What dose Hell Terain actually do?

I agree there should be some change to the seas when hell spreads. Perhaps as Chandrasekhar suggests they should just be made darker. You could call them something like 'Cursed Seas', and if you like, you could have them deal unholy damage to ships passing through them. And if you really want to go over the top, ships destroyed in this way could return as ghost ships to haunt the seas (they are, after all, cursed). But at the very least, there should be a visible change when the oceans go to hell...
 
I would like more sailor's dirge-like ships floating around as hell comes to the seas.

The Wraith entry already mentions the Black Sea coming to hell during the age of magic. Perhaps this should be added, and wraiths should spawn near its shores. This entry gives its description as black and waveless, reflecting stars that are not of creation.
The rumors about it making specters lose their memories reminds me of the water of the river lethe in Hades, which made souls forget. Perhaps units near the shores could have a chance of forgetting who commands them, turning into barbarians. Or perhaps they should just forget some of their promotions.

I still would like the hell water terrain to be suitable, or at least more bearable, for OO civs and for the land of Hell to be better for AV.
 
I still would like the hell water terrain to be suitable, or at least more bearable, for OO civs and for the land of Hell to be better for AV.

Agreed. Some special features for OO would be nice but none come to mind now.
 
I've got an idea for giving Ashen Veil players the ability to use the hell terrain better: for elven settlers there are completely different rules than for standard settler. Why not make a special settler for Ashen Veil religion, which can do something as special as farms in woods for the elven. now, what would this be? Ashen Veil has a huge advantage in advance. hell terrain shortens health output due to destroying the appropriate resources. maybe the ashen Veil Settler should NOT re-balance the food and health output but build: villages, that provide beacon instead of gold, buildable only in hell!

this would make the Ashen Veil players of course even better in research. But that IS the main feature (aside of demon) of the Ashe Veil religion isn't it? So they will have problems with building many units, because they haven't got the resources in hell, they have not the biggest and healthiest city's due to lack on resources, but they WILL have the best and deadliest units and spells in the game...
 
It strikes me as funny that when an Ashen Veil Civ has researched the entire research tree, he gets to research Future Tech which increases health and happiness...doesn't particularly strike me as keeping with the Unethical Research thing of the Ashen Veil, they don't really care much for people, just knowledge.

Another problem is that when there is nothing left to research, the Ashen Veil bonus rather sucks..

So, why don't we concoct some additional Future Techs that grant accumulative bonii?
 
I apologize if this has been posted somewhere else already--but is there a (easy) way to modify the existing armageddon counter code so the count rises every turn or at least much faster than normal?

I've never even seen it reach above 10-12 or so. I've been playing on quick lately, just trying to incur some wrath so I can check out the effects, but I just usually win before any hell actually breaks loose.
 
The biggest bonus for AV civs with Hell is Sacrifice the Weak. Thanks to this civic, they won't suffer from the loss of health resources, or anyways it will only be a minor nuisance, while other civs that aren't AV and therefore can't adopt this civic will suffer from Hell much more. I think it is right that Hell causes some or big troubles to anyone, because after all it's... well, Hell.

But I agree that some more advantages for AV followers or evil players are in order. Rather than giving boni to someone though I think it should give more penalties to good/neutral civs and less to evil civs (as it currently stands). Fine with defensive boni for daemons, but at the same time I think that any unit of a non AV civ entering Hell terrain should receive a negative healing promotion (-10% ?). Furthermore, there is a tool to fight Hell terrain (and other things) called Sanctify, would be nice to have its counterpart.. maybe as someone suggested some evilish tower that increases the Hell value of plots in a radius of X squares and that can be built with Infernal Pact and Sacrifice the Weak.
 
I apologize if this has been posted somewhere else already--but is there a (easy) way to modify the existing armageddon counter code so the count rises every turn or at least much faster than normal?

I am another person here, that would like to know if it is possible(and how to do so) to code the AC back to the settings it first had when fire was released.
 
The fastest way I know of to raise the counter is to raze a bunch of cities.
 
I am another person here, that would like to know if it is possible(and how to do so) to code the AC back to the settings it first had when fire was released.

In CvEventManager.py, in the function onGameStart, the last line of code is:
Code:
CyGame().changeArmageddonCounterLimit((-4 + iPlayerNum) * 5)

If you remove that line, the actual armageddon counters and the displayed one will match, which (if you have more than 4 starting players) will make events occur faster.

If you change the formula, to, say:
Code:
CyGame().changeArmageddonCounterLimit((-4 + iPlayerNum) * 5 - 50)
You should see it rise faster on any number of players.
 
[NWO]_Valis;5320621 said:
Agreed. Some special features for OO would be nice but none come to mind now.

How about a tiny chance of an "Old one" (or Kraken) coming out of the Ocean when the Tile owned by an Octopus Overlords civilization is entered by a non-OO unit?

I'd tend to make it a Barbarian unit, but it one were going for an actual advantage, it could be owned by the civilization owning the tile. Depending on the desire, it could be temporary (Summoned) or not.
 
It sounds very much like the way FoL Treants appear from Ancient Forests (I don't think it technically requires FoL, but others rarely have enough of this terrain for it to matter). I'm ok with the idea, but some may think that it is too similar. The chance would have to significantly low, since oceans are much more common than Ancient forests.

Perhaps monsters should spawn in the hell terrain for ocean.
 
In CvEventManager.py, in the function onGameStart, the last line of code is:
Code:

CyGame().changeArmageddonCounterLimit((-4 + iPlayerNum) * 5)

If you remove that line, the actual armageddon counters and the displayed one will match, which (if you have more than 4 starting players) will make events occur faster.

This sets it back to the way the AC originally ran? Thank You very much for letting me know.
 
Perhaps monsters should spawn in the hell terrain for ocean.

I like this idea, anything to make the seas or the barbarians more challenging
 
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