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Okay, secured my south border a little more; HK owns some nasty copper warriors so the additional push back is pretty nice.
In more important news...looks like I shall indeed have my road to the centaurs. When the galley makes it over here I want a settling party on board it!
June 12th, 2014, 20:47
(This post was last modified: June 12th, 2014, 20:47 by Commodore.)
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If Ellimist opts to go to war and Hiding Kneel piles on, I believe we've hit a high-water mark. So, I've added this to the first page.
Going to start streaming axes south now, thanks to the training yard. Fin/Ing means why *ever* build one though, it's all upgrading...
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I've been following this and I still can't make heads or tails of this mod...
Good on you for jumping in headfirst Comm, you're a braver soul than I! :thumbsup
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(June 12th, 2014, 23:29)Hashoosh Wrote: I've been following this and I still can't make heads or tails of this mod...
Good on you for jumping in headfirst Comm, you're a braver soul than I! :thumbsup
Here is the manual
Surprise! Turns out I'm a girl!
Bobchillingworth
Unregistered
We have a help thread in the Civ General forum, but one of the best ways to get acquainted is to just jumped feet-first into a game- and as luck would have it, a PBEM with a number of new / newish players is forming which only needs one or two more
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So my insane psychopath axeman? He hungers for blood, apparently. He's ignoring the constructs...
Seaside Sideburns here will be online and ready to pump out more galleys. Dis gunna be gud!
...finally, those other dwarves are trying to convert us to evil.
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(June 15th, 2014, 07:32)Commodore Wrote: So my insane psychopath axeman? He hungers for blood, apparently. He's ignoring the constructs... ...until he doesn't. I dunno man, as long as he wins I don't mind.
Anyway. I decided that rather than screw around with hooking a second string of pearls, my work boat shall seek out new life and new civilizations; to boldly go where no dwarf has gone before...because everyone in the world is doing better than us anyway. I'd like to blame Suttree, but I just have no feel for this game, alas.
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Oookay, so the enraged wore off, but I must have been thinking off a different mechanics...crazed axeman is still crazed.
Hiding Kneel is coming alive and awake and looking frightful; that adept, I'm sure, is nowhere near his only one. When he opts to absorb Stubble, there isn't going to be much to do, because, you know, puppet summons. Of all the awful mechanics in FFH, puppets are the worst.
I realize belatedly that there will be a lot of repetition here; it's been three week since our last turn. Anyway, though, here's the gist once again, I'm expanding out to de islands mon. Also, I'm totally turning that ancient tower into a mine. Sideburns *will* be producing hammers!
I do like the setting, RPG-wise. Anyone want to play a quick Pathfinder campaign set here? I'll fumble around as your online DM!
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So tell me about turtles. Are they one of those AIs that never attack, or are they just blessedly avoidable? And how can I capture to take care of Ellimist's Guardians?
Dwarfdom is pitiful at the moment, last in all measures not land area. Crop yield is a near third, actually, too. Just need Sanitation, but Deception gets in first for teh money rushing.
Bobchillingworth
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Turtles have the barbarian animal AI, so they'll attack anything they can reach in neutral territory. Capturing one would involve insanity like a water-walking Mind III Archmage or flying Flesh Golem with Capture Animal (or maybe Beast) :P
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