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[spoilers] Impulsive Decisions: Commodore of the Malakim

Water guy of the sand people? Sounds about right.
[Image: 8044f27cfbdb9e69f143394205598cb0fc243df0...3a992e.jpg]
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Okay, so:
(April 20th, 2015, 16:41)Qgqqqqq Wrote: Picks:
Commodore is Varn Gosam (Spi/Credaptive) of the Malakim
HidingKneel is Auric Ulvin (Arc/Chm/Agnostic) of the Illians
Kragroth is Ethne the White (Cre/Org) of the Elohim barbgimp of doomcult
Bob is Tasunke (Agg/Rai) of the Hippus
Ellimist is Hannah the Irin (Rai/Fin/Insane) of the Lanun
Ichabod is Sandalphon (Phi/Ind) of the Sidar
I see the FFH2 manual, and I see the EitB changelog, but they aren't easy to flip between. Someone able to off-the-top-of-their-head list those traits/UUs/UBs/manas as they are now in v.11? Otherwise I'll be going civilepedia diving.

Password is 'Mal'
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(April 21st, 2015, 09:50)Commodore Wrote: Commodore is Varn Gosam of the Malakim
I don't think he has any EitB changes at all. Spi/Cre(adaptive), lightbringers, worldspell that gives free Priests are the main ones. Desert lions, tower of light,
Sun/Life/something(enchantment?). Hero too late to matter.

The religions have been switched up considerably so you probably want to 'pedia-dive for them. Or look at the v9 changelog.

Quote:HidingKneel is Auric Ulvin of the Illians
He's now Arcane/Charismatic/Agnostic instead of his previous traits.

Ice/Enchantment/Law mana
Ice tiles produce 2 food for the Illians
Temple of the Hand: building, available at Mysticism, converts all tiles within 2 of the city to Ice. Jungles become forests, rivers disappear, resources stay.

Winterborn: All units get +10% Str on ice and tundra tiles

Letum Frigus: if Illians are the first to enter this, they get the Aggressive trait for free.

Priests of Winter: a 268h ritual that gives you three Str. 7 units who start with Ice I/Channelling II, available at Philosophy. Nearly the earliest summoners in the game, also the soonest you can get Str. 7, but only three and never more.

The Deepening: an expensive ritual, deepish in the tree, converts about 2/3 of the world to tundra and ice, wears off very slowly.

Stasis: opponents have no production for the duration (9 turns IIRC), equivalent to being in Anarchy. Illians get a golden age.

Minor stuff includes their hero, high strength champion at iron working, eventual ability to create Str. 21 Dragon, eventual ability to create Str. 50 God. All really cool stuff, but usually the game is over by the time they can get there.

Quote:Kragroth is Ethne the White of the Elohim
Not sure, Elohim have been changed recently and I haven't caught up on what's new.

Quote:Bob is Tasunke of the Hippus
I think the Hippus are unchanged from FFH. Mana is Air/Nature, plus Horses from the palace, Tasunke is Agg/Raiders, all horse units get +1 move/+10% withdrawal, if he builds the Guild of the Nine his mercenaries are Mounted Mercenaries. Worldspell is Warcry, which grants a promotion to all current units that is +1 Str/+1 Move / Blitz, 5% chance to wear off each turn.

Simplest of your opponents. You just have to figure out how to deal with 5-move Str 5 Aggressive Commando horsemen, and you're golden wink.

Quote:Ellimist is Hannah the Irin of the Lanun
Fin/Raider/Insane
Water/Chaos/Air mana
No direct changes to the civ, but indirectly the water buildings have all been buffed.
Water starts at 2 food, up to three with lighthouse
All ships get +1 move
They can build pirate ports on coast tiles, must be three tiles apart minimum. Improvement which starts as +2 commerce, grow up to +2 Food/+2 Hammer/+4 Commerce
Worldspell is 75% damage to all coastal units in the world.
Boarding Party instead of Champion: -1Str, amphibious, can capture boats
Two heroes: Guybrush Threepwood is a boarding party. The Black Wind is a pirate ship. Neither is generally that important.

Quote:Ichabod is Sandalphon of the Sidar

Not sure, I think they've been changed recently.
EitB 25 - Perpentach
Occasional mapmaker

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Ethne hasn't been changed in ages (only change from base is CRE/ORG traits.

Varn Gosam has been changed back to FFH form, so only change is the inadvertent ones.

Sandalphons traits changed to IND/PHI. Sidar recon units gained the ability to severe souls at KotE. I think that's it?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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(April 21st, 2015, 14:12)Qgqqqqq Wrote: Ethne hasn't been changed in ages (only change from base is CRE/ORG traits.
Maybe I got confused between proposed and actual changes.

Quote:Sandalphons traits changed to IND/PHI. Sidar recon units gained the ability to severe souls at KotE. I think that's it?
I know Sareln didn't change anything else about him, I thought you had but I guess that's also in the proposed stage.
EitB 25 - Perpentach
Occasional mapmaker

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Yeah, both those civs have a bunch of proposed changes.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Let's do something completely different:
Commodore's Completely Off-The-Top-Of-His-Head Impression Of The Civs!

Commodore is Varn Gosam (Spi/Credaptive) of the Malakim
[Image: Tusken_Raiders_hiding1.jpg]
These guys are like sand-lovers, right? They get an extra floodplain commerce and minor fighting boosts in the desert. Sun mana is nice I think? Spiritual leader gets free priests with his worldspell, so unless fighting Sidar might make sense to do a Leaves rush with PoL/tigers. Light-bringers are scouts without the animal boost but can go up lots of nice upgrade lines. Of yeah, in FFH upgrades are A Thing.

HidingKneel is Auric Ulvin (Arc/Chm/Agnostic) of the Illians
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Ice loving dudes. Get some kind of evil superweapon priesty guys that spam out ice elementals, so basically Three Elsas That Murder. Leader loves himself magic which is scary if he gets up there. These guys are grumpy about summertime so the specialize in making everything yuckier; snowy cities, wonders that make snow and barbarians, worldspell that stops everyone else producing. Kind of the perfect emo package, honestly.

Kragroth is Ethne the White (Cre/Org) of the Elohim
[Image: SinisterLatinChanting.jpg]
Monks with a special "waaaaaaa go away" spell that makes everyone go away. Tolerant of diversity, which works about as well for them as you would expect. They also have some badass fighting monk dudes sometimes so that might be scary. Mostly, though, smells of dust and weird chanting.

Bob is Tasunke (Agg/Rai) of the Hippus
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Boadicea of the FFH world coupled with Ultimate Badass Horses. That's it, fighting is all they do but they fight really really well, with a worldspell that is "fight really really well even better". That's kind of the one thing, though. Boar riders would wreck these guys*! *not

Ellimist is Hannah the Irin (Rai/Fin/Insane) of the Lanun
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Apparently the leader Oddly Attractive Water Chick went crazy at some point? Not sure how much it will matter these guys are all about water and being wet and the pirate's life yo ho ho. Worldspell is "HOLY CRAP TOO MUCH WATER ARGH" which is enough to kill a grown Darrell's hopes and dreams. Coves are cottages in really weird placement rulesets. These guys suck to be near on water, otherwise they're just really advanced vanilla wafers.

Ichabod is Sandalphon (Phi/Ind) of the Sidar
[Image: tumblr_static_ghosthunt.jpg]
Ghosty dudes! They are all about making awesome ballin' uber super-units and then turning them into guys named Wayne inside their cities. Which are like ghostly cities or something? I dunno. Their worldspell...make them hide? I think? Seems apropos at least. They also have Nightcrawler's powerset grafted onto their scoutline units so that makes them BAMFs to watch out for. Good grey color. Leader is the special magical Phi/Ind combo but wonders in FFH suck so that's not bad I guess.
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Check that!
(April 21st, 2015, 17:20)Commodore Wrote: Kragroth is Ethne the White (Cre/Org) of the Elohim
Monks with a special "waaaaaaa go away" spell that makes everyone go away. Tolerant of diversity, which works about as well for them as you would expect. They also have some badass fighting monk dudes sometimes so that might be scary. Mostly, though, smells of dust and weird chanting.
Kragroth is Averax the Cambion (Agg/Exp/Bar) of the Sheaim.
[Image: zombiefire.jpg]
Okay, this is a little bit different. These guys are all about the death and fire and blood and hastening the End of Days. So high-school goths, but committed ones who enjoy killing their dudes and then setting them on fire and zombifying them for scary units that apparently are a little less scary this mod? Beyond that they also get demons and for the life of me I cannot recall their worldspell but they join the Elsas in having a "make everything worse" wonder. Yick, so these dudes are gross and kind of punchy but apparently nobody can ever actually even come close to winning with them.

BONUS JOY COMMENT:
No clowns!
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Quote:[spoilers] Impulsive Decisions: Commodore of the Malakim

Nice start, dude.

Yeah, had the wonderful 4-move settler and everything, still opted to avoid the silks and deer just for a little more grass riverside. I mean, I'm planning on going for aristogarianism and all, but even so. The mirror of heaven on plains is a *nice* early game boost here, at least, and given all this riverside plus hills this will be a fine capital (Brewhouse here, definitely). Still, mining the deer hill and snagging the silks would have made 1W a better choice.

Keep on the sunny side, always on the sunny side...

One impulsive decision a week at least, that's the goal!
If only you and me and dead people know hex, then only deaf people know hex.

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Old Lion needs to be given Ellimist's save, come on guys! Three days!
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If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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