Valkrionn
The Hamster King
Should update this with a description of the Scions. 

Should update this with a description of the Scions.![]()
question: what does the force 1 spell (accelerate) actually do?
I can't find any reference to it and it is always greyed out.
Is there anything that will increase the chances of terrain becoming Wetlands, for the swamp dwelling races? I am on turn 295 and only three plots have become wetlands. Of course, I started in the desert, with a few rivers, and had workers "spring" all the desert tiles. And did have a few tiles with forest.
This was with the Erebus map script with flavor start. I have started two games with this script and FF, one as Sidar, and one as Lizards. Both started in dry areas, and near the Seven Pines -- which was on desert both times. I would think that would at least be restricted to a plot that was forested...
I guess I had bad luck. I don't think genesis works in patch D.
Actually, I have been noticing a serious bug with the Erebus mapscript. Extensive testing seems to show that the flavor start built into the mapscript conflicts quite heavily with Flavor 2.0. I don't think I have EVER seen the Mazatl start in jungle in recent history when using Erebus with Flavor Start enabled.
Could the flavor start built into Erebus PLEASE be stripped out? It's outdated legacy code that really does seem to be causing problems.
(Ask RogueThunder for more info about the extensive testing; he spent an entire afternoon playing with it)
I'll check it out. There are more than one possibility to solve this.
I tend to go with number three, but this will very likely lead to more than one civilization starting in one and the same Area. On the other hand it would solve the Python error as a side effect, which occurs, if you want to play Erebus with more civs than Areas are available. I don't know if the first problem is really a problem or rather an advantage. What do you think?
- Switch off Flavour Start 2 for Erebus.
- Remove Cephalo's Erebus Flavour Start Code.
- Remove Cephalo's starting location code completly, let Civ4 assign the starting plots and reassign them with Flavour Start 2.
The problem with #1 is that non of the FF civs are defined in the mapscript's native flavorstart.
And the problem with #3 is that will likely not let the Mazatl get jungle starts, since base Civ will never assign a jungle as a start location to my knowledge.
#2 is definitely my preffered fix.
After looking through the FAQ and opening the Scion Documention thread, I still don't really understand what they are. Are they an obstacle or tool?
/slightly puzzled/ Did you catch that they're a civ, "Scions of Patria"?
(Though I think of them as a time sink.)
So they're as much an obstacle or tool as, say, the Balseraphs, but without the dubious fashion sense.
No, I didn't catch that; thanks for the info. I normally just use a random civ, and I hadn't met them yet in the small map games I've played. In my defense, they're not listed with the other new Civs in the first post of this thread (the Feature list and FAQ). The post even mentions that there are seven new civs but only lists six.