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So, you don't want me to introduce a fix for this ![]()
I already thought about upping the first level to have the maximum grain at the tile, not sure if that will prevent the problem. I've had it where the city leveled to level 5 within the first 3 turns of the game, but haven't had that happen lately. To fully expand this fix, you might as well add a bunch more defenders since I can warp over there and take the city (at a level 5 city, with my troops standard). Upping the defense there might be a good thing...
I had a few changes to the city to give it a more interesting role in the game. But I'm working through some of the difficulties of prereqs in abilities.
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Thanks for making a mod fix for this even if I probably won't use it.
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For starters, this city doesn't have any Lurkers (archers) That is the first ones that come to mind to match the other cities.
Also, if one were to create Deorcynsse the idea I had would be to edit the Wildland itself and choose it to take a level 2 city from the beginning. Then force the growth of the city to be at 0 (namely a -3 growth). But once captured give it the ability to build a unique building that returns the growth back to normal (namely a +3 growth). A large AI priority would force the AI to build that building first.
Then add a choice of 3 buildings for each level 2, 3, 4, 5. This could be as simple as copying the other abilities from each of the abilities. In such a way that one chooses one from each category, since this is a unique wildland building it is not focused and can be all 3 types at once. It would still be called a village, since they have hard coded only 3 names for cities.
One issue of capturing this city at level 1 is that when you level up you will replace the unique graphic of deorcynsse with one of the other City Hub graphics and so it is not desirable. Hence, why I suggested starting the city at level 2, since I tried to give deorcynsse a unique set of abilities strating at level 1, but it didn't appear to work out the way I had planned (Hence, I never released the fix)
The main problem with it is that Deorcynesse isn't well defined in the lore - you hear all this imposing build-up in the backstory, and there's this really cool dark fortress looking graphic, but when you get there it's just a bunch of normal darklings, who've probably all gone on holiday in the countryside instead of doing whatever dark mysterious things they're supposed to be doing. What exactly was so fearsome again?
I support parrottmath's concept of having unique improvement buildings. It would definitely contribute toward making it a unique wildland clearing bonus, in line with the trophies from the elemental guardians. This would necessarily have to go hand-in-hand with better defenders, though.
Also - is there any way to make it a Fortress (and thereby unlock the fortress bonuses/buildings), but still have unique improvements?
Some thoughts for what the unique Deorcynesse level improvements might unlock:
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This fix/mod has been added to the Regularly Updated List of Mods for E:LH.
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part of the reason I've never released a fix I created for this city. All the attempts were not working as intended.
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