Fall with Fleme

I'm going skiing now for the weekend and will be back on sunday (55~ hours from this post) and will be able to update then. If you choose to play without intervention, that is fine.
 
Re. AntiTwelve seems to have skipped, Brian you up for the task?
 
Ok I've got the save, will play tomorrow.
I'm thinking for home purposes just keep building up the land, and if we can start looking at getting a settler out, though I probably won't go myself. Checking the save a settler is 21 turns and a settlement prepare is 40odd turns.

WRT to building I'd go Warrior>Worker>Elder counci. And tecs seem to be best as finish Myst>Hunting (for the deer and phant resources).

Are there any other quests open, apart from the one you've given us last set Fleme?

As regards my known quests Gryndane goes west to pop the Lizardman ruins (that is what I have to do for that quest right?), and then heads back to Fizzik's for the two workers.
 
Quests that are up, numbered, but in no particular order:

1) Merchants of the Crescent Isles (Settling a city for reward)
2) Echoes of Foxford (visiting Foxford with your choice)
3) Guardian in the Making (25 xp - check, spot 2 lizard locations - missing one -> Visit Telyhohn after with a screenie)
4) Lizard threat (remember screenies for slain Lizard units and ruins - I might consider the Lizard kills at 1/5 based on the last set even though there was no screenie)
5) Visit one Lizard location for more info

Other things of note; Returning to Fizziks Workshop with Gryndane for a followup quest - rewards will be available at the end of this set regardless of visiting there unless they are those which affect Gryndane directly. Beyond this, there's an explorer council mandate to explore further. On the map there are 3 marked locations you have not visited (Mirror of Heaven, the Shaman, Sacellum) so a lot of content is available but perhaps it is best for your current level to stick with what you have available as it is the foundation I'm going to build the main stories on. Looking forward to seeing where you go - there is the option of 4 (yes, four) different new heroes depending on where you go and what you do, but I won't spoil any further!
 
Fleme, I'm getting numerous CTD's with the game, when I try to end the first turn (62). Coupled with that, Gryndane has turned invisible:

Spoiler :
Civ4ScreenShot0000-1.jpg


And unfortunately tonight is the last chance I get to play the game so I'd say skip me if you can fix it.

Am playing the latest patch (.51C) so I don't know what the problem is.
 
I'll look into it asap, although I can't see what might be causing it since the last set went ok.
 
No idea what might have caused that invisible bug. Anyway, I recreated the hero and played five turns with it without any problems so I'm uploading the save from t62 again - with Gryndane recreated.

http://www.megaupload.com/?d=FMCVX9MO

Brian asked for skips, so lymond are you ready for the task?
 
Yep...I'll pick it up this evening.

As aside, it seems we need to somehow resolve this issue. I will play my turnset and see if I have issues. I had no problems before, but I played the 1st turnset without us having a hero yet. I'm not a modder, but it could be a problem with the art files or something. May be worth posting a question on the C&C forum - and even the FFH form - to see if this has been encountered before. Maybe it's related to WBing a custom character in a custom mod...who knows

Also, everyone should make sure they are running a null/vanilla custom asset folder while playing FF, i.e., no BUG in there.
 
Thanks for the autoskip. I was away on a very unexpected trip last Thursday with only a phone and no wifi. This won't happen again. Unless it happens again.

I'm more interested in the workers. Gryn is strong enough that the +10% attack bonus seems rather dull, and mutation can prove absolutely deadly if there is no way to cure the negative outcomes.

I also wanted to discuss this last week. What is the group thought on GPP? I tend to open up with a GS for an academy then specialize (either a GP for shrine or a GE because they are GEs). FF has a unique GE option in that cities create master military buildings after a GE has rushed one. If there are any who do not know about this, let it be known now that these buildings not only create even more GE points for whatever city builds them, but also allows us to bolster our units with upgradable items. Thoughts?

I'm contemplating creating a list of the many unique features in FF for team use. This will support our team (and entertain the lurker masses) in future decisions. On a related note; archers in FF. F that.
 
Sounds like you have some good experience with FF. I've only played it a little. Your insights will be most helpful indeed. I like the idea of getting out a GS first, since teching overall seems very slow at first. I like building elder councils asap everywhere. Priests are also kinda nice for the Altars.

Sorry, I've been tied up today. I'll be looking at everything and posting a plan shortly.
 
Good to see some discussion going. The technical difficulties are unfortunate and from now on I'll check and recheck (as in do the changes, save, load, play, upload, download, play) before I hand it onward to avoid these unpleasantries and keep the game going steady.

I've however used this time to work on future content and as long as the game works, the story is going to be good - you have my word on it.
 
While I'm away from the game I'm not away from the internet.

1) About Gryndane, I'll echo lymond on seeing if there are known issues wit WB.
2) A great sage will be very useful as first GP, but after that their usefulness tails off somewhat, as most of their bulbs are along the arcane line. GEs are limited to in FfH due to reduced wonders (and a more limited usefulness). Now FF has a few more but GEs would be better used on target wonders like Guild of Hammers or the such like. GPs are very handy, not alone for shrines, but also for the Altar if we decide to go that way (i.e. stay not-evil). Oh, and the corporation like choices seem interesting, though I've barely touched them.
 
My head...it spinneth :crazyeye::lol:

A lot going on in the game. So Fleme, do we get those goblin workers now?

I'm a little unsure on a plan since I'm not sure what the team wants to do next. As far as quests, in the short term I'd prefer not revealing too many new ones. However, I will give this a go.

1) As for tech, we finish myst in 8 turns. At that point I will immediately switch to God King (or we can wait for the elder council to complete and switch to Pac too).

2) I suggest Hunting as the next tech to speed up camps, but this is open for debate. Mining might be a good thing to have as well, but Hunting does play to our civ

3) The workers will continue farming BOTH the flood plains and I'd like to work the Ivory next for more production and happiness. We have very good food here, which will help the settler. With ivory we can grow to size 7, so we want that many improved tiles in the short term. With 3 farms, I think the deer can wait for Hunting to arrive so we can get up ivory and some mines for production. Once improved, we can start laying a round to the new city down south (quest). Hopefully, the goblin workers will make it safely home as well to increase improvement/roading speed.

4) Builds: Safety is an issue, so I'd like to get out another warrior or Rogue before Myst comes in. One Warrior can head down to the new site and fortify on a hill. Another rogue or warrior can do border patrol and gain experience in the process. Once Myst is in, I think an Elder Council is a priority. 1st Settler can come after than or I can gauge production on the settler and try to get him in sooner. (I'm not sure if we get any benefit from chopping right now.

5) Exploring: Uncertain whether to kill that gorilla or not now. I hope we get subdue animal promos at some point to start capturing these suckers. I like the animals. Anyway, I think Gryndane should scout a bit in the SW direction at least 10 tiles depending on how that land extends. I'll take screenshots of any Lizard ruins. Not sure if the one just West of Gryndane already counts as one of the 2 places. I will then pull Gryndane back and we can either do the Foxford quest now and kill some wolves or I can go scout the land to the NW of Telynohn a bit more.

I think the next Fizziks quest (getting Gryndane back up there) we can complete once the goblin guys road to Telynohn, which will be the next turnset, I guess, if we actually get those workers now. (edit: I may be completely mixing things up here. I guess we might need to get Gryndane up to Fizziks at least by the end of my turnset - apprx. 15 turns)

Speaking of Foxford, did we decide on what we wanted to do here?

Fleme, do you want us to pop Lizard ruins after we kill them?
 
There's a delay for Fizziks to build the cloning vat - all rewards come with a 1 set delay so after you're through, you get your reward. Since you chose the workers, they will be dispatched at the workshop when I get the save in my hands after you're done. I'll then also do the roll for the goblin abomination to see whether you get one of those as well (and if its friendly). The only rewards on the Fizziks line that require Gryndane to visit are those which influence the hero directly (promos). Furthermore, you won't get a followup quest unless you visit (and even then you might not get a followup quest every time) so my advice is to stick with the lizards for now.

Lizard threat quest requires you to pop 3 ruins and kill 5 lizards - one of which you've dispatched so far - and then take screenshots of you or a friendly unit adjacent doing it.

You have three quests overlapping: the Lizard Threat which requires you to dispose of lizards and their ruins, the quest for Gryndanes progression to an actual Guardian (all you need is to locate another named lizard location) and lastly the one mandated by the explorer council requiring you to visit a named lizard target with your hero. These are all doable since I accidentally allowed you to get Heroic Strength (which incidentally is a prereq for HSII). On that note, the HS promos will be removed after your set and replaced with other more suitable promos for this point of the game - consider it a nerf since I don't want to make the upcoming content too easy.

Remember, screenies of key points.

I think you guys were undecided on Foxford with votes being tied between the neutral and the evil option. If it is a tie, I say it falls on the player of said set to make the final call.
 
I'm ok with Lymond's plan, and having Gryndane gaining experience through killing lizards.
I'd build extra defense for our city.
(2 more units at least)

hunting + hunting hall sounds good.
 
I will wait for a couple more responses before playing the turnset.

edit: 10:30AM EST.....I'll give this the better part of the day for some feedback and play this turnset in the evening in the good ole US of A
 
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