[Module] Mekara Order

I might remove him for the moment, yeah. I'll think about it.
 
Some of the units, like the agent and matrons, are shown on the tech trees for other civs.
 
Some of the units, like the agent and matrons, are shown on the tech trees for other civs.

I expect this is mostly due to the way I had to use to make them exclusive to Zaria. Noone else can build them, but since it's set in python, it doesn't really appear in the Pedia in a proper way.
 
I can't load it, for some reason; all I get is a 'Failure to uncompress game data' popup. :sad:

Was there anything special about the Slaves? Were they Jotnar or Undead, by any chance?
 
They were Khazad slaves, and I had about 7 others that converted to slugas just fine. I've tried sending them to other cities, and still nothing. Slaves that showed up afterward were able to convert though, so it seems to be just these two slaves.

PS.: It's been my experience that save files don't load if you have fewer mods running than the save file had running last. I only have the four default mods running though.
 
They were Khazad slaves, and I had about 7 others that converted to slugas just fine. I've tried sending them to other cities, and still nothing. Slaves that showed up afterward were able to convert though, so it seems to be just these two slaves.

PS.: It's been my experience that save files don't load if you have fewer mods running than the save file had running last. I only have the four default mods running though.

Loading the save still doesn't work, for some reason. :(

And I can see no reason whatsoever for that to happen; all those abilities require are the appropriate buildings, and that you're playing as the Mekara (in the case of settling them or converting them to Sluga). The only reason I can think of is if they are somehow incapable of using abilities generally, but I don't see why that would happen.
 
Version 1.01 is now available. Just minor fixes and changes, but even so.
Download is available in the second post in this thread. Here's the changelog:

Changelog - v1.01
  • Battle Sluga can no longer take the Mobility promotions with experience.
  • Until Dynamic Traits is included in RifE, Iram will be unavailable as a leader
  • The Slave specialist has been removed entirely, until such time as I can figure out how to better handle them settling
 
I keep finding that my overseers jump from level 3 to level 5 after taking skilled overseer 3
they usually have all the build order promos by that point, but I can try to narrow it down if you want
 
Yo! I have an issue with Corgayle: I'm playing as Jamal malik which is agnostic. Corgayle has an unique ability "Learn sneak" unlocked at deception. However, being agnostics mean that I cannot tech deception (unless I team with someone who knows it), because it is a religion tech. Thus I can never unlock "sneak". Wonder if it is intended.

Worse I would lost "sneak" if I'm not following Council of esus.
 
Yo! I have an issue with Corgayle: I'm playing as Jamal malik which is agnostic. Corgayle has an unique ability "Learn sneak" unlocked at deception. However, being agnostics mean that I cannot tech deception (unless I team with someone who knows it), because it is a religion tech. Thus I can never unlock "sneak". Wonder if it is intended.

Worse I would lost "sneak" if I'm not following Council of esus.

Honestly, I wasn't aware that Deception was a religious tech. I'll have it moved to a more appropriate tech.

Sneak is, however, a clone of the Esus ability, so you won't lose it if you don't have the religion.
 
First off, I wanted to say that I really like this civ. It forces me to use the commander concept more than I'm used to, but it's done really well and I like it a lot.

I had a question (related in part to the whole deception thing). Why is it that the Mekarans are agnostic? Unlike D'Tesh (who it seems basically made a cult around himself), they seem to be an Amurite spinoff that just is a bit more...intense?...than others? They seem to fit real well with CoE in particular, or if you wanted to be less evil maybe Empy? I'm just curious as to the rationale. I definitely like this civ though...
 
First off, I wanted to say that I really like this civ. It forces me to use the commander concept more than I'm used to, but it's done really well and I like it a lot.

I had a question (related in part to the whole deception thing). Why is it that the Mekarans are agnostic? Unlike D'Tesh (who it seems basically made a cult around himself), they seem to be an Amurite spinoff that just is a bit more...intense?...than others? They seem to fit real well with CoE in particular, or if you wanted to be less evil maybe Empy? I'm just curious as to the rationale. I definitely like this civ though...

D'tesh was actually part of their club, and the Order itself seems like they would worship Oghma or Ceridwen (THESE SHOULD BE RELIGIONS FOR 2.0) if anybody. I think an argument could be made that you've got too many competing factions in the upper echelons to stick religion into the mix...

...but I actually agree there's no real reason for them to be agnostic. Their research path is INTENSE (can't build workers until KotE, can't build realistic military until Alteration) and their early game is so unbelievably bad that I'm pretty sure they'd be unplayable in PvP. As it is, they squeak by because the AI is incompetent, but I'd like to see them be able to grab a religion to shore up their first 200 turns.

...why we have Zaria. Last time I checked, she wasn't agnostic.

She'll be great if she gets a real second trait and vampires are moved into the civ at large - it makes no sense to block a civ's units given that their leaders are in partnership and do not appear antagonistic towards each other, especially given how much Zaria needs the Order for her Mind-enabled A GOD AM I fantasies.

Until then, lose one trait for vampires not on the way to Sorcery? Pass.
 
D'tesh was actually part of their club, and the Order itself seems like they would worship Oghma or Ceridwen (THESE SHOULD BE RELIGIONS FOR 2.0) if anybody. I think an argument could be made that you've got too many competing factions in the upper echelons to stick religion into the mix...

...but I actually agree there's no real reason for them to be agnostic. Their research path is INTENSE (can't build workers until KotE, can't build realistic military until Alteration) and their early game is so unbelievably bad that I'm pretty sure they'd be unplayable in PvP. As it is, they squeak by because the AI is incompetent, but I'd like to see them be able to grab a religion to shore up their first 200 turns.

Oghma and Ceridwen should indeed be worshipable, and there is no real reason for them to be agnostic. I just don't see them paying much attention to religion once they get going. Maybe a mechanic similar to the Dural could be introduced, with them getting only half of the religion.

She'll be great if she gets a real second trait and vampires are moved into the civ at large - it makes no sense to block a civ's units given that their leaders are in partnership and do not appear antagonistic towards each other, especially given how much Zaria needs the Order for her Mind-enabled A GOD AM I fantasies.

Until then, lose one trait for vampires not on the way to Sorcery? Pass.

I agree with Jheral, giving the leaders units of their own, but Zaria is underpowered. Adding the vamps into the civ on a larger scale would be good, but she should retain her own unique units.
 
First off, I wanted to say that I really like this civ. It forces me to use the commander concept more than I'm used to, but it's done really well and I like it a lot.

I had a question (related in part to the whole deception thing). Why is it that the Mekarans are agnostic? Unlike D'Tesh (who it seems basically made a cult around himself), they seem to be an Amurite spinoff that just is a bit more...intense?...than others? They seem to fit real well with CoE in particular, or if you wanted to be less evil maybe Empy? I'm just curious as to the rationale. I definitely like this civ though...

It makes sense that they are agnostic, as the Order controls the government of the country. The citizens can follow any religion they want, but the mages seem too focused on their work to worship. They do have quite a bit of synergy with CoE though, which is why we have Zaria. Last time I checked, she wasn't agnostic.

Oghma and Ceridwen should indeed be worshipable, and there is no real reason for them to be agnostic. I just don't see them paying much attention to religion once they get going. Maybe a mechanic similar to the Dural could be introduced, with them getting only half of the religion.

I'm glad you guys like the civ; was a bit worried about that, since it's my first ever attempt at modding. :lol:

Anyway, Oranos is quite correct, the Mekara Order don't care for religions. Jamal and Iram both oppose the gods on principle; Jamal because he sees them as his personal enemies in his quest to make mankind ascend into higher beings, Iram because he sees them all as cruel and uncaring beings that only care for their own power struggles, and never the people who are hurt by them.

Zaria doesn't really believe any more than they do, she just sees religion as another potential way to control the populace, without resorting to violence. Hence, she is not Agnostic.

Lore reasons, I know, but I felt it was appropriate. Jamal might change once Airandamar makes it into RifE, though.

She'll be great if she gets a real second trait and vampires are moved into the civ at large - it makes no sense to block a civ's units given that their leaders are in partnership and do not appear antagonistic towards each other, especially given how much Zaria needs the Order for her Mind-enabled A GOD AM I fantasies.

Until then, lose one trait for vampires not on the way to Sorcery? Pass.

I agree with Jheral, giving the leaders units of their own, but Zaria is underpowered. Adding the vamps into the civ on a larger scale would be good, but she should retain her own unique units.

Again, lore reasons.

I do have a fair bit of lore text that didn't make it into the module, mainly because I don't know how to work it in at this time, which elaborates on the relations between the leaders. Those ideas are the main reason I made the leaders get different units; there is some serious tension between Zaria and the other two. Basically, she's trying to get rid of Jamal and Iram (who are the two major leader figures), setting herself up as the new master of the order, and is using her network of spies and assassins to achieve that goal.

I might add in some other vampire units to the whole civ, I guess. I just need to figure out what they should be. :p

On the subject of traits though, Zaria is an Emergent leader, so she can get more traits, unlike Jamal. Giving her a 'real' second trait would seem a bit much, in my opinion. I am switching her over to Important once DynTraits is in, which means she'll keep that mechanic, too (Iram is getting upgrades of the Pacifist trait; Jamal is becoming a Historical leader, and as such stays pretty much the same).
 
By the way, on the subject of slowness in the early game, I was talking to lemonjelly about that Starting Worker module. Would a few extra Familiars added as starting units make them more competetive in the early game?
 
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