate is no longer a World Wonder. It is instead a Team Wonder, which you may build so long as you do not have a Permanent Ally that owns one. Building the Mercurian Gate does not summon the Mercurians, bur rather allows 2 spells that do. The first of these summons the Mercurians as your Permanent Ally, while the second can bring the Mercurians back to life if they have already been defeated. That one also creates peace with the Mercurians and gives a diplomatic bonus between you.


If by gate you meant an Obsidian Gate, Infernal cities always start with those.
 
Not really. I really just made them playable for testing purposes, so I did not purposefully make any changes to make starting as them more balanced.

Starting as the Infernals could potentially cause issues, the seventh time an AI tries to complete the Infernal Pact ritual. This ritual randomly chooses which of the 7 Demon Lords to summon, with any leader that has been active in the game already disqualified. If you start the game as Hyborem, then there will be only 6 choices for 7 ritual completions, which I think could cause a CtD the last time it is finished. However, the AI rarely bothers to complete the ritual at all, so it shouldn't be a problem very often. I meant to increase the AI weighting towards it, but I forgot.


Growth for the Infernals might be slower in my version, because I changed it so that their manes keep their xp from life instead of having a chance to get 2 manes from each death. (When there are 7 demon lords, having 14 manes created from a single death seemed like too much.)

Also, heroes and units of at least level 12 will be sticking around Erebus as Sluaghs waiting to be resurrected, and not coming back as either angels or manes. The Netherblade can keep units from returning as angels or manes or being resurrected, and the Malleus Vindex can do the same for evil units. The Soul Forge makes its owner's units never come back as anything, but that is a late game wonder so it would not do much to make the Mercurians or Infernals weaker sooner.
 
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