Elven Priests of Leaves get stuck in forests

Meriadoc

Chieftain
Joined
Jan 1, 2007
Messages
7
This is a minor nit, but I just finished my first FfH game as the wood elves, and found it annoying that my Priests couldn't skip through the forests, even as they Bloomed them! Are they intentionally not Elven?

Of course even Elves don't get movement bonuses in new forests, but I managed to overlook that by imagining the new forests needed gentle treatment so the Elves moved slowly in them.

PS: I love this mod :cool:
 
The reason is they are not elves. The priests of leaves are human (probably) or another race, but not elves (they don't get the elve trait).
It happens the same with the kilmorph priest (they don't get the dwarf trait so they get "stuck" in hills).
 
"Fall from Heaven: Rise of Mania addresses this" implies it is a bug, I think it is a feature.
Those priest of leaves are not (and don't have to be) elves. There are already elves adepts and dwarf adepts. Maybe if there are new religions inserted one of them will be with elves priests. Or dwarf or whatever.
 
The reason is they are not elves. The priests of leaves are human (probably) or another race, but not elves (they don't get the elve trait).
It happens the same with the kilmorph priest (they don't get the dwarf trait so they get "stuck" in hills).

Yeah, I noticed they weren't Elves. Was that intentional?

Oh, if I can add one more minor mystery - I also noticed that Elves can't build wineries in forests.

I hope you don't think I'm being a bother. I love the mod and just wanted to report a couple of minor bugs I found.
 
"Fall from Heaven: Rise of Mania addresses this" implies it is a bug, I think it is a feature.
Those priest of leaves are not (and don't have to be) elves. There are already elves adepts and dwarf adepts. Maybe if there are new religions inserted one of them will be with elves priests. Or dwarf or whatever.

I don't think all Priests of Leaves should be elves, but it didn't make sense to me that the Ljosalfar asked humans to come teach them how to care for the forest...
 
Well, you have a point. Humans teaching elves how to care for a forest is a bit... wrong? But thats how it is. Maybe giving the priest of leaves the elves trait will make them more powerfull than they are now.

The wineries not on forest is intentional on purpose (I think it was replied by Kael in the bugs forum for 2.16, but I don't remember the reason he gave to this).
 
Yeah, I noticed they weren't Elves. Was that intentional?

Yeah, I could go either way on this. They are intentonally human just because there is no direct relationship between race and religion in FfH. Granted most people think of the Fellowship as the elven religion (and it does allow access to some elven archers) but it doesn't have to be.

Hmm... Maybe it would be neat if I applied a percentage chance that new disciples/priests of leaves would be elven instead of human. So you would get a mix. And Dwarven or Human for the disciples/priests of Runes. That could be interesting.

Oh, if I can add one more minor mystery - I also noticed that Elves can't build wineries in forests.

Yeah, I should probably add that.

I hope you don't think I'm being a bother. I love the mod and just wanted to report a couple of minor bugs I found.

Nope, I love hearing all this sort of feedback.
 
That looks awesome. I love your Nomadic civic especially.

Maniac did an amazing job, I would highly recommend that anyone who likes FfH should try out Rise of Mania!
 
If you don't plan on doing the random thing you could have it so that the elves build elven priests and the dwarves build dwarven thanes, or something like that.
 
Yeah, I could go either way on this. They are intentonally human just because there is no direct relationship between race and religion in FfH. Granted most people think of the Fellowship as the elven religion (and it does allow access to some elven archers) but it doesn't have to be.

Hmm... Maybe it would be neat if I applied a percentage chance that new disciples/priests of leaves would be elven instead of human. So you would get a mix. And Dwarven or Human for the disciples/priests of Runes. That could be interesting.

Yeah, I should probably add that.

'

why not have racial promotions given out to disciples?

if not, you have to allow for dwarven and human and elven priest of leaves in an elven civilization(dependant upon the number of dwarven and human cities/people that worship leaves as well)

for all the religions, and choose to include racial tendencies or not(dwarves and kilmorph)

on a sidenote: the luchiurp need a good way to sense invisible thats not too difficult to obtain
- I suggest the Dwarven seer, blind(cannot see visible units) and see invisible.
either a phrophet type or priest type unit(available on the religious track, but doesn't require a religion)

up or down the hammer cost based on its ability to cure disease/use magic/medic promotion(i wouldn't want to be operated on by a blind guy, holy or not)
 
Yeah, I could go either way on this. They are intentonally human just because there is no direct relationship between race and religion in FfH. Granted most people think of the Fellowship as the elven religion (and it does allow access to some elven archers) but it doesn't have to be.

If I understand Meriadoc correctly, he's not suggesting that all Priests of Leaves should be Elven (as from your reply I get the impression you think), but that all Ljosalfar priests of leaves should be elven.

Edit: At least I think so. :hmm: He says he played with "the wood elves" which could mean both Ljosalfar or Fellowship of Leaves of course.
Edit2: Oh wait, he did say the Ljosalfar.

***

Anyway, just to clarify, in RoM humans building priests of leaves are all human. But elves/dwarves building any non-hero unit is an elf/dwarf.
 
Hmm... Maybe it would be neat if I applied a percentage chance that new disciples/priests of leaves would be elven instead of human. So you would get a mix. And Dwarven or Human for the disciples/priests of Runes. That could be interesting.
Cities have a percentage nationality, right? Like, if you look at the bottom of a city you captured a few turns ago, it might say "80% Ljosofar"
Could we make it so that racial promotions were handed out based on this percentage? For all units? Or is it tracked differently than I imagine?
 
Cities have a percentage nationality, right? Like, if you look at the bottom of a city you captured a few turns ago, it might say "80% Ljosofar"
Could we make it so that racial promotions were handed out based on this percentage? For all units? Or is it tracked differently than I imagine?

Heh, that does sound like a cool mechanic.
 
Yeah, that's one thing that doesn't make sense. You're playing the ELF civilization and you come up with the quintessential ELVEN religion and suddenly you're hiring humans as priests?

I think the obvious answer is to give Ljosafar a unique unit instead of the normal priest of leaves, an elven priest of leaves. Similarily for Khazad. If this should apply to priests of other religions as well is an interesting question. I also don't know if this would be easy to implement.
 
I agree that eleves should have an eleven priest of leaves. And simular for other races and preists as stated above.

It would be really cool if this could be done with the percentage population of a city. Maybe have a probability that the unit would get racial bonuses based on percentage eleven or dwarven etc... But I don't know if that's possible.

Plus I think archer of leaves should only be elven for the elves. I'm not saying the stats should be different for other races, maybe give it a bonus equvalent of being elven for the rest.
 
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