Flesh golems

With the four speakers summoning kraken every turn it doesn't take long to get 17 strength, then graft a champion for the mithril weapon bonus. It seems a little overpowering.
 
Well, this is what I've got, it's pretty much complete, although I could still add a Formation 1 . I don't know, maybe I could get even higher strength if I'd have applied bronze and iron weapons before mithril if it still works that way.
 

Attachments

  • pwned.jpg
    pwned.jpg
    134.5 KB · Views: 377
Well, only time I made one was for the Trophy, but he did manage to take down an entire civilization on his own [scorched earth].

not to rain on your parade, but scorched earth is a defensive tactic. otherwise its called pillaging.

I've only made one flesh golem, and it was just to see what body III did. :blush:
 
To get tons of good standard promos (like, say, Combat V) without losing a high-level unit, use your immortals--they come back to life after you graft them. The best option of course is to use Vampire Lords, who can create the flesh golem, then sacrifice themselves to their own golem as many times as they want.

This is an exploit, and it was patched a while ago.

There are two solutions to it in the code. Either immortal units can't be merged, or merging them causes them to lose immortality and die permanantly

Not sure which one FFH uses, but in any case it doesn't work anymore.
 
Gibbon Goetia with Body III and Life III and an early hero like Gilden Silveric or Rantin. This way you actually don't lose anything by sacrificing a unit for the Golem as you can resurrect him 7 turns later. Your golem will have a very high base strength for this stage of game and can have any promotion as you can promote your infinitely resurrected hero with those ones your golem does not have yet.
Ljosalfar start with Life Mana so you just need to get body mana and Clan IIRC starts with Body Mana so you only need Life Mana. The Flesh Golem though is an illusion, so you still need units that finish the injured unit off, but this flesh golem will win any battle and it's only a matter of time until you capture any city he attacks. Additionally your defense is quite invincible as illusions regenerate 100% after defending sucessfully.
 
not to rain on your parade, but scorched earth is a defensive tactic. otherwise its called pillaging.


Beg to disagree [politely]:
From Wikipedia
A scorched earth policy is a military strategy or operational method which involves destroying anything that might be useful to the enemy while advancing through or withdrawing from an area.

From Mirriam Webster
2 : directed toward victory or supremacy at all costs : ruthless <scorched–earth rhetoric>

From the Second Boer War in Encyclopedia Brittanica
The British commander, Lord Kitchener, devised a scorched-earth policy against the commandos and the rural population supporting them, in which he destroyed arms, blockaded the countryside, and placed the civilian population in concentration camps. Some 25,000 Afrikaner women and children died of disease and malnutrition in these camps, while 14,000 blacks died in separate camps. In Britain the Liberal opposition vehemently objected to the government’s methods for winning the war.

In short, scorched earth has nothing to do with offensive or defensive war. It has to do with adopting a policy that if your enemy can use it, and its flammable, go to town!
 
I believe that you can only resurrect your hero once. And I highly doubt that a feshGolem is an illusion. I am not convinced that a Golem created by Goettia would be influenced by the same mechanics as a Summon
 
I believe that you can only resurrect your hero once.

I think that's wrong; you can resurrect as much as you want.

And I highly doubt that a feshGolem is an illusion. I am not convinced that a Golem created by Goettia would be influenced by the same mechanics as a Summon

I know that's wrong; Flesh Golems are summons just like any other unit created by a spell.

Edit: Ha! I beat Magister to the punch for once!
 
You can resurrect your hero as often as you want, so long it dies again. (I believe the prereq runs both before and after the unit is immobilized by the delay, so having multiple casters cast it while the hero s dead will not get you extra heroes.)

Flesh golems are summoned just like any permanent summon, and they do get the Illusion race if summoned by an illusionist. I believe we could get around this by adding <CreateUnitPromotion>PROMOTION_GOLEM</CreateUnitPromotion> right after <bPermanentUnitCreate>1</bPermanentUnitCreate>
 
craft in mutated warriors, very cheap method to get the positiv mutation Promotions.
 
You can resurrect your hero as often as you want, so long it dies again.

I thought you needed to have a graveyard to resurrect. In most of my games, graveyards don't last very long and it's rare that I have one within my borders.
 
You don't. The spell "Resurrect" is actually two spells. The first one can be cast any time with a delay of 7 turns and resurrects the hero of the civilization. The second one needs a graveyard and creates a Champion Unit with up to 30 XP
Source: FFH manual http://forums.civfanatics.com/showthread.php?t=265888
 
There are actually 2 resurrection spells, with the same prereq Life III promotion. The one that requires a graveyard gives you a champion, not your hero back.

Edit: Ninja'd
 
So the code checks to see if your hero's dead when you start casting and when you finish casting, but what if he wasn't dead in between? you could have 7 casters on resurrect watch, and get your hero back each turn. I suppose this would only be truly useful to the Mercurians though ... and they probably couldn't get seven Life3 casters anyways ...
 
Why would that be so useful for the Mercurians? It isn't like they get their traits back when he returns.
 
Yesterday I merged an extra Shadow I had lying around with a flesh golem I'd created because one of my archmages had a spare promotion and I picked Body III on a whim. Then I realized that my new invisible HN flesh golem could wander through the territory of other civs, even ones I'm at peace with, pillaging their improvements. I think that ability (to pillage with impunity) may be even more important than a high strength, although of course there's no reason why you can't give a flesh golem both.
 
So the code checks to see if your hero's dead when you start casting and when you finish casting, but what if he wasn't dead in between? you could have 7 casters on resurrect watch, and get your hero back each turn. I suppose this would only be truly useful to the Mercurians though ... and they probably couldn't get seven Life3 casters anyways ...

You'd need eight casters, since the one who resurrected him this turn won't be able to cast again.

Uses for repeatedly killing your hero...

Corlindale could declare peace once each turn, which is sort of like a permanent sanctuary (lots of extra drawbacks though).

Dragons could be grafted into a Fleshgolem each turn, useful for raising their strength through the roof. Other heroes could too, but only dragons have the high strength that makes it vaguely rational.

The sidar hero needs time to mature between each waning, so limited use there.

Deleting Govannon each turn allows him to chose a new first level promotion to teach each turn. Very limited utility, especially since you are tying up eight archmages to do it.
 
Back
Top Bottom