Mech Civ

Lady Wandbender

Chieftain
Joined
May 4, 2008
Messages
51
Location
atlanta ga
Years ago I played in a long standing D&D game with Mechs, think the Tinman from wizard of Oz, not anime, basically they were a society of functioning golems, which I haven't played the golem civ from Heaven yet, so if I am being redundant then I apologize.

I'd want to give them a 0 food need for city population (making them fallow I guess) with a 'add flesh to golem' spell which would sacrifice 2 or more units but would produce a "settler/worker" unit which could join with a city.

Immune to fear, double damage from Lightning and Entropy (a damage type I added to my games)

slowy change the terrain of their borders like the elves change things into ancient forests, if I can do/get the artwork done I love the idea of these vast patches of metal cities

Animals ignore them, immune to vampire/werewolf, in D&D terms, High AC low dex (so in civ slow but high def. numbers)

with national wonders where Unit + equiptment unit add together (like the flesh golem spell) to produce units, which may get dicey with the AI unless it's put on a event basis.

Because of the lore from the campagin they are peace loving, civ builders who stay out of the diplomatic fray.

I put this up to see how people like the idea. this is not a critism or otherwise backhanded slam against the Lore of Heaven, it is the perfect Civ game as is, I just can be a greedy selfish person sometimes who wants my own spin on things, but clearly need the approval from others before I go ahead and do it. (approval to see if it's civtastic or just dumb)
 
IF you can get it to work for the AI, not overpowered and 'realistic' ;) then I would love a mod-mod about it.
 
Meh. Could be cool... but I think it's out of place in FFH, especially since we already have a golem building civ. I think somebody was working on a mod for a post-game... maybe it'd fit in better there: the golems, led by Barnaxus, throw off their shackles and form their own, dwarf-free, empire.

That's the only way I see it working, though. Can't have them and Luichiurp in the same time period, wouldn't make sense.
 
Not that it wouldn't make sense, but that it would make the Luchuirp appear to be much darker. Because it would basically stand up the Golems as being self-aware, and the Luchuirp nothing more than Slavers with a favorite "Pet Slave" in Barnaxus.
 
So are these Mechs similar to the ones in En World Publishing for D&D? Steam Tech or some such thing? Like the ones used by the Dwarven groups in Mage Knight?

There is some precidense for such things.....Dwarves are the most likely to develope sound Steam Tech after all and many different games and Fantasy have depicted this as the case in some areas.....Gnomes too but the Dwarves are usually more reliable in their craftsmanship.

That would be and interesting set of Mod-Mods.

Luchuirp for sure. xD
 
Actually xienwolf, that's not entirely correct with Barnaxus being "their favorite slave", quoting his entry:
True, Barnaxus could do what he wished, but what he wished was to help the Luchuirp. He wished to help them rebuild the Empire, to recall what was forgotten, and to perfect what was remembered. He appeared to harbor a love for the Luchuirp that mirrored that of a doting father, with a hint of a patronizing air to some of his advice. And the Luchuirp, amazingly, instead of rankling at being “taught” by a golem, loved him back.

They saw him as more of a teacher than a slave and doupt even if the did order him around he wouldn't do it anyways.
 
The lore from the campaign was Golems had been automatons who were constructed to construct other automatons..this was back before we knew about nanotech and what it would do, with the advent of "heartstones" a magical battery to make them go they learned they could split thier stones and create a baby mech....this again was before the movie Robots, they were a NG race and within the campaign ended up serving a hobbit-like metaphore for being the ones who could finish the deed of bringing down the ultimate baddie.

I would never presume to pee in Kael's pool and change his world's lore, (but apparently not above using the civ engine he and everyone put together) so the mod-mod would be based on new concepts and races and religions, with an eye towards more of an "evil world" where the barbarians are the paladins out in the woods. Civwise, the changes I would make are to prevent rushes and try to work in a workable and fun unit support system (like a supply train)

Again though I need to stress my creativeness aside, it's not intended as the least amount of disrespect to the orginal designers and all of the massive amounts of work they put in and the orginal campaign it all came from.
 
Again though I need to stress my creativeness aside, it's not intended as the least amount of disrespect to the orginal designers and all of the massive amounts of work they put in and the orginal campaign it all came from.

:mad: *backhand* Impudent swine! How dare you sully the infallible work of Kael with your blasphemous modmod!

;) Seriously, you're fine. There are already a few modmods out there, and they do occasionally add new civs (see Fall Further for a fairly popular example).
 
are you talking about the Warforged??
 
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