Ransoming Barnaxus, and a bug

Inkling

Warlord
Joined
Oct 17, 2007
Messages
182
Saw no mention of this on the forums, but I apologize if its been brought up before

Long story short, playing as Bannor i acquired the pieces of barnaxus from some barbarians, i thought about returning the pieces to luchirp, but there is currently no mechanic in place to do so short of perhaps gifting the unit who holds them, who unfortunately was extremely high in experience and far too valueable to give away, and without a way to transfer it to a worthless unit, i was just tough out of luck.

this got me to thinking, while i understand the pieces will probably be transferable in shadow(like the barbarian axe) this really isn't sufficient, i mean returning the pieces of barnaxus to the luchirp i would think would result in a significant boost in relations, assuming you weren't the one who killed him in the first place. likewise, i would thinking holding onto them would slowly sour relations, and i would bet they would be willing to pay fairly well to get him back should you choose to ransom his remains. Really it should be a diplomatic thing.

Is any of this in the works, being considered, or even possible?

on a side note, which probably will be missed since im foolishly burying it here, border changes caused me to loose my "mind mana" in the middle of building the tower of divination, a few culture bombs got it back, but it ceased to provide mind mana, i figured i could probably pillage and rebuild it, but thats when the undocumented feature of werewolves going feral reared it's ugly head, anyway, im assuming this is a bug, and a search failed to find it mentioned.
 
AFAIK you can enter Luchuirp city and rebuild Barnaxus (as their unit), tried that?
Latter in Shadow we will have equipment anyway so that's probably how Pieces will be handled.
Mana nodes are destroyed upon cultural conversion and always revert into raw mana.
 
AFAIK you can enter Luchuirp city and rebuild Barnaxus (as their unit), tried that?
Latter in Shadow we will have equipment anyway so that's probably how Pieces will be handled.
Mana nodes are destroyed upon cultural conversion and always revert into raw mana.

no open borders, so i couldn't actually send him into the luchirp cities, however i did hold the shift button to give him successive orders to enter a city, and there was no additional option to build barnaxus, but maybe it was smart enough to realize i couldn't do that without starting a war... i'll have to reload and retry with actual open borders.
i still think the diplomatic reprecussions should be there though,


the node was not destroyed, it was left intact as a mind mana node, but failed to provide anything even after waiting several turns, i assumed it was suppose to be destroyed as per previous versions, but so much has changed i can't be sure of anything anymore. Further more there was no option to build a mind mana node on the location, only different kinds of mana nodes, so the game thought it was still there, it just wasn't generating.


on the side note of werewolves going rabid, might i suggest they be changed slightly, see i was moving a werewolf through my territory from one side to the other, when he went feral and became a barbarian, while i don't like this, i can live with it. the real problem was traveling so far i simply gave him a long distance move and let him be, this isn't something i want or should need to micro manage. well when he went all barbarian on me, he was sitting in one of my cities, the result, all of my defenders were kicked out of the city without a fight and city immediately became a barbarian strong hold.

could it be coded so that the werewolf, or the rogue unit, is expeled instead of the fortified defenders, or the rogue has to actually fight the units beneath him to take the city, or something else, as this was my second werewolf turning on me in a half dozen turns, so i imagine this behavior would have gotten really aggrevating, to the point of putting the baron down like old yeller.
 
I don't like the fact that the werewolves turn to Barbs. It make me not even bother to build the werewolve. What's the point on having a unit, that creates units that will eventually turn on you. I also don't see the point of building Freaks that are going to eventually turn on you. IMHO any unit that has the promiotion of turning to Barbs, I delete right away.
 
I don't like the fact that the werewolves turn to Barbs. It make me not even bother to build the werewolve. What's the point on having a unit, that creates units that will eventually turn on you. I also don't see the point of building Freaks that are going to eventually turn on you. IMHO any unit that has the promiotion of turning to Barbs, I delete right away.

Those units always stay either in enemy or neutral territory, or barring that, on the very edge of mine. They are quite useful and I really like the werewolves, but I never send them anywhere in my lands unescorted.
 
What I hate is a few times I've had them get kicked out of enemy (it might actually not have been enemy-my Baron was an HN unit) territory when they turn barb--right into one of my cities. My other units were just kicked out, giving the city to the barbs without a fight. This was a few version back though, and enraged had a 20% chance of turning a unit barbarian instead of a 1% chance. I haven't noticed a problem sense then. An occasional werewolf going out of control isn't so bad, and it fit well themewise.
 
Those units always stay either in enemy or neutral territory, or barring that, on the very edge of mine. They are quite useful and I really like the werewolves, but I never send them anywhere in my lands unescorted.

well like i said, i can accept them going feral, i don't like it, but i can accept it(a little warning would have been nice, but the pedia is missing such info in the werewolf entries from what i can see). but even escorted, if its gonna boot all the defenders, it doesn't matter if he's escorted, your only option is to manually assign travel paths that avoid cities.


What I hate is a few times I've had them get kicked out of enemy (it might actually not have been enemy-my Baron was an HN unit) territory when they turn barb--right into one of my cities. My other units were just kicked out, giving the city to the barbs without a fight. This was a few version back though, and enraged had a 20% chance of turning a unit barbarian instead of a 1% chance. I haven't noticed a problem sense then. An occasional werewolf going out of control isn't so bad, and it fit well themewise.

ouch,i hadn't thought of, nor had that, scenario happen to me yet, but i just got my little flesh eating puppies a few turns prior. does the chance change based on blooded vs ravenous? i only had about 4 or 5 and in a span of 6 turns my two blooded turned.
 
It is caused by the enraged promotion, which ravenous werewolves start with and which carries over once they are upgraded to blooded or greater. (I think there may be a chance of it wearing off though, since I know that in vanilla FfH my blooded and greater werewolves didn't have the promo very often)

I can't think of any reason why the higher level werewolves should turn barb more often.
 
well, the chance of turning to a barb unit is there for a reason, and normally you get an advantage in exchange for a risk, which otherwise would be overpowered.
 
How about a change that gives enraged werewolves a chance to get a promotion called moonsick/turning (or whatever) each round, maybe 2 or 3 percent, which makes them go barbarian at the start of the next turn but also issues a warning to the controlling player, giving you a turn to ship the angry whelps out of your borders (or sacrifice them) before they berserk? It would fit theme wise and the increased chance for frenzy would hopefully be balanced by the warning.
 
This might be completely unrelated, but during a game i had a few units turned barbarian that afaik shouldnt. I was playing balseraph. First unit was a hawk carried by my acrobat, i was casually stradling along in sheiam territory when the hawk turns barb inside a sheaim city and pushes the defenders out taking it for the barbs...wierd stuff.

Later on in that game i had 2(!) adepts turn barb. fortunately they didnt do much damage. anyway i think i was using .25e so it might have been fixed.

hehe, that makes for a nice griefing strategy, send enraged werewolves into neighbours cities and wait for them to go barbarian.
 
I don't like the fact that the werewolves turn to Barbs. It make me not even bother to build the werewolve. What's the point on having a unit, that creates units that will eventually turn on you. I also don't see the point of building Freaks that are going to eventually turn on you. IMHO any unit that has the promiotion of turning to Barbs, I delete right away.

I've always loved werewolves in this game. I just downloaded .23 and started familiarizing myself with it so I'm not sure of the new game mechanics there. However, werewolves shouldn't go "barb" in your cities. Simply because it's doubtful they'd just be roaming around the city. More likely, they'd be kept chained so they didn't eat the populace and go around spreading lycanthropy.

A werewolf going rogue could be one that hasn't killed in awhile (or maybe hasn't been fed a pop point) and is far enough away from the Baron (or maybe the capitol) to be released from his control. After all, they're the Baron's children, not your empire's.
 
I've always loved werewolves in this game. I just downloaded .23 and started familiarizing myself with it so I'm not sure of the new game mechanics there. However, werewolves shouldn't go "barb" in your cities. Simply because it's doubtful they'd just be roaming around the city. More likely, they'd be kept chained so they didn't eat the populace and go around spreading lycanthropy.

A werewolf going rogue could be one that hasn't killed in awhile (or maybe hasn't been fed a pop point) and is far enough away from the Baron (or maybe the capitol) to be released from his control. After all, they're the Baron's children, not your empire's.

Actually, I love units that turn into barbarians. You don't need to pay support cost on them, so the strategy I use is to get them to go barbarian in an enemy civs land. All the war, none of the cost.
 
Oooh.. new werewolf strategy: Ticking time bomb.

In peaceful cities of civs you do not care for, just sit your Werewolves in storage in their towns and wait :p
 
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