• Our friends from AlphaCentauri2.info are in need of technical assistance. If you have experience with the LAMP stack and some hours to spare, please help them out and post here.

Fall Under: A Module for RiFE

Holy Avengers and Vyrkuls are not mana guardians! Those guardians were assigned before those units existed.

Law Guardian is the Einherjar.

Darn. Still, that is a common feature of a lot of the units, at least...summonable, or Kahdi. I don't know, possible those units have some singular identifying trait the code is latching on to? Are they all free units?
 
Played several long games now without weird spawns, to the best of my knowledge; at least, I haven't seen any and AI civs haven't exploded mysteriously. Before, the appearance of weird stacks hasn't...

...hmm. I just thought of something, probably been mentioned, but all of the weird spawns are invariably Mana Guardians.

Gnosling - Metamagic
Kraken - Water/Air
Elementals - respective Elemental nodes
Holy Avengers - Law I think?
Psions - Mind
Aurealis - Sun
Vyrkul - These guys I'm not sure of, actually, but all the others fit...can anybody confirm if they guard Creation or Dimensional or something?

Perhaps, you've turned off Savages?
Else, are you sure you have Fall Under active?
 
Nowadays I just turn savages off and select increased animals to make up for it. Might increase demons for a challenge.
 
Perhaps, you've turned off Savages?
Else, are you sure you have Fall Under active?

Nah, I was just super-lucky. This game I lost the Luchuirp, Lanun, D'teshi, and Sidar to random spawns before turn 150. Bleh. Still unusable. I quit when, unrelated to their various topplings, a stack of Fire Elementals popped outside my borders. At the time I had four Conscripts and an Adept in my closest city, so...
 
MrUnderhill, you could steal Wild Mana's ideas about wonders that grants in all cities Barracks, or Hunting lodges, etc. instead of using Commanders. Because commander purpose are to aid in battle, and perhaps, consuming those commander to give all your cities such building, is, maybe, distorting such role?
 
If your adding them, can you add unique Pagan Temples to civs, a la Orbis?
 
Sjru said:
OK, so you could implement them? (I personally liked the Hunting tree and Arrow tower from Wildmana)

I could, but I'm not sure if I want to. The Wildmana-style wonders are nice, but I'd rather not have a bunch of clones of the Catacomb Libralus lying around. The way it's set up right now you actually have to do some fighting in order to pick up the Arts of War, rather than just wonder-spamming in a corner of the globe. I might make it so that building the Arts only makes you lose the recruiter promotion (like with Command Posts), but otherwise, I'm happy with how it is now (the Arts will also be getting some big training bonuses in the next version, so that should offset the loss of a GC somewhat).
 
OK, so you could implement them? (I personally liked the Hunting tree and Arrow tower from Wildmana)

Not really. Makes it too easy to get the buildings.

Eventually something similar will be in, but it relies on a mechanic that won't be in for quite some time.

If your adding them, can you add unique Pagan Temples to civs, a la Orbis?

I never said I was adding them! Don't make me ban you again, Jemon. :p

I could, but I'm not sure if I want to. The Wildmana-style wonders are nice, but I'd rather not have a bunch of clones of the Catacomb Libralus lying around. The way it's set up right now you actually have to do some fighting in order to pick up the Arts of War, rather than just wonder-spamming in a corner of the globe. I might make it so that building the Arts only makes you lose the recruiter promotion (like with Command Posts), but otherwise, I'm happy with how it is now (the Arts will also be getting some big training bonuses in the next version, so that should offset the loss of a GC somewhat).

I pretty much agree, though I wouldn't have added the arts either. :lol:
 
I never said I was adding them! Don't make me ban you again, Jemon. :p

I never said you were ;)
I was talking to MrUnderhill :D

anyway, great work :goodjob:
 
Wild Strength 5 causes a CTD if you try to attack a city with a unit that has it. I think this has to do with the fact that with all the Wild Strength promotions your unit has -100% City Attack, so the game sees a 0 STR unit trying to attack and goes "OMG! *dies*"

Of course that's only a hypothesis, but reloading and not taking WS5 on Duin made it not happen. Any way to fix this? I'd just edit the promo myself, but I can't seem to find it.
 
that reminds me of bug, when unit with 6 fire strength and fire resistance attacked another unit with 6 fire strength and fire resistance :D
 
Back
Top Bottom