MagisterCultuum
Great Sage
You could set poison resistance (or a new promotion giving full immunity to poison, and possibly other effects as well) as their default race pretty easily.
You could set poison resistance (or a new promotion giving full immunity to poison, and possibly other effects as well) as their default race pretty easily.
IMO, Cualli workers should get Scorch or at least some way to get rid of Swamps. Maybe they shouldn't get the ability to create Swamp like Mazatl do, but it sucks to have Swamps appear where you'd rather have something else and not be able to get rid of them.
Also, I'm finding that Cualli have massive happiness problems. No religion, no Lost Lands, and Swamps growing over your gems make playing Cualli difficult. Grigori have the same problem (though without the swamps), but they have the option of using adventurers to smash other civs and take their happiness resources...
I just played a game with Cualli where I built a city in the jungle next to some gems. But I didn't have Mining yet and by the time I got it, a Swamp appeared :\
if iTerrain == iWetland :
if iImprovement == -1 and iBonus == -1:
iChance = iSwampChance
Also, I'm finding that Cualli have massive happiness problems. No religion, no Lost Lands, and Swamps growing over your gems make playing Cualli difficult. Grigori have the same problem (though without the swamps), but they have the option of using adventurers to smash other civs and take their happiness resources...
Seriously though - the Cualli are able to use population rushing (slavery) from the start (their unique Civic is definitely aimed at the early game) - this can produce a very significant "normal-army" very quickly (at least as potent as a couple of early adventurers if you do it right). Population regrowth is aided by swampland, especially with Tracking. An early flow of units against a neighbour should remove at least one rival and give you space to expand (again, by whipping up some settlers). They're actually my preferred race out of the new set recently, due to the simple brutality of their early-game (I always liked Doviello too for the same reason). It is mostly wasted on an islands map mind you, but the whipped-settlers/whipped-buildings are still useful.
Another trail bug:
Continuing my Chislev' game, I capture a city from my Cualli neighbor and it is not possible to build roads over trails. Inside my ciltural borders it is also impossible to pillage trails (not sure if this is a bug or a feature).
The one before did
Patch B - Stability/Odd Behaviour Fixes
1. Resolved issue with Professors, Wyvern Guardians, Coatlann and Miquiztli that may have caused CtD.
2. Balseraph no longer able to build Karrlson.
3. Jungle will no longer spread to peaks.
4. Absaroke can now correctly build Shrine of the Champion when Meskwaki dies.
i get a crash at startup using patch C. the following errors were given:
tag FEATURE_DEEP_JUNGLE is incorrect (promotionsinfos)
same for Meswkaki in civilizationinfos
both in the xml files
We played yesterday MP.
Seems somewhat in Mazattl civ (dont sure about others), cause OOS, and then, we cant reestablish a game.
Vehem , i'd advice you to test MP for FF, there are wormhole of issues..
Any thoughts Vehem to a chariot replacement for the lizzies?
Also, the Lanun have the ability to be the only civ to see pearls. Can the lizzies be given the same ability to see a new resource to replace horses so that their mounted line makes sense? Some 4-legged lizard or the dino they ride?
This is an idea that is deeper than this mod and would require python, but can be done since Belizan had it in SotM for a while...attrition. Could enemy (only while at war) units suffer damage while in marsh? I think the same should happen in vanilla FfH2 with desert tiles and the Malakin and forest tiles with elves. Is this more work than it would be worth?
Not sure what exactly the lizards would develop in the way of chariots - Jungles don't really suit wheeled vehicles. It may be appropriate to remove them entirely.
Is there an alternative that makes sense? What would a lizard civ research in order to soften up a besieged city?
Historically it wasn't all that uncommon to construct siege units on-site.
The lizards might go in for sapping. Especially if they're good at working with water. A unit with bombard like a normal siege unit would probably reflect that fine.