Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

 
[SPOILERS] The Subjuggulator's Mirthful Messiahs (Kuro, Gamzee of Balsegraphs!)

CLICK HERE FOR ENDLESS CARUSO ONE LINERS

HOW DO I FALL FROM HEAVEN.
Reply

But seriously, I'm going to have a LOT of questions and probably a lot of help when I ask "is this a good ideeeeeeeeeea". Which is partially why I wanted 1-2 dedlurkers, heh.

I'll probably actually post some questions when I come back soon.
Reply

Alright!

It's time for the big list of questions!

1) How fast do Adepts gain EXP? I'm probably not going to build many or just 1, but I think it's important to know for the starting Adept -> Mage. How does Potency increase it, too?

2) Is Raise Skeleton really permanant? They don't like...die off or anything after a few turns?

3) Does Inspiration require I cast it each turn? Is it cancelled if I cast something else?

4) Can I use spells without the appropriate mana? For example, Raise Skeleton if I have Death I but no Death Mana?

5) Can you have more than one different Heroes at the same time?

6) Is there a best civ/leader for Chalid Astrakein or is he just "Get/Have a bunch of Sun Mana, cash in"?

7) I'm thinking, for my Adept and assuming Skeletons are permanant, I'll go Spell Extension I/Death I/Mind I OR Metamagic I. This allows me to pretty much skip building Warriors except for Garrison happiness. For example, if I go Metamagic, I can get out Floating Eye in all four directions for super scouting the first four turns, then shit out 8 Skeletons the following 8 turns for massive barb defense. If I see some Fort or Barrows or something nearby, I can throw the fodder against it for easy death. Mind I vs. Metamagic I is a matter of if Inspiration still works while I raise Skeletons. If it does, I'll probably go for Inspiration. Possible rush option too?

8) Spectres aren't permanant, right?

9) Since this is Rainforest, Fire I is another option.

10) I'm still deciding on civ. Between the Calabim(With this whole "Raise Skeleton" thing), Dain of Amurites(Potency, Quick Elder Councils), Hannah the Irin of Lanun(Fast teching, Raise Skeleton means quick military and stuff) and Perpentach(For the lulz). I was also considering the Kuriodates(But the drawback seems bad for MP...but they did do good in PBEMI, right?) or Hippus(But Mercs don't seem a good way to go)

11) I don't get the Runes of Kilmorph gold if I'm in No State Religion, right.

12) How does Adaptive work? When I was playing, it'd just pop up every once in a while and ask me what trait I wanted. There's no way to force it? How often do I choose?

13) Not a question(I forgot some of the ones I wanted to ask!), but just pointing out I dunno how to FFH well. So feel free to reel me in when I get too head-in-the-clouds.

14) Is it just me or are Lurker Threads really active here?
Reply

Actually, random idea: Would Wild Hunt work with all the produced Skeletons? Also, where does Wild Hunt put the wolves?
Reply

Most of this is mechanics, so i don't think there's a problem if I answer (even though I'm the map maker). Can't garantee is 100% right (unfortunately for you, Thoth is playing in this game, he's a FfH master), but someone will correct any mistakes eventually. It'd be only minor stuff, though, so don't worry.

Kuro Wrote:Alright!

It's time for the big list of questions!

1) How fast do Adepts gain EXP? I'm probably not going to build many or just 1, but I think it's important to know for the starting Adept -> Mage. How does Potency increase it, too?

[COLOR="Red"]Adepts have a chance of going 1 xp per turn -> this chance comes from the chanelling promotion (the higher the chanelling lvl, the easier it is to get XP, but you can't pick the chanelling promotion, it is only present in certain units). The chance is higher when the adept has less xp. Potency increase this chance too. I can't give you the proper numbers, though.

If you go to Irgy's thread in FFH PBEM III he has some nice graphs regarding the time it takes to get xp.

Regarding the starting adept, he'll already start at lvl 4, so you can upgrade him as soon as you have the tech for mages. The requirement is tied to lvl, not xp.[/COLOR]

2) Is Raise Skeleton really permanant? They don't like...die off or anything after a few turns?

Yes, they are permanent. But you can only have one per caster. So you can't summon hundreds with one adept, just one. If you are playing the balseraphs and you have puppets, you can get 2 or even 3.

3) Does Inspiration require I cast it each turn? Is it cancelled if I cast something else?

It keeps going for 3 turns (including the one in which you casted it), if I remember correctly. If you keep the adept at the city, it'll autocast everyturn.

4) Can I use spells without the appropriate mana? For example, Raise Skeleton if I have Death I but no Death Mana?

You need the mana to promote your adept/mage/etc. for the lvl 1 spell. After that you can use the spell without the mana and promote to lvl 2/3 of that spell sphere without the mana.

5) Can you have more than one different Heroes at the same time?

Yes, you can have as many as you want. But since your civ has only one and most of the others are tied to religion, it's not really a high number. Unless you play the grigori, who has a special GP that is a unit which can upgrade to any kind of unit and starts with the hero promotion - heroes are more common then.

6) Is there a best civ/leader for Chalid Astrakein or is he just "Get/Have a bunch of Sun Mana, cash in"?

It's best if I don't give opinions regarding picks.

7) I'm thinking, for my Adept and assuming Skeletons are permanant, I'll go Spell Extension I/Death I/Mind I OR Metamagic I. This allows me to pretty much skip building Warriors except for Garrison happiness. For example, if I go Metamagic, I can get out Floating Eye in all four directions for super scouting the first four turns, then shit out 8 Skeletons the following 8 turns for massive barb defense. If I see some Fort or Barrows or something nearby, I can throw the fodder against it for easy death. Mind I vs. Metamagic I is a matter of if Inspiration still works while I raise Skeletons. If it does, I'll probably go for Inspiration. Possible rush option too?

Explained before, just one skeleton per caster.

8) Spectres aren't permanant, right?

No, but the summoner trait makes them last for 3 turns, instead of 1.

9) Since this is Rainforest, Fire I is another option.

Burned jungle will come back as new forests, which becomes forests.

10) I'm still deciding on civ. Between the Calabim(With this whole "Raise Skeleton" thing), Dain of Amurites(Potency, Quick Elder Councils), Hannah the Irin of Lanun(Fast teching, Raise Skeleton means quick military and stuff) and Perpentach(For the lulz). I was also considering the Kuriodates(But the drawback seems bad for MP...but they did do good in PBEMI, right?) or Hippus(But Mercs don't seem a good way to go)

I can't give advices here.

11) I don't get the Runes of Kilmorph gold if I'm in No State Religion, right.

Yes, you get. It's just like the culture from other religions. I'm not sure, but I think you lose the gold if you convert to another religion.

12) How does Adaptive work? When I was playing, it'd just pop up every once in a while and ask me what trait I wanted. There's no way to force it? How often do I choose?

[COLOR="Red"]A leader with adaptive will have a certain trait that can be changed during the game. Varn Gosam (SPI/CRE/ADA) can change the creative trait, Cardith Lorda (EXP/PHI/ADA) can change the PHI trait, Cassiel (PHI/IND/ADA) can change the IND trait.

It happens on fixed turns in the game. I'm sure the first one at quick speed is at turn 70. The next is turn 150-175, though I'm not sure. There's no way to force it.[/COLOR]

13) Not a question(I forgot some of the ones I wanted to ask!), but just pointing out I dunno how to FFH well. So feel free to reel me in when I get too head-in-the-clouds.

14) Is it just me or are Lurker Threads really active here?

Especially when the players screw up :neenernee.
Reply

Kuro Wrote:Actually, random idea: Would Wild Hunt work with all the produced Skeletons? Also, where does Wild Hunt put the wolves?

In the same tile as each unit.
Reply

Aw, there goes the super mega Skeleton army.

Hm. In that case, I'll know I need Inspiration, but thinking of what else to put with it is a mystery...
Reply

Also, are Doviello Wild Hunt Wolves the same as normal? 2/2, -25%, Wolf Pen and can become a Wolf Pack?
Reply

Just a few additions/corrections:

But first - might I recommend this handy manual: http://forums.civfanatics.com/showthread.php?t=265888
It's slightly out of date, but it's the most complete resource I've found.

Quote:1) How fast do Adepts gain EXP? I'm probably not going to build many or just 1, but I think it's important to know for the starting Adept -> Mage. How does Potency increase it, too?

Adepts have a chance of going 1 xp per turn -> this chance comes from the chanelling promotion (the higher the chanelling lvl, the easier it is to get XP, but you can't pick the chanelling promotion, it is only present in certain units). The chance is higher when the adept has less xp. Potency increase this chance too. I can't give you the proper numbers, though.

Regarding the starting adept, he'll already start at lvl 4, so you can upgrade him as soon as you have the tech for mages. The requirement is tied to lvl, not xp.
For a non-Potent adept, it's (20-current XP)%/turn of gaining an XP. Potency, I believe, increases it by 20%, so it would be (40-current XP)%. When you upgrade, that increases the cap, to 50 for a Mage and 80 for an archmage. (70/100 for Potency).

I don't know if Darrell made this graph or stole it off someone, but here's time to mage from various starting points:
[Image: darrell%20adepts%20XP%20gain%20rate.jpg]

I'm pretty sure that the Inspiration lasts as long as a unit with the ability to cast the spell is in the city - he doesn't have to cast it himself.


Quote:8) Spectres aren't permanant, right?

No, but the summoner trait makes them last for 3 turns, instead of 1.
It's actually 2 turns - and that's quite overpowered enough in the right hands smile.
Quote:11) I don't get the Runes of Kilmorph gold if I'm in No State Religion, right.

Yes, you get. It's just like the culture from other religions. I'm not sure, but I think you lose the gold if you convert to another religion.
The religion itself now gives culture, but the temples give gold. You can only build them while you're Kilmorphian, but they'll provide gold forever after they're built.

Quote:Also, are Doviello Wild Hunt Wolves the same as normal? 2/2, -25%, Wolf Pen and can become a Wolf Pack?

Not entirely. You'll have to read Mist's thread for the details. I know they can form Wolf packs, and I believe they start at the strength of the summoning unit/2, rounded up. So a Str 5 axeman gets a Str 3 pet wolf.
EitB 25 - Perpentach
Occasional mapmaker

Reply

Okay! =) Thanks for the even further clarification.
Reply



Forum Jump: