Valkrionn
The Hamster King
Already decided to go with that one.
Art is by Kekai Kotaki. Found the link in the FfH credits.
He'll be in the (soon to be released) patch.


This is true, but the skull doesn't look nearly as good Black/Red. And I like that color scheme.![]()
Eh. I'll think about it... Either the new flag will go to D'tesh, or the Demons.
Also, the D'teshi can now build Corrupted Pastures on Horses, Cows, Bison, and Nightmares... Converts the resource to a Nightmare.
(also you hate puppies and everything else that is cute).
A few ideas for the D'tesh:
I like the first pic for D'tesh. I think that it fits in better with the arcane feel of the civ.
While we are discussing their starting options, I would suggest that the D'tesh favorite wonder should be the Tower of Necromancy. I know that this can be somewhat difficult to obtain at times, but I feel that it fits better with the flavor of the civ.
I also agree with the idea that D'tesh should share the Scion response to the plague event. Another event suggestion could be the event where "the Lord of death has found us,". I think that this could be a bonus event for the D'tesh... maybe a golden age (like the Illians with Mulcarn) or bonus slaves?
Here's a teaser of the new D'teshi flag/border color. The gray borders are from a barb city... still a bit close, but it's as good as I can get it without moving it from black, which I won't do. As it is, the edges are very distinct. The flag icon is from Orbis. I believe it's also the icon used to show peace with demons.
Edit: Looking for a new leader pic for D'tesh, as he's using one from a minor Infernal leader.
Aww that means that slaves have not other purpose than to be added to the main d'tesh cities (heh heh I meant capital). Reasonably, workers who destroy the terrain they work on (i.e. anything to desert) probably won't be able to tame the living creatures within the borders. Just makes sense. Of course I am the merely humble deadliver whilst you are the semi mighty Valkrionn, hater of slaves being able to perform duties that D'tesh's undead slaves cannot...(also you hate puppies and everything else that is cute).
Who does not?
Also, any chance that the new art from FfH41 will get included into this?
Two last items from my d'Tesh game:
1. I was unable to build the Tax Collector building - I don't think that was documented anywhere, and I'm not sure why they cannot be built.
2. Incredibly I got a message that I "declared war on Falamar" out of the blue. I have no Defensive Pacts, Basium is not in the game, etc. I have no idea what caused this. Honestly, it would spell the end of a weak Falamar, but I had no intention of declaring war on him - our relations were Cautious. Is there something that causes the d'Tesh to declare war for no reason.
Anyway, I'm abandoning this game and this civ too. Some might find d'Tesh interesting, but, as I said, it just doesn't fit the way I like to play FF. The lack of XP/promotions for most units is just too much IMO. I never got to see if they have a hero or World Spell and I made it pretty far in the tech tree. If it wasn't for my werewolf support troops, I think the Archos could have wiped me out any time they wanted to...maybe in spite of the werewolves. Again, thanks for the effort in developing that civ, but it just isn't for me.
One last thing on the d'Tesh....just before I gave up, Blight hit and it DID appear to affect my cities, although I didn't wait around to see if they lost pop. or not.
PS. It got to the point where I was having a barb unit spawn inside my borders every 5-6 turns and, frankly, that was a real pain in the ***!
Time to try another civ with FF+...
A few ideas for the D'tesh:
I like the first pic for D'tesh. I think that it fits in better with the arcane feel of the civ.
While we are discussing their starting options, I would suggest that the D'tesh favorite wonder should be the Tower of Necromancy. I know that this can be somewhat difficult to obtain at times, but I feel that it fits better with the flavor of the civ.
I also agree with the idea that D'tesh should share the Scion response to the plague event. Another event suggestion could be the event where "the Lord of death has found us,". I think that this could be a bonus event for the D'tesh... maybe a golden age (like the Illians with Mulcarn) or bonus slaves?
One more quick thought:
I noticed when playing the Mechanos that fallout from the power plants can be a serious issue and I was unable to figure out how to clean it up without magic users (which they are blocked from)...
Are you using the forced Plot Counter on the improvements to convert the resources? If not, you could. But I'm not sure how well the D'Tesh deal with Hell in their territory.
Speaking of that Lord of Death event...
Playing my second FF+ game as Korinna/Scions I got that blasted event twice in the first 50 turns, the first time at Turn 2.Nothing like starting the game with a temporary -3 unhappiness!
Also, in the same game...
I was going to report this in the FF bug section as it is also there and not a cause of FF+ I think, but I am playing FF+.
Turn 85, Sheaim pops a Great Prophet and bulbs Ways of the Earthmother. What is wrong with this picture? Three things:
1. There needs to be some consistency in this game with what can be bulbed. I also got a Great Prophet just before then, and even though I had the requirements, it only let me bulb Philosophy. I am certain the Sheaim didn't have Philosophy. I know, because on rare occasions I have been able to bulb a religion right out without having to bulb Philosophy first. BTW, I researched Philosophy and the bulb changed to Priesthood - this without a religion and FOL and OO were both available to bulb.
It just needs consistency.
2. We are back to the discussion of the Sheaim becoming a ROK civ for the rest of the game. It just doesn't make much sense does it? Also, it pushes out the possibility of AV getting founded and spread because as we all know when ROK is founded early, and Turn 85 in an epic speed game, you will see almost all the AI civs adopt it.
3. Again, the AI managed to pop at least 10 GPs before Turn 100. I got one, so I guess I shouldn't complain, but it really seems like a bit much.
Sorry for the rant in the FF+ thread, but that's what I am playing.
PS. Didn't know Elk could attack ... until one killed my Scout!![]()
I read somewhere a thread several people posted on (including Valkrionn) about possibly tying a pseudo fourth tier of magic to the four magic towers. I have been thinking about it and I think I have found a fun way to do it. (And I'm fairly sure it uses just xml) I think it is balanced, fun and will provide a worthwhile reason to go after the towers even if a magical victory is disabled.
Two new units related to the Towers
Wizard [National unit: 1 allowed]
- Upgraded from level 8 Archmage 300 gold
- Prerequires: Omniscience and Either Tower of Alteration or Tower of Divination
- Starts with 1 Free Promotions, Channeling IV and Divine
- Allows promotions: Scroll of Alteration, Scroll of Divination, Triple Cast
- Strength: 6
Warlock [National unit: 1 allowed]
- Upgraded from level 8 Archmage 300 gold
- Prerequires: Omniscience and Either Tower of Necromancy or Tower of Elements
- Starts with 1 Free Promotions, Channeling IV and Summoner (I think this promotion was just added - +20% strength to summoned units)
- Allows promotions: Scroll of Necromancy, Scroll of Elements, Triple Cast
- Strength: 9
New Promotions
Channeling IV
-Enables: Scroll of Alteration, Scroll of Divination, Scroll of Necromancy, Scroll of Elements
-Spells are 10% less likely to be resisted
-Increased experience each turn
Scroll of Alteration
- purchased for 1000 gold
- requires Channeling IV
- grants access to all tier III alteration class spells
Scroll of Divination
- purchased for 1000 gold
- requires Channeling IV
- grants access to all tier III divination class spells
Scroll of Necromancy
- purchased for 1000 gold
- requires Channeling IV
- grants access to all tier III necromancy class spells
Scroll of Elements
- purchased for 1000 gold
- requires Channeling IV
- grants access to all tier III element class spells
Triple Cast
-Requires: Level 12 Warlock or Wizard
-Enables casting three spells per turn
(Not sure if this one can be done with just xml, I was hoping it could be adapted from twincast)
Edit: I plan on doing the work as a module if I can. It will be my first attempt at modding but I think I have the whole xml modding thing down. Plus if anyone has any suggestions for art for the wizards and warlocks (or suggestions for more flavorful names) as well as the promotions (I was thinking of using the tower icons, but it might be better to use something unique) I would appreciate it.
I really don't think that Wizard should be both the name of a tier 4 caster and a tier 2 Amurite mage UU.