[Module] Mekara Order

Jheral

Prince
Joined
Apr 29, 2009
Messages
502
As RifE v1.3 is (finally!) public, so is my first ever mod(modmod), the Mekara Order.

In nutshell, the Mekara Order is a cabal of transhumanist mages, led by a former Amurite archmage with a messiah complex. They have access to several new mechanics, like Sluga units (minor flesh golems created by altering captured slaves) and Augmentations (controlled mutations). More specific information is available in the link above.

As I am the creator of the module, I am responsible for it working properly, so please post any bugs related to the Mekara in here, rather in the general bug thread.
 
I will keep this post up to date with the latest version of the module, as well as all changelogs.

- Thread is pretty much dead, so changelog removed -
 

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Known Issues:
  • Apparently, the Psionic Link promotion remains on the Overseer sometimes, after a Sluga unit has died
  • Apparently, some slave units cannot be converted into sluga or enter gladitorial games (no idea why)
 
Not sure if it's intentional, but the fort commanders are really weak. I think all the other fort commanders do collateral damage, and start off with like 50-60% max ranged damage rising up to 95-100% in some cases. The Mekara ones start at what, 30%? (I don't remember) And with only 3 strength, and no collateral damage. I can't really see any reason for that.

Something else bugging me a bit, not so much a bug, but the way the leaders are split up. I like the idea of specialized leaders, but totally locking out a bunch of units based on the leader just doesn't sit well with me. I'd rather see leader traits that boost specific unit types while leaving the others still usable. I can always change that myself though, so if it's just me who feels that way ignore me. :p
 
The fort commanders are the Amurite Tower Mages, so they're casters as well. their strength might be a bit low, I guess, but I'm not that bothered by it.

As for the leaders... I like the idea of leader-specific units, to be honest; it reinforces the idea that the leaders represent different 'factions' within the civ, which is kind of what I was going for.
 
I'm getting pink boxes on most of the unique civilopedia entires, using the Mekara Order v1.0 - No Slave Specialist.7z

leaders, and the units with unique art I believe

edit - nvm, it was because I moved the folder that came with the new patch
 
Oh, sometimes when a slugga dies it's not subtracted from the leader's count. It doesn't count towards the max units they are able to lead, but you get to a point where they can lead 4 units and are leading 4 units, but it says they are leading 6 or 7 units, and that mind link promotion has a 6 or 7 on it as well. I'm not sure if they are getting super charged exp from that.
 
hmm... augmentation doesn't seem to work for me. I had my shaper prepare the ritual, and a unit acept, but nothing happend and no spells became avalible (besides abandon ritual and unselect). Is there more I have to do, or is this a bug?
 
for augmentation, you have to select the type of aspect you want to enhance, with the mage who cast it after selecting a target

Slugas can gain mobility 1 and 2 through exp, I assume that's a bug
 
Oh, sometimes when a slugga dies it's not subtracted from the leader's count. It doesn't count towards the max units they are able to lead, but you get to a point where they can lead 4 units and are leading 4 units, but it says they are leading 6 or 7 units, and that mind link promotion has a 6 or 7 on it as well. I'm not sure if they are getting super charged exp from that.

This one I have no idea about; as far as I'm aware, promotions granted by minions should always go away once they die. I'll ask around, and see if I can get to the bottom of it.

hmm... augmentation doesn't seem to work for me. I had my shaper prepare the ritual, and a unit acept, but nothing happend and no spells became avalible (besides abandon ritual and unselect). Is there more I have to do, or is this a bug?

You need to have at least one of each mana type that the Augmentation spell in question relies on. For some reason, mana from buildings don't count for this (I have yet to discover why, but I'm working on it).

Once you have that, the mage should be able to cast it.

for augmentation, you have to select the type of aspect you want to enhance, with the mage who cast it after selecting a target

Slugas can gain mobility 1 and 2 through exp, I assume that's a bug

Yeah, most definately a bug. I'll make sure to correct it.
 
I played just 4 turns with them than quit it because of the long "thinking"-duration when ending a turn - about one minute. All other civs are about 2 to 10 secs. And it seems to exist some strange kind of delayed moment in all things I do with that civ, especially when beginning a new turn or finishing a builiding. It times out for about 3-8 secs, then normal action. No fun to play.
 
Could somebody put up a Ten Tips for these guys? I've been:

Getting Crafting, then rushing for KotE. If I'm lucky I get the free Adept, which I promote to Mind I and then Metamagic I and use to scout out my next 2-4 city sites.

Substituting teams of 5 Familiars (2-3 teams) for Overseer/Sluga combinations. It's just too painful to get all the Sluga build-orders, and by the time they have a decent workrate from the Overseer, you want them sitting in a city anyway.

Using only Skilled I-V for Overseer promotions, followed by Command Limit I-III. Endurance has no use given that Sluga are faster then Overseers anyway and Command Range is meh since it takes so long to build anything now.

Rushing Alteration straight after KotE and any absolutely essential eco techs I need !right now! so I can have some kind of defense against the endless streams of Hill Giants and unLeashed Minotaurs lusting for my capital.

Rushing Recon after Alteration and then spending the rest of the game picking up techs for Corgayle; the slave chance of the MO's Recon line is absurdly high and Corgayle is just too flexible to pass up.

But that's only five tips, and I don't do very well since it's all so sloooow. I need to have another two cities before I can actually start building Battle Sluga, so it's a gamble based on short stacks of Conscripts and Familiar teams stretched agonizingly thin. Oh, I also get a Great Healer first because I arbitrarily have to (not loving that) and then try for Sages. Bulbing Alteration is so good it's worth delaying the Academy.
 
Hi,

last month I sent those comments to Valkrionn :

I don't know if their are still of interest but :

-when ascendant and corgayle loose xp, do they lose levels ?
because ascendant need lvl 10 : 101 xp IIRC. so if it does not lose levels, it means the unit lost all promotions but it's next promotion can only be after gaining 101+ xp.(127 or 134 or so)
and corgayle needs to be ascended asap... for the same reasons.
+ corgayl ascended lost bounty hunter and marksman : design ?
 
They do lose levels, yeah; basically, you lose the earlier unit and get an Ascendant in it's stead.
(On a related subject, is 10 too high? Should I pull it down to 8, instead?)

And yeah, design. Though I could change that, I guess.
 
Jheral :
I've not played yet so I can't say (it's mostly a matter of balance).
maybe but it at level 9 so you can get ascendant with only fighting barbs.
lvl10 might be good for balance (I won't be able to say) but as xp from barb is limited to 100, lvl 10needs you to kill a civ's unit before upgrade. So it depends..
 
XP from barb isn't limited to 100 anymore. that is just in base ffh (and maybe some other mods, but not rife or ff) . you simply get less and less xp from them. That was one of the reasons for adding the decimal XP. so you can get ascendants from simplay killing barbs.
 
never knew that...
I haven't played RifE for a loong time :D
 
Known Issues:
  • The Slave specialist is causing the specialist part of the city interface to disappear for some. (This is fixed by using the version without them, for now)

Just whant to write that I also have this Problem with the Modul delivered in 1.3 lucky I am the only Mekara Order Player in my curent game so I can continue If I dont use this feature. (OS XP Pro 64bit)
 
It doesn't level up at the moment. Just ignore the traits. There need to be some changes with rife, that aren't in yet.

Which means the pacifist leader really sucks. Don't play him.

As a suggestion to Jheral, either give him some short term benefit, until his mechanic is usable, or remove him from the civ roster. You don't even have to remove him.
 
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