New FF Civilization:Faeries

What are the requirements for "The Eternal Court"?
I build both the Winter and the Summer Ritual but there must be something more because I cant select the Eternal Court so fare.
Edit: Found the missing Ritual.

Edit2: New bug I encounterd the Terain Changes to Glacier under Eternal Court and not to Never Never.
 
I know that the following questions are silly, but anyways...

Is this civ still being worked on?

If so, any plans to update/patch it?
 
I second that notion. Fairies would fit incredibly in RiFE.
 
I don't know if this modifies any python functions that aren't modular, but I'm going to try to take a look at this after some other projects. Haven't had much time lately, but October should be a bit more open for me. Currently want to finish version 0.20 of the Myu, work on fixing the modular python in some of the core RifE files, and third would be to try and update this civ to work modularly with RifE 1.3x. If anyone else is planning to work on this, let me know so we don't duplicate efforts. (If the OP doesn't want me to mess with his civ, also, feel free to chime in. I personally consider all mods to be public domain, though I'll try to PM you for permission before starting.)

Fourth on my list is the next version of the Myu, with the third (evil) leader. But I consider that project to be as much work as version 0.10 and 0.20 put together, due to the scope of the psionic/divine spells.
 
so i was playing them last night and kind of got frustrated when i got eternal court.. all my land turned to ice and destroyed all of my improvements besides mines i think.. and i lost a lot of food production on tiles.. how are you supposed to keep your food production up if you lose half of it? i lost like 6-8 pop in some cities when i changed to eternal court and never was able to recover from it..

side note.. can anyone tell me what the song is from when you start as fey?
 
I dislike the idea of faeries.

Faeries are actually mentioned the Bestiary of Erebus, so i would say that they belong

And will be supported on Rife someday?

the version i play with is compatible with the most recent version of Rife, but i just changed some things, and would need to test them before i could post an update
 
the version i play with is compatible with the most recent version of Rife, but i just changed some things, and would need to test them before i could post an update

Modularly?

Their mechanic is based on lore that belongs to the Alfar; Therefore, I dislike the implementation. Very much so.

If you mean the Summer/Winter Court thing, then it could be considered "misappropriated" lore... It's kind of more appropriate for faeries than elves.
 
It may be more appropriate for faeries in other settings, won't really debate whether or not that is true.

However, there is no existing faerie civ (even in the lore) for FfH. Faeries, yes. A faerie civ, no. At the same time, there are elven civs, and they do use the Courts; Therefore, a new civ should not be built around that particular mechanic.

Same reasoning behind removing the Kahdi. They were simply the amurites with the sheaim toy. The Faeries are rather more unique, but I strongly dislike the implementation chosen, mostly because it steps on existing lore/mechanics.

I personally would have played up the 'Trickster' aspect of faeries, as opposed to faerie courts.
 
Now that RifE supports (almost) everything modularly, you don't really need to convince Valk that a civ is worthwhile - any civ can be released for RifE. That's why I'm asking if the current version is available in module form for RifE 1.3. You'd only need to convince Valk if you thought they should be a base civ, which I personally wouldn't agree with.
 
Ah, com'on, Valk, that's ridicoulos. What about D'Tesh and especially the Hamstalfar... the fey fit in. Awesome civ that just needs a bit of balancing (courts).

D'tesh are ruled over by a necromantic lord and have a playstyle not used by other civs. Yes, they fit in.

The Hamstalfar do not fit in lore-wise, and are always meant as a joke; Mechanically, however, they are quite distinct.

See the issue? Faerie mechanics step on the toes of other civs. Not something I care for, and I'd have followed a completely different route had I implemented them (not that I would :lol:)

However, as EugeneStyles said, my opinion doesn't matter if it's a module.
 
I have some questions for the Fey in Master of Mana.
Should really all of their units get these color promotions or only units starting with the race 'Faerie' (like Sprites or Moon Faeries, but not archers and warriors)?
What is with the races Summer/Winter/Eternal Faerie? Should all units get them (corresponding to their civic, of course) or only their special units starting with the race 'Faerie'?
 
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