[MOD]: New Traits and Leaders for RiFE

25Hour

Some sort of lemur
Joined
Mar 14, 2008
Messages
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Exactly what it says on the tin-- in total, almost 50 new leaders with entirely unique and more-or-less balanced traits, ready to be played. At least one for each civilization, generally more. Also, let it be known I take trait requests, if y'all have any. :D

Now in .exe form, for easy installation! Just extract and run setup (if you haven't already), then run the patch to get the newest leaders. If it doesn't work, be sure to say. :D


CHANGELOG FOR 6/9:
1) Pedia entries written for:
Tempras
Caluxus (short)
Adelai
Jack Empty
Nessa

2) New leaders added:
Time for... the new edition of the minor leaders mod! I've got pedia entries up for a few of the leaders in addition to Tempras (including Adelai and Jack Empty), so check that out. Also, as is my wont, I've added in several new leaders/traits. Even though I said I wouldn't. Hey, I was bored. XD CLICK THE REDIRECTOR-THINGIE FOR DESCRIPTIONS OF THE NEW TRAITS!

TO DO:
1) 'Pedia entries: Need something for everyone.
Entries currently had for:
Tempras
Caluxus (short)
Adelai
Jack Empty
Nessa

2) Further documentation on some of the more complex traits.
3) MOAR LEADERS

CHANGELOG for 5/28:
1) New leaders!
The new leader selections as of 5/28!
2) Added Centaur Chieftain and Desert Tyrant to some Kuriotate and Malakim leaders, to balance out their lack of Adaptive.
3) Nerfed Paragon slightly-- it's now 120 turns, rather than 100 that worldspells regenerate.
4) Nerfed the last level of Urbane to 6500, rather than 4500. (Makes it harder to just pop a Great Artist and instantly be there.)


CHANGELOG 5/13
Evil Adelai--Visionary/Cold-Blooded
Cualli leader--Hierophant
Chislev leader-- Guardian
Amurite/Sheiam leader--Re-Animator
Decreased cycle for the Temperamental ability, and made Choleric more useful.
Toned down Expansive by 1 health.
Kuriotates leader-- Dragon Cultist
Jotnar leader-- Drottkvaoii
Marchosias-- Paragon/Sprawling Luchuirp

Future Developments
1) More leaders!
2) Balance changes!
3) Adding lore! Any pedia entries you guys care to write would be much appreciated. :D

CHANGELOG:
5/1: 1) Fixed the Urbane and Botanist traits. (Thanks, cvx!)
2) Make Alderhand a minor leader, rather than emergent.
3) Made the Arcane, Creative, Expansive, Industrious, and Defender traits more useful.
4) The Entropic Aura promotion now grants 30% death vulnerability to units after combat.
5) The Ljosalfar Paragon now grants Reluctant Invader to spawned treants-- -60% city attack.
6) Natalya the Proletarian! Plus several others.
7) Just noticed that the new Mark for Thaumaturge leaders grants both Ddudin'vie AND Zenceth benefits. Fix'd.
8) Nerfed Lady Vactis to changing population by 2, plus another 2 if she researches Fanaticism.

-------------------------------

So! Here's how this next patch is goin' down.
First new leader is an evil version of Adelai the Wanderer, who goes by the name of Jack Empty.
Jierdan of Innsmouth.jpg
A leader who, like Adelai, specializes in constructing unique Arcane Academies. Unlike Adelai, Jack is a Visionary, and so uses Bards and Prophets to construct his academies rather than Sages and Healers. He also gains a benefit to construction speed of Asylums, and is cold-blooded, with all the benefits that entails. The downside is that he is Minor, not Emergent, and so can gain no more traits than the ones he starts with.

A Cualli leader, who Inspires your priests whenever you achieve a golden age, as well as gives your priestly units experience equal to five times the number of Gems you possess. He's a very nice late-game warmonger for that reason.

Next....
Hero.jpg
A Chislev leader, who starts off with a trait strictly better than Aggressive (+35% strength, not +20) with the caveat that the bonus decreases by 1% for each two ticks of the Armageddon Counter. It can even go negative, which means you'd better keep the counter low or else you're in for a world of hurt. Conversely, if they're getting a bit strong for you, raising the AC is a good way to keep those Chislev in their place.

A leader from the lore, Luciaqua, who specializes in bringing the dead to life. As flesh-eatin' zambies. This means that each unit can be reborn once upon dying, but also that they are all Undead and start with -25% strength. Trade-offs, you know.

A Kuriotates leader, Bravais the Dragon-Prophet, whose non-Marksman recon units can summon Drake and (in the case of Beastmaster) Dragon companions.
Bravais.jpg
This summoning takes quite a while for the stronger units, but it's well worth it!

Finally, there's a new Jotnar leader-- a Drottkvaoii, a composer of epic poetry. He makes it so that your Bards and Great Bards increase the spawn chance of Giants fairly dramatically, and any giants born in a city recieve 1 free promotion per Great Bard in the city.

As always, balance and fun suggestions are quite welcome. Pics of these guys will be added later!

-------------------LAST VERSION

First off, we've got a leader for the Balseraphs, Jacques, who's quite temperamental. In fact, that's his trait.
temperamental.jpg
Basically, here's how it works: There are 4 possible temperaments your leader can exhibit: Phlegmatic, Choleric, Melancholic, and Sanguine. Phlegmatic grants your units bonuses to defense and penalties to offense; choleric grants your cities culture and health, and your units regenerate after combat; sanguine is a simple bonus to city attack; and Melancholic means a large bonus to move and sight, but at a cost to defense. Your leader switches between these every 30 turns, in a set order (the trait mouseover will show it to you in-game.)

There's another Balseraphs leader. Story behind this one. One day far in the past, I said to myself, "These mainmodders aren't paying any attention to trait balance, despite your leader's traits being one of the more important aspects to how your civ plays!" And so I decided that I'd make my own mod, with blackjack, and hookers!

In fact, forget the blackjack!

And today, I live up to that promise. We now have Vivian, the Courtesan Queen. Upon researching Drama, you start recieving slightly weakened versions of the Assassin every few turns proportional to the number of cities you possess. This version is the Coquette, and her advantage is that upon reaching level 4, she grants +1 happiness to whatever city she's stationed in, and has a 15% chance of converting units she defeats. (The Courtesans get the same bonus.) Plus, Coquettes start out with the Strong promotion to somewhat mitigate their weakness, which transfers over to your Courtesans if you get them from upgraded Coquettes. On the whole, good times!

Moving away from Balseraphs shenanigans...

Yet another Mechanos leader! Name of Gustaf, he's a Muskeval with a bad attitude and an axe to grind. Or more precisely, a rifle.
Crack Shot.jpg
That is because he's a Crack Shot, and he allows your archery-class units to purchase Eadie & Hofstee Pneumatic Targeters in place of a normal combat promo, granting +1 to range. Second, your Fort Commanders start with Lineweaver & Burke Heavy Gauss Rifles, which grant dramatic bonuses to range and line-of-sight, making your Fort Commanders real strategic assets. Finally, Feris starts with +1 to range and a bonus against monstrous creatures with her unique weapon.

And at long last, a Sidar leader, Renald.

She's an Ascetic, representing the more spiritual, transcendental sort of Sidar-- her priest specialists on net only consume 1 food once you build the House of Solitude at Philosophy, making an Altar strategy somewhat more attractive than it would be otherwise.

Now, representing the Austrin, Nessa represents the more urban aspect of that civilization. She's a Lorekeeper of tomes from days even before the Age of Ice, and so starts out with the world map revealed; her recon units also start with Hidden, making accurate recon a breeze with her Rogues (at least until their first combat, at which point Hidden disappears). In short, it's a trait for players who want to have alllllll the knowledge.

Then there's Natalya, a leader for the Illians who gives her citizen specialists a large boost-- each one produces 3 hammers, rather than 1. Of
course, they can't match regular specialists for great people... but it does mean that, should the need arise, she can muster up a large number of
hammers VERY quickly. Good stuff.
View attachment 251282
Last, a leader for the Bannor-- she grants your disciple units and Demagogs a +1 increase to Holy strength, but also causes them to have a 20% chance to go Enraged upon entering enemy territory (40% chance for the Demagogs.) Basically, it means you can do blitzkriegs easily, but extended seiges or raiding expeditions are made much more difficult by your units' zeal. Tricky, tricky.
canoness.jpg
You will also notice that I've beefed up a lot of the "normal" traits that don't really do a whole lot-- Defensive, Creative, Expansive, Industrious, and Organized. Tell me what you think. (You'll notice I gave a small science boost to Creative-- I thought it would be difficult to balance a much larger boost to culture, and wanted to give it some sort of use in later turns when you don't care about the effective free monument in your cities. Besides, science requires creativity just as much as art does!)

As always, questions, comments, and balance suggestions are always welcome.

INSTRUCTIONS: Note that you need to have base RiFE installed.
1) Run the More Leaders Setup, if you haven't.
2) Run the patch 4.1, if you haven't already. (This contains art files I didn't have room for in 4.3.)
3) Run the patch 4.3.
3) ????
4) Profit!

THANKS TO:
Jojomo, for the Adelai/Jack Empty mechanic of Arcane Academies;
Mr--Jack-- Caluxus picture.
Jabie-- Tempras pedia entry.
Many other artists, who I'll thank as I figure out which of them drew the pictures I use (got most of them from nameless image dumps.)
 

Attachments

  • More Leaders Patch 4.1.rar
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  • More Leaders Setup.rar
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  • More Leaders Patch 4.35.rar
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CHANGELOG:
4/24:
New assets file uploaded with... the second Calabim Paragon fix :lol:. Mind that it starts out changing population by 3, and increases that change by 3 at Feudalism and Fanaticism.

4/23:
New assets file uploaded with Calabim Paragon fix.

4/22:
New assets file uploaded with artfile fixes.

4/21:

Edit: Also, added an Ashen Veil-only promotion for Thaumaturge-- the Mark of Ddudin'vie, which grants large bonuses on Hell Terrain at a fairly low price.

Added 7 new leaders:

New leaders! First, new Paragon Alderhand the Treant. Huzzah! His Paragon ability not only regenerates the March of the Trees, it also causes it to not uproot your economy-- I mean, forest-- each time you use it. Good times.
View attachment 250274
Another new Paragon in the person of Rizuruk of the Clan. Now, Paragon for her is pretty beastly given the strength of barbarians these days; she's just minor, not emergent, to compensate and to avoid her completely overshadowing the Patriarch leader.

Third, we've got a Botanist! This may not sound too exciting, but botany becomes awesome in the hands of magic-users such as the Amurites. Botanist causes Malevolent Flora to spawn anywhere you build improvements, making for easy defense against Barbarian incursions and those irritating Hippus. Also, they have nature affinity. They can't move (come on, they're plants), but you can't have everything, amirite?

Fourth, many thanks to the modder Jojomo, we've got Adelai the Wanderer, man of many civs, with the trait Academic.
View attachment 250275
It allows your Great Healers and Great Sages to upgrade to Arcanists, which can build any of the buildings listed in the Arcane Academies thread. There are a lot of them, so I won't go into that here. In any case, if you've been wondering where to put your excess Healers and Sages, look no further!

Fifth! We've got the D'Teshi leader Muhael, who gives a modest bonus of +1 unholy strength to all units inside your borders.
View attachment 250276
Simple, but I made him after a frustrating round with the Legion when after building nothing but warriors for 30 turns, my one-city empire was brought to ruin by two tag-teaming well-promoted Hill Giants from atop a mountain. Damn Hill Giants.

Finally, for our number 6, we've got a leader for the Archos. She's a Hybrid, by which I mean... well, the pic really speaks for itself, come to think.

View attachment 250278
Spoiler :
"Now, my boy, the Archos are split into several closely related tribes, each with its own traditions and beliefs and Mother-centric outlook on life. By far the strangest is probably Caluxus' tribe, which is the only place where I've ever seen human-spider half breeds. Now, you may ask how it is such a half-breed came to be. I'll tell you: I don't know. In fact, I don't particularly want to know. And I'm sure the less we think about that question, the happier we'll all be."

--Adelai the Wanderer, teaching a class on foreign cultures.

She lets your human units take the advanced spider promotions-- enjoy that.

Number 7-- last one, I promise-- we've got the Crusader Watt-Templar, TAS-3601.
View attachment 250277
His goal is to scour the world of all non-Ordo religions, fueled by an electronic fury and all the focus of Nikola Tesla himself. Golden ages whenever you raze a holy city. Enjoy that. As an added bonus, to differentiate himself from the other, more conventional, Crusader leader, he has Watt-Templar, which eliminates anarchy at the cost of a small amount of civic happiness. So that's all for new leaders, but not for the patch...

Big changes to, first, Rivanna, who's gone from being Opportunistic/Emergent to Opportunistic/Paragon/Emergent; I didn't think either Svart Paragon or Opportunistic were good enough to warrant costing a full traits slot, so there she is! Traits synergize pretty well, too.

Second, I changed Commadore to grant your ships, instead of Combat 1 (which is pretty vanilla), "Living Wood." This makes them grow over time in pretty much the same way giants do, with pretty much the same results. Yes, that's right-- you could have yourself twincasting Arcane Barges if you grow them from early-game Galleys.

I also changed Dbuhos to have Treasurer, instead of Paragon-- this makes the metallic resources you collect count towards your treasury for the purposes of dwarven vaults. The trait description actually tells you the values, so I won't recite them here, though I will say Gold gets you 300 currency each, giving you a nice head start and letting you expand a little more than usual.

Minor changes to some traits of existing leaders to correct for grating imbalances. Note changes to the traits for Letigo (Aggressive = not useful for golems), Hafghan (made Emergent, not minor).

Finally, I added any at-all non-transparent new traits to the 'pedia, with full and specific descriptions of how they work.

4/14: Fixed the broken Ardor trait, and fixed the 'pedia bug. Also, now ALL unitcombats can benefit from the Ardor promotions.

You may ask, "25Hour! Why create an additional thread for this mod when you made a perfectly good one earlier? You're cluttering our forum! What are you, some kind of forum-clutterer?" Well, I'll tell you why: I forgot to add in placeholder posts for updates, and I've therefore reached the image limit on the original post for that thread. Probably reaching the word limit, too. But not to worry! In apology for cluttering y'all's forum, I have brought out nine new, hopefully balanced, leaders, with traits to match.

In no particular order, we've got, first, Korvahl, the Luchuirp daemonologist.
View attachment 249475
He's a pretty cool guy, except for the invoking of various greater daemons for the sake of boosting the power of his vast golem armies. This naturally leads him away from the straight 'n narrow, and so he is now the only evil Luchuirp leader. The idea behind his Thaumaturge trait is that this invoking of demons comes in the form of imbuing his golems with one of four marks; Marks of Sheslaan, Nerokh, Gleurn, and Zenceth. They cost varying amounts of gold for their effects, but all are pretty strong-- justifiable, since the marks cost up to 150 gold to get for any given golem. The exact gold costs are in the Pedia for the trait if you forget.

Second! We've got an Ljosalfar admiral, name of Feldspar, who is expert at blockading ports-- for each ship parked next to an enemy port, the city in question gets penalties to food and trade routes. This can make for good times if you've got control of the seas, but don't have the land forces for an invasion-- you can just wear 'em down over time. Good stuff. She also gets Combat 1 for all naval units, helping her get control of the seas in the first place.

Third! A Muskeval leader for the Kuriotates, named Skivas.
View attachment 249473
Skivas likes plagues and disease-- so much, in fact, that every Recon unit he builds has a detrimental effect on nearby enemy cities, and even passes the Diseased promotion on to enemy units in combat. Skivas, in short, is the reason that you don't mess with a Muskeval. (Damn right.)

Fourth, there's Homar of the Doviello.

Basically, Homar is a man's man, starring in his own personal epic. With Homar, it's not about the pack's doings-- it's about individual warriors, living and killing and dying in appropriately epic fashion. As such, Homar has the Saga trait, which grants your units extra experience when they duel, and also which has a small chance of passing Chronicled or, rarely, Battle-Hardened onto the survivor. Chronicled grants the city that unit is in a small amount of culture, because let's face it-- for the Doviello, culture isn't about carnivals 'n paintings-- it's about epic tales of valor and victory, which can only properly be told by the men who featured in them.

Fifth, we've got Ghazkul, who is... well, let's say a bit past his prime of orc-hood.
View attachment 249476
He makes up for this by being extremely well-respected and connected in the Barbarian "community", such that when he lets out his call to the Horde, the Horde rushes to the fore, giving all converted units Mobility 1 so as to get to their destination in a timely fashion (read: before they lose interest and wander off.) He also passes on some of this respect to Rantine, who gets increased strength and therefore can convert cities with bigger things in them.

Now, before I go on to the last four, I'll explain what the Paragon trait does, because all four have it. The Paragon trait allows the Worldspell to regenerate every 100 turns (modified by gamespeed), and in some cases modifies its function. Of course, this means that there will be some civs that will never get a leader with this trait (I'm looking at YOU, Illians), but some work very nicely with it. These ones I'd especially like balance commentary on, since I've only tested these enough to know that they function as intended, and am definitely not sure what the effect would be of being able to cast your worldspell 4 or so times over the course of a game. The four Paragon leaders I've got for now are...

1) Liquis the Legend of the Kuriotates. The other side of the Muskeval coin, Liquis is all about Lawful-Goodery and fast expansion-- whenever you use your worldspell, you get pioneers in all your cities. A small bonus, but still, good times given the spell's repeatability.

2) Dbuhos of Khazad. So much money, what will you do with it all? The correct answer, of course, is hoard it, 'cuz you're a dwarf. Oh-- and since it also terraforms portions of your empire when you use it, by the end of the game it'll be pretty much All Dwarven Mines, All The Time. Quite enjoyable, and also suggests a bit more expansion than is usual with Khazad, since the money you get is directly proportional to your land area.

3) Fel'Serek of the Lanun
View attachment 249472

HOLY KILMORPH WHAT IS TH... uh, excuse me. That would be Fel'Serek, the resident eldritch abomination of the seas, who's recently taken up residence in Innsmouth to sink ships, sacrifice humans, and maybe have a few laughs along the way. Protip: if she's in your game, either suck up to her or don't settle near the seas. It doesn't end well.

4) Lady Vactis of the Calabim.
View attachment 249474
She's, like, EXTRA bloodthirsty, and takes 3 population away from all cities, rather than 2, gaining three population in return. Great for late-game feasting and early-game advantage. I'm considering increasing the population change with tech level, but I'd rather hear how it plays first.

As always, questions, comments, and balance suggestions are always welcome.

INSTRUCTIONS: Just extract and paste over your existing Assets folder. As always, there's a chance I did something wrong, so be sure to make a copy before hand and tell me about any CtDs. Make sure you've got the Trade patch, too.
 
Nothing! Nothing at all!


<_<



Also.


Apparently "In before placeholders"
 
those guys are pretty cool, you're creating some very interesting leaders :goodjob:

although the ljosalfar chick good at blockading should DEFINITELY be Lanun, what do elves care about ships? :lol:
 
Elves care about the sea because of Kelp 'Forests'. Also, why should the Lanun have all the fun?

Aside from that... playing as Dbuhos now. The ability seems... underwhelming, actually; although I guess part of it might be that the Khazad worldspell isn't really all that impressive. It's somewhat less impressive when you're rushing to cast it early because it's going to 'refresh' at a certain time... each time I've cast it, it's seemed a trivial amount of change compared to what I'm already getting on a regular basis. Hill terraforming is nice, of course... but assuming you're not an idiot and are going RoK, you've already got a way of doing that. Food issues arise when everything is a hill, making this an even less desirable path. The bits of food you get here and there from a food resource floating around or a Dwarven Fortress don't cut it, not when you can't farm properly. Also, just to clarify: everything is NOT a Dwarven Mine. You can only build those here and there, not everywhere. Everywhere would be a little intense, given that they're fortresses... but again, since they don't go everywhere, food issues. I guess I could start building a bunch of windmills, but that defeats the purpose of 'I cast the spell that gives me a little benefit for all my mines a lot'.

So yeah, probably not the best race choice for the 'Paragon' ability.


Offhand, I'd suggest Grigori, but that might be a little too awesome... although since you can't easily stack it with Philosophical... eh, it's hard to say. Adventurers have been decoupled from GPs, so it's not THAT awesome, at least.
 
I could be wrong, but I think a promotion I'm getting at Level 10 is causing a CTD, I'm playing as Sera and everytime my Warrior gains a promotion (looks like a green swirl) the game crashes
 
I could be wrong, but I think a promotion I'm getting at Level 10 is causing a CTD, I'm playing as Sera and everytime my Warrior gains a promotion (looks like a green swirl) the game crashes

I think that's a problem with the ardent trait, the other ardent leader has the same CTD when a unit gets to the level needed for the free promo.
I tested it by worldbuildering in an axeman with 100 exp and after he got to level 6 the ardent promotion was aquired. It appears that when you mouseover the promotion you get a CTD.

EDIT: It's actually not just the ardent leaders who get this promotion - I've tested this out with most of other leaders (including the old ones) and for some reason at level 7 melee units get this wierd promotion that causes a CTD on mouseover.

Think that the mod's done funny things to my promotion screen in the pedia as well, gonna reinstall to check this though :)
 
I think that's a problem with the ardent trait, the other ardent leader has the same CTD when a unit gets to the level needed for the free promo.
I tested it by worldbuildering in an axeman with 100 exp and after he got to level 6 the ardent promotion was aquired. It appears that when you mouseover the promotion you get a CTD.

EDIT: It's actually not just the ardent leaders who get this promotion - I've tested this out with most of other leaders (including the old ones) and for some reason at level 7 melee units get this wierd promotion that causes a CTD on mouseover.

Think that the mod's done funny things to my promotion screen in the pedia as well, gonna reinstall to check this though :)

If there are 'funny things' in your promotion screen, that generally means it's not showing all of the promotions, right? Whatever the last promotion show is, the promo that would come immediately after it (Alphabetically, not XML order) :):):):)ed up somehow, and took all the others with it. :lol:

It's happened to me before. :mischief:
 
Regarding the "funny promo screen" I've reinstalled and got more details.
Basically loading up the promo screen in the pedia it's already on worker promos and sort by XML order filter - RiFE automatically has it on unfiltered and alphabetical. Not sure if this is important but that's the first difference I've seen.

Also the mouseover tooltips of the promotions work, but clicking on the promotion buttons themselves leaves a blank screen.

EDIT: This only occurs when in melee or unfiltered filter. In any other filter the promo screen works fine and buttons work as intended.
In melee or unfiltered setting the filter options on the top of the pedia disappear and the above problem occurs. I think this is probably all down to the rogue promotion, since it's melee only. :) The promo screen probably defaults to the worker filter because the unfiltered option isn't working.
 
Ok, I've solved the promotion issue. The Ardent promotions were still tied to the TRAIT_ARDOR which doesn't exist anymore. Just changed the XML file so that the promotions were linked to TRAIT_ARDENT and it works fine now.
Not sure I've solved the pedia craziness though. :lol:
 
Ok, I've solved the promotion issue. The Ardent promotions were still tied to the TRAIT_ARDOR which doesn't exist anymore. Just changed the XML file so that the promotions were linked to TRAIT_ARDENT and it works fine now.
Not sure I've solved the pedia craziness though. :lol:

Damn my negligence! Anyway, kudos on catching that. :D The change has been uploading onto the original post, including a fix for the 'pedia (turns out it was a rogue buildinginfo that was the problem, which was a promotion prereq.)

Aside from that... playing as Dbuhos now. The ability seems... underwhelming, actually; although I guess part of it might be that the Khazad worldspell isn't really all that impressive. It's somewhat less impressive when you're rushing to cast it early because it's going to 'refresh' at a certain time... each time I've cast it, it's seemed a trivial amount of change compared to what I'm already getting on a regular basis. Hill terraforming is nice, of course... but assuming you're not an idiot and are going RoK, you've already got a way of doing that. Food issues arise when everything is a hill, making this an even less desirable path. The bits of food you get here and there from a food resource floating around or a Dwarven Fortress don't cut it, not when you can't farm properly. Also, just to clarify: everything is NOT a Dwarven Mine. You can only build those here and there, not everywhere. Everywhere would be a little intense, given that they're fortresses... but again, since they don't go everywhere, food issues. I guess I could start building a bunch of windmills, but that defeats the purpose of 'I cast the spell that gives me a little benefit for all my mines a lot'.

That's a good point, definitely. I'll change that in the next update, which should be in a few days-- I've got other ideas for a Khazad trait, anyhow, which I'll give to Dbuhos instead of Paragon since it looks like a poor fit. I'll admit I don't really play Khazad, which makes the input all the more valuable. :goodjob:
 
Glad to help. :)

That said... I didn't wind up getting far enough for there to be a crash. I did notice at various times that there was something odd with promotions, though. Trying the new version... I'll let you know if I run into anything else noteworthy.
 
I could imagine two interesting candidates for the Paragon trait. First: The Clan. Several waves of a barbarian invasion lead by the clan seems quite fitting to me. Second: The Sheaim. Several signs of their apocalyptic power getting stronger should be quite cool. Right now you're only casting it if your count is at about 100 to get a quick kill. But with that you can cast it at AC 20 or 30 as a way to weaken enemy stacks.
 
Ok, just had a good go with all the new leaders, and first of all I'd like to say congrats and thanks for another batch of unique and high quality leaders :)

I really like the new Lurchuip leader, it's cool having an opposite alignment leader to play out an evil version of a usually good civ. That said, he has quite good synergy with RoK (extra cash=extra marks) which will turn his alignment neutral if he follows it. It would be nice to see him have more of an incentive go AV since it seems the most logical religion for a daemonologist to follow.

The two new Kuriotates leaders are really good ideas as well, it's nice to see something other than centaurs and Cardith in charge of a multi-racial civ. I think if RiFE had the musteval recon art for the Kuriotates recon line it would fit even better :)

I really like the paragon trait too, I had no idea you could modify the worldspell's effects based on a leader's trait, it really helps to enhances either highly situational or throwaway worldspells that don't get too much love :) A possible change to the paragon Khazad leader would be to have the worldspell create a unit that has a dwarven mine creating spell. Allows you to place an extra dwarven mine improvement that isn't restricted by the placement of nearby mines. Dwarven mines provide food once upgraded to an extra one will help offset the loss of food from the ridiculous amount of hills you'll be making each time..
 
How about an unique demon altar for the Luchuirp that allows living units to be sacked for money instead of science? As only Korvahl can use this money really effectively he would be the one given an incentive to go for AV.
 
Ok, just had a good go with all the new leaders, and first of all I'd like to say congrats and thanks for another batch of unique and high quality leaders :)

I really like the new Lurchuip leader, it's cool having an opposite alignment leader to play out an evil version of a usually good civ. That said, he has quite good synergy with RoK (extra cash=extra marks) which will turn his alignment neutral if he follows it. It would be nice to see him have more of an incentive go AV since it seems the most logical religion for a daemonologist to follow.

The two new Kuriotates leaders are really good ideas as well, it's nice to see something other than centaurs and Cardith in charge of a multi-racial civ. I think if RiFE had the musteval recon art for the Kuriotates recon line it would fit even better :)

I really like the paragon trait too, I had no idea you could modify the worldspell's effects based on a leader's trait, it really helps to enhances either highly situational or throwaway worldspells that don't get too much love :) A possible change to the paragon Khazad leader would be to have the worldspell create a unit that has a dwarven mine creating spell. Allows you to place an extra dwarven mine improvement that isn't restricted by the placement of nearby mines. Dwarven mines provide food once upgraded to an extra one will help offset the loss of food from the ridiculous amount of hills you'll be making each time..

The Musteval art is already in the team version, has been since it was first released. :p Lamia art will be in as well, just haven't gotten to it.

The dwarven mine idea would be rather awkward; Mostly because the range is set on the improvement, not the build order. Would need an entirely new clone of the improvement.
 
I could imagine two interesting candidates for the Paragon trait. First: The Clan. Several waves of a barbarian invasion lead by the clan seems quite fitting to me. Second: The Sheaim. Several signs of their apocalyptic power getting stronger should be quite cool. Right now you're only casting it if your count is at about 100 to get a quick kill. But with that you can cast it at AC 20 or 30 as a way to weaken enemy stacks.

Sounds good. They'll be in next version, as well as a Ljosalfar and Svartalfar version of the trait. (Ljos will be changed slightly for the Paragon so that it doesn't hemorrhage your economy each time you use it.)

How about an unique demon altar for the Luchuirp that allows living units to be sacked for money instead of science? As only Korvahl can use this money really effectively he would be the one given an incentive to go for AV.

Hmm... one tricky part about that is that you have to sacrifice high-level units to the Altar for it to have any effect (IIRC), and the Luchuirp are somewhat short of leveled units in general. Oh! Although I could give him an AV-only Mark. It wouldn't force AV by any means (just would be another option), but it would mean there's some reason to go for AV shenanigans over Kilmorph chicanery.


A possible change to the paragon Khazad leader would be to have the worldspell create a unit that has a dwarven mine creating spell. Allows you to place an extra dwarven mine improvement that isn't restricted by the placement of nearby mines. Dwarven mines provide food once upgraded to an extra one will help offset the loss of food from the ridiculous amount of hills you'll be making each time..

I like that. Actually, I could have it give an extra dwarven-mine-creating unit in each city whenever the worldspell is cast, and have the unit sacrifice itself to set the tile to the dwarven mine improvement with Python (so that there's no problems with the minimum-distance requirement.)
 
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