Scions documentation

Thanks - a minimum will be set for the decay mod.

I'd guess odalrick is also correct about the Ghostwalker's Creeper-feeding.

I think Ghostwalker's inability to stop once a HL tile has started is an unavoidable part of the delayed-spell code.

Anyone know otherwise? And what do you guys think of the 8 turn delay? I think something needs to be done to keep a Ghostwalker from creating 1 HL tile/turn, and that the other easy restriction - gold - doesn't make sense. Other ideas on how to do it?
 
Feeding Creepers costs some experience. Probably the walker doesn't have enough.

Yep, that was it. It consumes 3xp. Thank you.

I'm guessing this happens late game.

I guess that would depend on what you thought of as late game. *winks* I noted that with another post I made when I was talking about going into turn 152. I think my late game must come much later than most others.
 
I guess that would depend on what you thought of as late game. *winks* I noted that with another post I made when I was talking about going into turn 152. I think my late game must come much later than most others.

Well, for me turn 150 about the end of the early game. ;)

However in the context of negative spawn chance, what I meant with late game depends on game speed. Or more accurately, what the game reports as the estimated end turn. I don't know enough about game speed to be accurate.

Is time victory affected by map size?

In a short game, I guess 'late game' would be after turn 111. Then in ascending order, turn 222, 444, 672 or 888. If the switch isn't right after one of those turns, it may indicate another bug.
 
Well, for me turn 150 about the end of the early game. ;)

However in the context of negative spawn chance, what I meant with late game depends on game speed. Or more accurately, what the game reports as the estimated end turn. I don't know enough about game speed to be accurate.

Is time victory affected by map size?

In a short game, I guess 'late game' would be after turn 111. Then in ascending order, turn 222, 444, 672 or 888. If the switch isn't right after one of those turns, it may indicate another bug.

I think the time for victory is heavily influenced by map size. I tend to play on huge maps with a lot of civs, sometimes upwards of 25 to 30 to start. Even on quick speed, turn 150 is just starting to get the nations established, maybe a handful got picked off early, the various religions are getting started and the first major, long term wars are getting started. If it's on quick, I may be pushing to Feudalism by this point so I can vassal the one or two AI civs that were stupid enough to start a war with me.
 
Bump: A couple of fixes disinterred from the bug thread and added to the first post.
 
I want to ask, with the release of 0.44 announced for this weekend, have some minor issues concerning scions(like, for example, all new units on hunted land becoming spooked, and even when upgrading on hunted lands, they become spooked, end even creepers becoming spooked) been addressed?

Also, how many times should I cast mend nature to have a forest tile become hunted with a revenant?
 
I want to ask, with the release of 0.44 announced for this weekend, have some minor issues concerning scions(like, for example, all new units on hunted land becoming spooked, and even when upgrading on hunted lands, they become spooked, end even creepers becoming spooked) been addressed?

I'm glad that you mentioned that, because now that you've mentioned it will be. (I'm pretty sure it's been brought up before, but I forgot to fix all of it.)

Also, how many times should I cast mend nature to have a forest tile become hunted with a revenant?

No set # of times - there's a 1/4 chance with each casting.

EDIT: Just checked the spooked, etc. thing - think it's working:

HL shouldn't be created in cities, and you shouldn't pick up those detrimental HL promotions if you're within your own borders. I think those together will keep newly created units

EDIT #2: Whoops. Some problems remain. Working on it...
 
I'm glad that you mentioned that, because now that you've mentioned it will be. (I'm pretty sure it's been brought up before, but I forgot to fix all of it.)

This is why I post it ;).

No set # of times - there's a 1/4 chance with each casting.

This explains why sometimes it did work :)

EDIT: Just checked the spooked, etc. thing - think it's working:

HL shouldn't be created in cities, and you shouldn't pick up those detrimental HL promotions if you're within your own borders. I think those together will keep newly created units

Wouldn't be better if Scion's units were just immune to Eldritch energies, just like Korina? Since the +1 Movement is really usefull when all squares are HL, having HL not able to affect city squares, would create calculation problems when moving units... Not to mention the +1 gold that is now applied to cities with HL :).

In addition HL goes well with the Necropolis building..doesn't it?
 
Wouldn't be better if Scion's units were just immune to Eldritch energies, just like Korina?

With xienwolf's help I think this is finally sorted. (And exceptions should be easy to fix.)

Ghostwalkers, Haunts, and the Black Lady can also guide other units through the Haunted Lands, avoiding the "Eldritch" effects.

In addition HL goes well with the Necropolis building..doesn't it?

Well... while the Haunted Lands of course have their good side it can be very hard to live the Good (un)Life if your favorite book malevolently changes its ending, or if your favorite reading chair develops a daily schedule incompatible with your own.
 
With xienwolf's help I think this is finally sorted. (And exceptions should be easy to fix.)

Ghostwalkers, Haunts, and the Black Lady can also guide other units through the Haunted Lands, avoiding the "Eldritch" effects.

This sounds great!

Well... while the Haunted Lands of course have their good side it can be very hard to live the Good (un)Life if your favorite book malevolently changes its ending, or if your favorite reading chair develops a daily schedule incompatible with your own.

Yes, you are right. :)
 
Playing the Scions for the first time, and really enjoying them.

One question - what do the creepers summoned buy Korrina the Black do? They appear to 'degrade' into various other types of creepers, which eventually stop being able to move. I also noticed that they can build mana nodes and cast a 'burr' spell, but I can't find any documentation on them and can't work out what to do with them. Anyone know?
 
One question - what do the creepers summoned buy Korrina the Black do?

I'll put this on the first page, too:

Creepers: Wounded or destroyed Ghostwalkers can create Creepers, as can Korrina the Black. Creepers are also generated within the Haunted Lands. The breeding season depends on several arcane factors and isn't entirely predictable - but it is regular and is adjusted by Game Speed.

Creeper life-cycle:

Creepers are Free units, can move in Rival territory without Open Borders, are Defensive Only, 15% withdraw, 2 strength - Poison.

Stages - Creepers vary in appearance and abilities.

Young - lasts 20 turns - No change from stats above.
Mature - 25 turns - Can cast "Arawn's Dust" spell.
Blooming - 15 turns - Defensive Strikes, can cast "Burrowing Thorns"
Rooted - 20+ turns - Can't move, Defensive Strikes more powerful, +4 strength
Dying - Rooted Creeper dies and spawns 2, sometimes 3, Young Creepers.

Any Young, Mature or Blooming Creeper that survives a combat remains sated with blood for 30 turns and may transform itself into a Haunted Lands Feature within that time.
 
Wow! This is very good! I didn't notice that in 0.43, weird. I'll be sure to check it now!

By the way, a spider managed to bring down my Red lady, which had combat V at the time, in my own territory...People, beware of the animals!! :lol:
 
Wow! This is very good! I didn't notice that in 0.43, weird. I'll be sure to check it now!

All of that Creeper stuff is new to 050.

Well, not that the Black Lady summoned them...

EDIT:
Added some documentation for Horned Dread to the first post. IIRC it's the only new Scion unit - a Beastmaster UU.

Spoiler :

Horned Dread.

An incarnation of the Haunted Lands, the Horned Dread is a powerful fighter so strange and terrifying that Courage is forgotten.

Replaces Beastmaster. Once present the Horned Dread manifest through any Ghostwalker, anywhere on the map, but only one at a time. And only a Ghostwalker of the 6th level or above may first manifest the Horned Dread. If all Ghostwalkers are destroyed another high-level Ghostwalker must again "first" manifest the Horned Dread. About as powerful as a Beastmaster, but its spell "Terrify" can make temporarily make most units incapable of attack.
 
The info for the Spirit Mill is wrong in the first post.

Also, the new version of the Spirit Mill is VASTLY weaker than the Brewing House it replaces, giving +1 happy in one city instead of +1 happy in all cities and a new trade resource. Anything that can be done about this?
 
It seems I did not manage to post the python error before the B patch release...Nevermind, I'll have to wait until patch C. It does not seem to break the game though.

The following screenshot is of a python error occuring when I cast haunted lands with a creeper. This happens every time I cast this spell. I have only casted in on hills, so far, however, so I do not know if this has something to do with it.

I post it here, because it is Scions specific. If you wish I would rather post it in the FF bug thread, please tell me and I will do it for any future bug for Scions.
 
The info for the Spirit Mill is wrong in the first post.

Also, the new version of the Spirit Mill is VASTLY weaker than the Brewing House it replaces, giving +1 happy in one city instead of +1 happy in all cities and a new trade resource. Anything that can be done about this?

A "1" moved from 1 line to another. :) Anybody else want the S.M. boosted? I liked giving the Scions a cut in happiness, but I'm fine with moving the happiness to global - and tossing in a trade route. (I need to boost the trade route modifiers in general.)

It seems I did not manage to post the python error before the B patch release...

Which is too bad, because its basically the same bug as reported for Mend Nature and I've already uploaded a fix. :)

The startwar function changed and I both missed many spells, or, for the ones I caught, my adaptation was bugged. I think it's sorted now, though, and should be fine in the next patch.

Hmm... The bug thread's probably a better place.
 
A "1" moved from 1 line to another. :) Anybody else want the S.M. boosted? I liked giving the Scions a cut in happiness, but I'm fine with moving the happiness to global - and tossing in a trade route. (I need to boost the trade route modifiers in general.)
Since it is a national wonder, I think it should give a bonus to the whole civ.

Which is too bad, because its basically the same bug as reported for Mend Nature and I've already uploaded a fix. :)

The startwar function changed and I both missed many spells, or, for the ones I caught, my adaptation was bugged. I think it's sorted now, though, and should be fine in the next patch.

That's great! Thanks!

Hmm... The bug thread's probably a better place.
OK.
 
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