D'tesh Events (Possible bug)

I just started a game as the D'Tesh. I am very confused. I noticed the 2nd post in this thread and it doesn't seem a lot of those features are implemented in my game. I have the latest patch but I don't get "Vessels" when I raze a city. and my recon line is always invisable to name a few discrepencies. I am playing on an easy level and I've had to cheat a few times just to survive. Most of my units can't gain experience due to the wretched promotion. Is there a way to get rid of that? I can't make my capitol bigger than 4 without it becoming unhappy. By the way, I am Lord D'tesh.

Basically my questions are: Are all the features in the second post (besides the planned ones) implemented and working in the game, meaning that I have an issue with my installation?

Is there any place with just a basic explanation of how to use the D'Tesh and also an explanation of the currently implemented features like the wretched promotion for example?

I've never had such an issue using a civ for the first time before. My first game as the Scions was a great success even with all thier unfamiliar features. Sorry that my post is kind of rambling, I just want to understand this civ a little more.
 
I just started a game as the D'Tesh. I am very confused. I noticed the 2nd post in this thread and it doesn't seem a lot of those features are implemented in my game. I have the latest patch but I don't get "Vessels" when I raze a city. and my recon line is always invisable to name a few discrepencies. I am playing on an easy level and I've had to cheat a few times just to survive. Most of my units can't gain experience due to the wretched promotion. Is there a way to get rid of that? I can't make my capitol bigger than 4 without it becoming unhappy. By the way, I am Lord D'tesh.

Basically my questions are: Are all the features in the second post (besides the planned ones) implemented and working in the game, meaning that I have an issue with my installation?

Is there any place with just a basic explanation of how to use the D'Tesh and also an explanation of the currently implemented features like the wretched promotion for example?

I've never had such an issue using a civ for the first time before. My first game as the Scions was a great success even with all thier unfamiliar features. Sorry that my post is kind of rambling, I just want to understand this civ a little more.

All features in the second post are implemented and working... In the Team version, which is not the version you have. They will come in 1.3.

For now, I'd honestly go with Thanatos, and abuse the recon units. Build a large army of hunters, with Thanatos (the hero) as a leader, and go take out the nearest civ.

Edit: To answer some of the specific questions... No, Wretched cannot be removed. Those units are meant to be unable to gain xp, and are nearly useless until you have enough Death Mana. To remove unhappiness, build a mage guild. Removes all unhappiness and unhealth.
 
All features in the second post are implemented and working... In the Team version, which is not the version you have. They will come in 1.3.

For now, I'd honestly go with Thanatos, and abuse the recon units. Build a large army of hunters, with Thanatos (the hero) as a leader, and go take out the nearest civ.

Edit: To answer some of the specific questions... No, Wretched cannot be removed. Those units are meant to be unable to gain xp, and are nearly useless until you have enough Death Mana. To remove unhappiness, build a mage guild. Removes all unhappiness and unhealth.

Thank you. That really clears things up. It sounds like this civ is meant to have a slow start. I forgot to enable "timid animals" so my pathetic warriors were getting wiped out when I should have been concentrating on scouts and hunting tech.

This is a really interesting civ.

Note, I created the three stooges and they were wretched as well. I'm not sure if that is on purpose.
 
Thank you. That really clears things up. It sounds like this civ is meant to have a slow start. I forgot to enable "timid animals" so my pathetic warriors were getting wiped out when I should have been concentrating on scouts and hunting tech.

This is a really interesting civ.

Note, I created the three stooges and they were wretched as well. I'm not sure if that is on purpose.

Yeah, the new spiritual units are designed to be defensive, and keep you alive. Warriors are pretty much useless for the D'tesh.

And yes, the Stooges gaining it is correct. They are melee, and Wretched is automatically gained by all melee units.
 
It's kind of a bummer when someone like Birgit gets it, though.

I've been thinking about that buffing ability D'Tesh gets to spend his warriors on. A 10 turn buff is helpful on an offensive, except when the chosen have to stop and heal. But it's a lot of waste against those randomly spawning stacks of barbs. I was wondering if you'd consider a spell given instead to the melee units that sacrifices the unit casting it for a 1 turn buff (same bonuses) on all arcane units in the stack? I could get more efficiency on an offensive this way if I have more than 10 Chosen in a stack every turn, but this means keeping a stack of warriors with them at all times rather than touching base with it every other city or so.
 
I've never had 20 mages all in one place. Could the buff instead be applied to 10 most experienced arcane units in the stack (sort of the reverse of your current code to pick the melee snack)? Or least? Or whatever other number works for you?

I guess I'm just concerned about feeling like I wasted the effect if I have units sitting with the buff not doing anything while it counts down. Which I *think* will be worse than applying it to units I don't use on a particular turn.
 
I've never had 20 mages all in one place. Could the buff instead be applied to 10 most experienced arcane units in the stack (sort of the reverse of your current code to pick the melee snack)? Or least? Or whatever other number works for you?

I guess I'm just concerned about feeling like I wasted the effect if I have units sitting with the buff not doing anything while it counts down. Which I *think* will be worse than applying it to units I don't use on a particular turn.

Thought I replied to this already... Granted, I read the post while drunk, so I probably forgot. :lol:

I don't think I'll add a spell of that nature; Regardless of the single turn nature of it, it becomes the better spell. You use fewer warriors to empower your army of mages, with no wasted turns... Which is not what I want. It should be costly to get on all of your arcane units at once.


Anyway, final update on the D'tesh. A few small changes, is all.

  • New "Defile Crypt" spell.
    • Can be cast by any Arcane unit.
    • Can only be cast in your own borders, within the workable radius of a city. Spamming them around forts won't work.
    • Converts the improvement to a 'Defiled Crypt'
      • Permanent, cannot be razed.
      • Harvests all resources the standard Crypt does, but does NOT grant bonus yields to the resource.
      • Grants no innate yields.
      • Basically, yield on the plot is reduced to that of the base terrain and resource. Improvement adds nothing.
    • Spawns a Slave unit.
    • This spell is meant to be an absolute last resort, and is very costly as a result.
  • New unit art, courtesy Tesb.
    • Watcher - 5 skeletal spearmen.
    • Sentinel - 4 skeletal spearmen, with flags.
    • Death's Head - 3 skeletal spearmen, with flags and shields. Central unit has his shield on his arm, others are on their backs.
    • Hand of D'tesh - 2 undead spearmen, far better armor/weaponry/bodily preservation.
    • All have unique button art.
    • DteshUnits.png


Edit: Neglected to mention that I've decided not to implement the Will of D'tesh ritual, at least for now. They already get new Vessels from razing cities, and are always able to conquer them, so there's still no real city limit. You're just reliant on war. If it's felt after playtesting that they still need it, I'll add it.
 
Which resources do crypts harvest? I would guess those normally associated with quarries, since you have a mine replacement, and I think everything else gets pyred, but I don't see it in your post? Or did they always harvest something?
 
Which resources do crypts harvest? I would guess those normally associated with quarries, since you have a mine replacement, and I think everything else gets pyred, but I don't see it in your post? Or did they always harvest something?

Standard Quarry resources.
 
Excellent ideas for the future of the D'Tesh. I especially like the changes to make the arcane line more offensive.
 
I think you've made up your mind, but I'd like to point out that implementation of the xuptt feature would addresss the concern you've indicated regarding my variant of the melee-eating spell. And no fair pointing out that I argue against it in the other thread. :)
 
It would, but I'm not doing ANY adjustments to features to take that into account. It is entirely optional, and leaving it off will not affect gameplay at all; No balancing specifically for it.

Unless I make a module for it; Seeing as we have modular python now as well, that could work pretty well, actually.
 
I've had time to check, and while I do see a promotion on summoned units that says it's supposed to allow them to capture slaves, I have not seen them do so, including when my worldspell was in effect. I had one instance, before casting the worldspell where a defending stack to a unit as a slave, and the wording of the announcement was different ("we took a slave" rather than "Unit X cabtured a unit from Y as a slave"), but it was in a hotseat game, so I didn't see which unit was in that combat.
 
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