Hey didn't you just spam by yourself?we hit broke the 5oo ooo views
keep on viewing guys
now we need to break the 5ooo posts (without spamming)
On the list of things that will cause the Armageddon Counter to rise, from the top of my memory;
* Raizing a city (that isn't Ashen Veil)
* Ashen Veil spreading to a city
* Entropy Node being built
* Hyborem being summoned (I think)
* Ashen Veil being founded
* Stigmata on the Unborn being built (I think)
* Elegy of the Sheaim ritual
So if the AC is rising rapidly it could be due to either a lot of warfare resulting in cities being razed left and right, or it could be that the Ashen Veil is spreading rapidly. Or, if you have the Sheaim in the game, they could be doing their thang. But then you should see a message about that, though.
Most often it tends to be one of the two first things mentioned there that happens much to make the counter go up fast. But that's just a guess.
Cheers.
ps. So in order to make the AC to go up more often early in the game, as you asked, you probably need to get out there and burninate cities. Barbarian cities are excellent targets since you don't have to go to war with anyone (well, any more than you already are with them, unless you're playing Doviello/Clan) and they can often be placed in hokey spots that you might not want a city in anyway, plus it has the added benefit of saving you any more agitation from that angle.
The Prophecy of Ragnarok will raise the AC. Maybe Mokka's Cauldron, not sure.
I don't think the Cauldron does, but I'm not positive. The Prophecy however doesn't work, or at least it never has for me, hence why I didn't bother to include it. I don't know if that's just me or if it is indeed broken and awaiting a fix, but I've built it at least a couple of times and neither has the AC gone up when I build units in that city, nor has it dropped when units with the Prophecy Mark promotion have been killed, so..![]()
Anyhew, anyhow..
Here, I'll do my part.we hit broke the 5oo ooo views
keep on viewing guys
now we need to break the 5ooo posts (without spamming)
Here, I'll do my part.
This is my favorite mod. (Though if the Alpha Centauri mod goes all the way this time, there could be some serious competition there.) You will probably be flattered to hear that I can only vaguely remember the last vanilla/warlords game I played, since I've been playing this mod for so long. I particularly love the Armageddon Counter and how you can influence it if you want. I also liked how I actually had to come up with new kinds of strategy compared to the vanilla game.
At first, I was disappointed that you guys used some stereotypical fantasy races (elves, dwarves, orcs, dark elves, etc), but then I realized that if I'm THAT sick of them, I can just play someone else and have fun wiping them out when the randomizer sticks them in the game. So, ironically, their inclusion ended up making the mod more fun.
Still, I thought of a few things that would make FFH even better. Hopefully, some of these suggestions won't seem too outrageous or impossible.
* There needs to be some kind of evil Armageddon victory. Imagine the letdown when I read up on the Sheaim (who want to destroy the world with Armageddon magics), only to realize later that destroying the world does not seem to be actually possible...you can turn it into a living hell (and I most certainly did), but not actually end it. I'm not sure what would be best here. Just getting to 100 on the Armageddon Counter is a little too easy (compared to other victory types). Maybe if you do that and build a special wonder/ritual.
* The AI ought to be tweaked to make the Ashen Veil more attractive to evil civs (as it should be, considering all the nasty things you can get from it). Hell, on the game I'm playing now, the AV was founded by the Calabim, but they didn't even convert to it, they're still Fellowship. Evil vampires who see mortals as cattle, and they pass up allying with hell to follow the tree-hugger religion! That's just plain wrong.Anyway, tweaking this would also make the Armageddon Counter rise more quickly (most of the time, it rises a little too slowly if I'm not playing an AV civ myself).
* Great People quotes/art. This was one of my favorite non-FFH mods, and while I'm sure it would be a lot of work to think up that many good quotes, I think it would really add to the atmosphere/flavor.
* There should probably be more artifacts. I know this is "dark" fantasy instead of "high" fantasy, but I still expected to see more magic items laying around. There's already a lost Age of Magic they could be left over from. Orthus's Axe and the Sidar's Nether Blade (which, sadly, I've never actually seen in-game) are good starts, I just think more wouldn't hurt.
One idea I like is a powerful artifact that gets found by the last-place civ around the midgame, allowing it to remain a threat to the lead civs, although of course that shouldn't pop up in every game (or it'd get too predictable). Another idea would be some kind of sacrificial hell-blade that gives you an extra AC point if its unit kills a world unit (or maybe even national unit). Or a good-aligned item that gives a "reverse Stigmata" bonus: plus half of however many points aren't in the AC (so if the AC is 40, it'd be worth +30%)...it would be strong in the early game, but as the world grows more corrupt, its power would fade. Those are just off the top of my head, I'm sure it would be easy to come up with more, if you really wanted to go that way.
we hit broke the 5oo ooo views
keep on viewing guys
now we need to break the 5ooo posts (without spamming)
I just checked and it definitly works both ways. What you are probably seeing is that the unit is created or dies but the counter doesn't change. The scale of the counter is based on the amount of civilizations in the world, the more civs, the more it takes to move the counter. So a unit created still increses the count, but it may not be a whole point so the counter doesn't display a difference (but it is tracking that change int he background).
Interesting--we still have less posts than the FfH I thread, but more views.
My interpretation? More people who check the thread for updates but then go post in the forum. Also more lurker fans.
Just tried my first game with Hybroem... Hybryem... Hybrrrrrrrr.... yes... u know of whom I speak (and yes I have just seen the movie army of darkness again).
And I was wondering:
1. Is it only living evil units that gives manes when they die, and if so is sending out discipels to their death a good way of getting manes or doesn't that count?
2. further more, doesn't this mean that on maps where you are fighting/playing against all good civs you have NO CHANCE of seeing your cities grow (since the only units dying are your own demons or undead) since it doesn't seem that a surplus in food gives growth to the city just as a negative supply of food doesn't affect the city either.
Edited after reading Tiranasta's post:
Being the only evil civ besides the one who summoned Hyborem (which has the choice to choose ex. runes and go back to a status of neutral civ)
A unit from a neutral civ has a chance of being converted to a mane. A unit from an evil civ has a higher chance. A unit with the octopus overlords or ashen veil promotion (given to 20% of units created in cities with those religions) have a high chance of becoming manes.
So yes, sending out missionaries is an excellent way to get yourself more manes. Hyborem is more powerful the more evil there is in the world. Basium is more powerful if the world is good.