Dear Scions tech priorities - What the ?!?!

Discussion in 'Rise from Erebus Modmod' started by xAlephx, Mar 22, 2010.

  1. xAlephx

    xAlephx Jack of Clubs

    Joined:
    Mar 16, 2007
    Messages:
    189
    So, to get it out of the way, I've read all the special pedia entries on the Scions, so I have some basic understanding of their mechanics. What I'm missing is any sense of how to play them.

    Extreme early game, awesome - I'm out teching and producing everyone by leaps and bounds, I grab God-King, Masonry, and Bronze Working and I'm rolling in hammers and gold. If I want to smash an enemy civ flat now, I certainly can with my 1-turn Warrior substitutes. But as soon as I get past this, especially as the Emperor, I'm lost for tech priorities; everything seems to be critical to playing this faction. Trade to benefit from early conquests. Code of Laws & Priesthood to get a reliable source of new citizens. Sorcery for Necropolis, and to make use of the Emperor's trait combo. Currency for hero unit to lure away citizens. Hunting line for more Haunted Lands.

    Someone want to narrow down the field a little for me?
     
  2. Valkrionn

    Valkrionn The Hamster King

    Joined:
    May 23, 2008
    Messages:
    14,450
    Location:
    Crestview FL
  3. sable_twilight

    sable_twilight Chieftain

    Joined:
    Dec 17, 2008
    Messages:
    51
    Location:
    Denver, CO
    The kill everything with Scions strat?

    1. Research Knowledge of the Ether, unchain Korinna
    2. Research Bronze Working
    3. Turn Korinna into the Red Lady
    4. Feed Korinna some barbs, then go hunting for your nearest neighbor
    5. Korinna kills everything
    6. Send a search part out for the Ring of Carcer, when you find it, send Korinna to unlock Bridget
    7. Bridget and Korinna kill everything
    8. Research Feral Bond and build the Baron
    9. Bridget, Korinna and the Baron kill everything, occasionally joined by packs of random werewolves

    Along the way you might consider researching things like:
    • Military Strategy - so Korinna can kill more
    • Horseback Riding - so Korinna can kill even more
    • Tracking - to unlock Themoch, so you can scout out who Korinna should kill next
    • Fanaticism - to up Korinna's strength and resurrect her if she should die in one of those >.1 chances

    Really, everything else is just icing on a very delicious, very bloody cake

     
  4. Abremms

    Abremms Prince

    Joined:
    Mar 5, 2010
    Messages:
    436
    :lol: sable, i noticed that playing my first scion game last night, Korinna is alot of fun. really stellar art for her too. if im not mistaken, its all original model, texture and animation, right?

    but yeah, scions are kinda confusing at first, but they look to be one of the most unique civ's in RifE. looking forward to playing them more!
     
  5. sable_twilight

    sable_twilight Chieftain

    Joined:
    Dec 17, 2008
    Messages:
    51
    Location:
    Denver, CO
    I'm not sure. I suspect it is original. It is a beautiful piece of work, which is nice, considering just how much I use the Red Lady.
     
  6. Valkrionn

    Valkrionn The Hamster King

    Joined:
    May 23, 2008
    Messages:
    14,450
    Location:
    Crestview FL
    The animation is not unique, but only because it's also used for the Malakim Dervish. :p
     
  7. Abremms

    Abremms Prince

    Joined:
    Mar 5, 2010
    Messages:
    436
    right on, still an original animation not in civ 4, thats always impressive when its done well like this.

    i actually used the Black Lady in my last game and found that very satisfying. she doesn't have the city conquering that the Red Lady has, but as an early game raider she is absolutely devastating. :D
     
  8. Cuteunit

    Cuteunit Danse Macabre

    Joined:
    Sep 5, 2007
    Messages:
    618
    economically scions really really suck in Rife because they can't take advantage of guilds and their growth rate doesn't keep up with the food eaters. Killing your neighbors early with korinna isn't just a strategy, it's basically the only strat and it's really annoying in multiplayer if you're on the recieving end of it. It's one of those things that won't work forever because all korinna is, is a hero axeman with an iron weapon before iron profligates in the game. The creator of the Scions is a great author of fiction and they are my favourite civ, but in mechanical terms they are the worst civ in RIFE.

    in SP you basically can't lose no matter who you play so it's not entirely relevant.
     
  9. Deon

    Deon Lt. of Mordor

    Joined:
    Jan 13, 2008
    Messages:
    2,956
    Location:
    St.Petersburg, Russian Federation
    In SP you can lose if you do not reload when you fail :).
     
  10. Nadrak

    Nadrak Chieftain

    Joined:
    Aug 11, 2009
    Messages:
    79
    Scions are insanely strong when played right. Pick Korina as a leader. FOr your first city find a spot with at least 4 plained hills. If you have gold, consider yourself the winner:) Ancient chants -> Mysticism
    assign both great priest and great scientist, because you want both and you don't care about food, so it's not a problem.
    Crafting -> Mining -> RoK
    Till this, spam some warriors and prepare your awakened for an expansion. After Holy city appears in your capital, you can settle your 2nd/3rd city.
    You don't care about food, so you out:hammers: and out:commerce: any civ early.
    Till turn 80 you should be able to warrior spam your closest neighbour and gifting yourself another city/ies.
    Writing -> Great library
    From this point concentrate on acquiring as many luxuries as you could, because they are raising your %spawn rate. With a good planning, even around 280turn you will have around 12% spawn rate, when your capital will be able to build 1awakened in 4 turns (I usually neglect reborns until much longer).
    Scions have crucial strong early game. If you can set it up good, you will be ahead of everyone for the whole game. If you mess it, you will lose badly.
     
  11. Tarquelne

    Tarquelne Follower of Tytalus

    Joined:
    Dec 8, 2001
    Messages:
    3,715
    From the Warhammer Fantasy mod, I'm pretty sure. For the model at least. I think I fiddled with all the textures to make them more undead-y. Lots of stellar art in the WH mod. The Doomgivers/sayers and several other units are drawn from it, too.
     
  12. blade117

    blade117 The Unburnt

    Joined:
    Apr 10, 2009
    Messages:
    387
    Location:
    The Ether
    Slightly off-topic, but the Orbis art for Korinna, in my opinion, is a better representative of her as a melee unit. But anyways...

    I generally switch to God King ASAP and rely mostly on my capital for the doing of stuff early on. Later on, with more developed core cities, war allows for an even quicker increase in population.
     
  13. Almagafor

    Almagafor Chieftain

    Joined:
    Feb 28, 2010
    Messages:
    34
    I guess I play them enough I might qualify to give advice, so here goes:

    First, starting location, if its flood plains and you find yourself in a health fix grab a tech immeadiately to remedy that problem, At least for now.

    If you don't have a health problem beeline God-King, then start researching mining, masonry, and hunting. Build multiple Centeni and a few recon to escort your awakened and expand like mad up to eight cities, they come in handy later. Pick up education and learn Code of Laws, then if you have the rescources available pick up Calendar, Fishing, etc. Start producing Scion temples, by now you should have two or three small pop cities and a capital. Pick a religion, I like empyrean, order, and runes, and go for it, all the better if you found it (you very well might considering you don't have to worry about farming and can thus devote to research and production).

    Once you have your eight cities research to unlock Halls and then cathdrals and start filling those cities up. Somewhere in their you should also pick a military and stick to it, if Alcinus is kind and you get either Death mana or a Schola Furo then go with your arcane might, if not I like archers and Doom-priests. By now, if you've been lucky you have a sizable empire and can hold off your enemies and the barbarians well enough to start concentrating on a full-time economy, once you get enough research and money flowing in that you're happy start your conquests.

    Note for Valk: Is the decimal trade fixed, and if so can we get a hotfix for it or something?
     
  14. Valkrionn

    Valkrionn The Hamster King

    Joined:
    May 23, 2008
    Messages:
    14,450
    Location:
    Crestview FL
    Fixed a little while back, and in a ridiculously easy method: I had forgotten to change one line to call calculateTradeProfitTimes100 rather than calculateTradeProfit.

    I'm compiling a test DLL with the fix now; Also included some various bug fixes, including an updated climate system that should work a bit better. Will upload when done (with installer, as two files need to be changed for the climate system), but it will be untested; Will wait on feedback before releasing it in the download thread. ;)
     
  15. Valkrionn

    Valkrionn The Hamster King

    Joined:
    May 23, 2008
    Messages:
    14,450
    Location:
    Crestview FL
    Alright, here's a quick 1.23 patch; Contains everything from 1.22.2, the updated climate code (should fix a few remaining bugs with it), and the trade fix. Tested just enough to see that it loaded and trade worked (one trade route in a city for 1.5:commerce:, city had 2 commerce (city plot + 1); Two trade routes, same value, city had 4 commerce (city plot + 3)).

    Decimal Trade simply allows the decimal values to add together; A single trade route will have no difference, it is only when you have multiple trade routes that it comes in handy.

    EDIT: Fixed version moved to a later post.
     
  16. Almagafor

    Almagafor Chieftain

    Joined:
    Feb 28, 2010
    Messages:
    34
    *Prostrates self before Valkrionn*

    Thank you, O-Hamster-Sama
     
  17. Valkrionn

    Valkrionn The Hamster King

    Joined:
    May 23, 2008
    Messages:
    14,450
    Location:
    Crestview FL
    Just make sure to post if there are any issues (Or if there are no issues. :p); I'm off to sleep. If there aren't any problems, I'll post it in the download thread as an official patch.
     
  18. Almagafor

    Almagafor Chieftain

    Joined:
    Feb 28, 2010
    Messages:
    34
    Getting
    "Tag: PROMOTION_TAME in Info class was incorrect
    Current XML file is: xml\Units/CIV4UnitInfos.xml"
    followed by
    "Index is -1 inside function
    Current XML file is: xml\Units/CIV4UnitInfos.xml"
    in a loop
     
  19. Valkrionn

    Valkrionn The Hamster King

    Joined:
    May 23, 2008
    Messages:
    14,450
    Location:
    Crestview FL
    Woops, somewhere along the line the team version of Unitinfos and Spellinfos slipped in there. Fixed.

    Edit: Now available in the download thread as an official patch.
     
  20. GIR

    GIR It'sNotStupidIt'sAdvanced

    Joined:
    Jul 12, 2005
    Messages:
    884
    Location:
    EU
    hi Valkrionn,

    what py files (if any) are changed in version 1.23 compared to 1.22.2? (dont want to download 9mb with my modem and check it myself - takes forever... :sad: )
     

Share This Page