You cheeky bastard.
Whosit Clowns Around in EitB PBEM XXVI [SPOILERS!]
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(April 19th, 2013, 12:28)Whosit Wrote: Scorpions can cast spells??? Huh. Actually, does poison do more than add to strength? Serdoa's goblins had poison. Goblins from forts are born with poison damage so popped ones from Clan WS keep poison, that's the main reason they're so hard to crack early (the forts, that is). Some units are vulnerable to poison, IDK which ones unfortunately, and also don't know how that would translate in game mechanics terms. But if you went FoL and got contstruction early, Satyrs with +1 poison and catapults could do severe damage to any civ (well maybe not in MP).
Travelling on a mote of dust, suspended in a sunbeam.
Last turn I was able to arrange things to get city growth and warrior done in a turn. This turn: Sacrificing tech speed for getting the Settler out fast. Does mean Workers will have several turns with nothing to do. I could still change this if this is not optimal, but I really want to catch up on my cities. Kill lion den without anyone dying (hoorah!). Turns out this spot is better than I thought, but I'm not sure how soon I'll pick up fishing. It should be able to survive on current techs, and fishing will let it blossom later. Now we wait....
What's the "you cheeky bastard" about?
BTW wild scorpions will never cast nature II as they don't have the AI for spellcasting. Can you settle on the line? Where is your warrior going to go?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
No...and now I know I'm gonna end up testing it tonight
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Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
The "cheeky bastard" is the Scorpion getting 3 promotions from winning that fight, which suggests it had low odds to win (I still couldn't find where in the .ini to enable combat logs). I think I'm supposed to settle south of the line, but that won't be an issue with previously determined settling spots. I'm not sure which warrior you're talking about, but I'm not planning on doing any more exploration any time soon.
![]() Mining is in, and as I suspected, Copper to the north. Once I have Bronze Working I'll put down a city on that filler spot to grab it, I think. With a few farms, will probably be a decent production city, I think. What tech allows chain irrigation in this mod? Beyond that, gonna chop the forests next to Jubilee. Will put those into Workers for the most good, I think. Will do 1-2 more Workers, plus another Warrior, before I get the next Settler. Want 2 Warriors to guard a new city to the west, too. I think Copper city will be #4. How good are Elder Councils? After Exploration, I'm considering going for the Runes religion. Since I got that one free tech I'm only 2 away, and since I'm gonna be busy building workers and Settlers, I don't plan on building much infrastructure yet. (Festivals is DEFINITELY gonna be teched after that, though). Councils are a bunch of hammers for 2 beakers, which, I guess, isn't bad, but at the same time, it also seems like one can find better things to build, too. Anyway, I'm 7 turns away from finally having a second city (so slow!), but once I get that gold and gems hooked up, man, that'll be some nice income. I'm working both Incense at the Capital and that's had a very nice, positive effect on research. Oh, another question: If a held monster enters your borders due to a border pop, is it still held? What about that Goblin Fort? A monument is the first thing I'll build at the new city (so I can get at those Wines). (April 28th, 2013, 14:07)Whosit Wrote: What tech allows chain irrigation in this mod? Construction. (April 28th, 2013, 14:07)Whosit Wrote: Oh, another question: If a held monster enters your borders due to a border pop, is it still held? I don't see any reason why it shouldn't be, but haven't tested in-game. (April 28th, 2013, 14:07)Whosit Wrote: What about that Goblin Fort? It won't be destroyed, like a hut would be, if that's what you're asking. Garrison units should stay in the fort. |