Esus+ Module

also consider readding sanctify, it is vital for the svartalfar who are supposed to be the number #1 Esus civ. btw, I had an adept with sanctify and the spell was listed two times with 2 different icons, one said it was blocked for Esus and one didn't. plus the 2 automation buttons, so in total 4 buttons for sanctify.

btw, was Steal and the "Nox Noctis enables line of sight in all cities with Esus" thingie fixed yet? those were pretty cool Esus unique abilities that would be very sad to lose in an Esus+ module :lol:
 
Hello,

Couple of suggestions regarding the new CoE:

1) Probably a low, low priority, but should rename all references of "Council of Esus" to "Cult of Esus".

2) Regarding the block on "good spells", perhaps one way to alleviate this and not make Deception tech such a delayed research is to move the founding of the Holy City for Esus tied in with the building of the ritual and not the tech itself. That way, you can still research Deception, but will not suffer the penalties until you actually accept the offer from the ritual.

3) The invisibility conferred by Nox Noctis. RifE has a system in which any unit that has cast Reveal can recast Invisiblity. I'd like to see something similar.
 
More espionage... Could we steal science/techs or gold? Also, how is success determined? Is there any reward for having more experienced spies? Perhaps only experienced ones might succeed at stealing the above.

Also, how about spies adding some building that adds corruption (or more upkeep) for X turns? Or something that adds a promotion to units in the city that give you visibility of them?
 
Hello,

Couple of suggestions regarding the new CoE:

1) Probably a low, low priority, but should rename all references of "Council of Esus" to "Cult of Esus".
Sephi, if you decide this is needed, let me know and I can do a find and replace on the text files.
 
not needed, but go for it if you like.

Any suggestions for new Esus missions/miracles are welcome. I definetly plan to add more for Esus.
 
not needed, but go for it if you like.

Any suggestions for new Esus missions/miracles are welcome. I definetly plan to add more for Esus.

I will go ahead at some point and make the find/replace to the text, i appreciate consistancy too.... ;o)

so which came first the council or the cult... haha

still on my balseraps test v 8.01, and discovered the cult of essus, so this will be my first essus test at it since the major change initially, see how that its doing.
 
Sephi,

you may already have this on your list, but I will repeat it here.

Esus trained units need to be compatible with non-esus-trained units for stacking purposes. Ok I didnt notice that the hidden nationality promotion was causing this.
Can you make it where this promotion is not set by default, but is still available if that is the intent to have the promotion?
 
you can only stack Hiddennationality Units with other Hiddennationality units. You can always declare nationality.
 
you can only stack Hiddennationality Units with other Hiddennationality units. You can always declare nationality.

Sorry for not being more clear. My suggestion was having the "declare nationality" OFF as the default when a unit was built, rather then ON.

I think this small feature would help a lot with the NORMAL units, and even with the Recon/Spy units. Having it on by default leaves your unit at risk, especially on border cities.
 
I really don't like the crippling poisoning from having Esus in your city. It just makes other civs want to purge their cities of Esus, and I like the gold/sight bonus from Nox Noctis. I'd rather Esus be secret, then some gang that cripples and poisons every unit made.

Aesthetically, I like "Nightwatch" better than "Enforcers of Esus". I think even Esus Enforcer would be better.

Edit: Ok, I just saw it has to do with how much crime is in your city. This might be fun. :)
 
I'm not sure on how the HN of of Esus recon units works. It appears they can all mask when first built, but i'm not sure. Sometimes it seems to me they lose ability to remask after first declaring their nationality (happened with my beastmasters, so i am sure they HAD been masked before), sometimes i feel some of my enforcers lost it without ever having been masked. I'm also confused about the miracle "move in the shadows" which also grants HN. I bought it for an enforcer which had lost(never possessed?) the ability to mask and he was then HN. After i declared his nationality 1 turn later he could then mask again (meaning for free) on the next turn. But since there is no actual promotion showing that i used the "mits" miracle or something i don't know if he will keep the mask-ability indefinitely now or if i may have to have him mits again.

How does it all work together?

EDIT: Nevermind it's a slightly erratic interface behavior, i'll post my findings in the bug thread
 
the difference between mask and move in the shadows is that mask takes your spellcasting ability, while move in the shadows can be purchased. That means you can be friendly, buy move in the shadows, kill a friendly unit, and then reveal nationality all in the same turn.


++++++++++++++++++++++

Anyways, I really like that cult of esus enforcers ignore terrain movement penalties, this really gives them a shadowy feeling. I have not got to shadowriders since about version 7 or so, (gamebreaking patches!) but I think it would be cool if they all have that ability.
 
I thought the difference was that a not recon unit could use move in the shadows.
 
I really don't like the crippling poisoning from having Esus in your city. It just makes other civs want to purge their cities of Esus, and I like the gold/sight bonus from Nox Noctis. I'd rather Esus be secret, then some gang that cripples and poisons every unit made.

Aesthetically, I like "Nightwatch" better than "Enforcers of Esus". I think even Esus Enforcer would be better.

Edit: Ok, I just saw it has to do with how much crime is in your city. This might be fun. :)

I've just noticed this myself. Does this (the crippling poisoning) go away if you join the cult yourself?
 
yes, it only happens if the cult is present in your city and you haven't joined it.
 
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