Nuke in FfH?

esvath

Apprentice of Erebus
Joined
Mar 27, 2008
Messages
1,403
Is there any reasons that nuclear weapon (and its effects) is being exclude in FfH and all modmod? Lore-wise or mechanic-wise?

What do you think if I gave Lich the ability to summon a nuclear weapon in Amurite + modmod?

Thank you :D
 
bad ... idea.
 
I support this idea, along with giant transforming combining robots and, of course, catgirls.
 
If we get this Idea ... I would like someone to solve the "two map" crises, and let us save our favorite ffh map as the "other map"

Now here is the best part. We then play a BTS game, and somewhere halfway through the techline is a branching line of occult techs. These lead to a portal into the FFH world. Then, invade and take over Erebus :D (or at least try)

I would recommend having said Erebus have an Auric Ascended and a large crusading bannor empire on the map :D

perhaps it would be best if the FFH map was static until the portal was made ... depends on how good or bad furthered growth by the FFH map would be deemed. The only problem with non Static would be having AA killed off too soon or having the Bannor make peace (or worse, change back civics) and therefore lose all their Demagogues.

somehow I think the AI should have a block against changing from crusade ... I rarely would see an AI ever go crusade ... and it really messed up an MP game when the AI turned off the crusade button :(
 
Sorry guys but I still don't understand why we should not bring nuclear-like weapon into FfH. :dunno:

I mean by nuclear-like, it is not like someone in FfH universe suddenly discover a shiny metal unit and launch it and boom, Erebus explode :rolleyes: but a sort of spell/ritual/whatever that will summon a unit with nuclear-like capability. Or maybe a dragon.

Is that OP? Or any lore prevent that?
 
Sorry guys but I still don't understand why we should not bring nuclear-like weapon into FfH. :dunno:

I mean by nuclear-like, it is not like someone in FfH universe suddenly discover a shiny metal unit and launch it and boom, Erebus explode :rolleyes: but a sort of spell/ritual/whatever that will summon a unit with nuclear-like capability. Or maybe a dragon.

Is that OP? Or any lore prevent that?

nuke ... dragon ... well, dragons are already implemented, AKA dev team doesnt want to see more of them.

As to a nuke ... oh wow, my hero died suddenly from something kinda like a ritual but just as directly annoying as vanilla. Huh. Guess I didnt like the rituals already in place that can be MORE deadly than a nuke (Bane Divine or Glory Everlasting anyone?) but instead wanted to add something with exactly the same functionality as vanilla >> *(lameo)
 
Well I just had an idea how to use the mechanic without breaking the game too much. Give Auric "Blizzard" nukes, that have hideen nationality, and 0 damage but fallout blizzards around the target city. But then he would prolly only go for the player all the time, and just for the first city...

Anyhow, if FFH had nukes, the thread right now would discuss why there are nukes in the game. It's a design choice and I believe with all the time for building structures you would be pretty pissed if every dow in the lategame starts with eradicating your best cities from the map, which had taken hundres of turns to fully develop.

In the original CIV anyone using ICBMs was pretty dumb, the whole world hated him for it, he destroyed the planet, the "survivior" of the nuclear wars sat in the desert with nothing to eat. I think that was the point, to show that nuclear weapons are a big "nono" for eveyone. "The only way to win... etc.etc."
 
I agree with no true nuke mechanic. The Idea of Auric's spell to be a) permanent terrain change and b) exportable to any square on the map, once per turn, at ANY time seems too awesome to be true and I think should be added.
 
Actual nukes would be silly, of course.

But some massive spell that has a nuke-esque effect, would be very nice.

Arcane Annhilation !
 
Meh ... I think Mulcarn should be given more fancy snow powers- as I posted above, before any mortal caster should think of weilding Age of Magic-esque super spells.
 
I for one think that Dimensional III transport summons using ICBM abilities to move units to nearly any tile in the world is a great idea. Letting a god move the same way seems nice too.
 
Who needs nukes anyway, when you can have demons spawning hell terrain all over the world. :)
 
I'm with Magister on this one. Nukes really shouldn't exist in FfH except for the purpose of being a rather good transport spell.

The only other things that should use it would be Dragons but even with these effects there should be no fallout, global warming or huge line of text at the top of the screen. Nukes should only be a quick way to get around.
 
Nah, apart from it introducing a whole lota balancing problems, the current Armageddon "Nuke" is much more fun.

If it´s to be implemented, then Sodom&Gomorrah nuke-like spells should only be castable by the most powerful mages. And/or a whole coven of them casting it together.
If something like that is at all possible with the Civ engine.
 
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