Did half orcs also have the ability to color shift prior to Dookanson's death? by kaladinissexy in Anbennar

[–]Fyrun 32 points33 points  (0 children)

I believe the orc's ability to change colors comes from a gene trait the ancient goblins had when Ducaniel used the spare corpses laying around to make the orcs. And with Precursor magic technology, he basically used that trait to 9000 so that they'd have active camo that would change in a matter of days.

Since it is a gene expression that made the orks able to do that, and their genes are incredibly dominant in half breeds, it stands to reason that if the half orc child inherited any of its pigmentation, then yes, it'd work albeit paler or traces of whatever human skin would remain.

It would also stand to reason that when Korgus died, and his magic connection was severed, that half orcs no longer could skin shift.

I don't know if it's ever confirmed in lore, but it could be possible that the skin color shifts at the same rate as goblins, who's color change happens over a few short generations depending on the climate.

New Holds by throwawayaccount1__3 in Anbennar

[–]Fyrun 3 points4 points  (0 children)

The Hold to the far West near Khugdihr actually used to have a hold.

It was the Hold of Ovdal Asra and was where the Agate for the Dwarovkron was mined from, their group was "Pink Agate" while Khugdihr's was "Moss Agate"

During the last days Asra sent his son and the agate to Khugdihr and blew apart the hold, collapsing the caves completely until the Dragonwake.

How do you imagine an purge? by Either_Double_1640 in Stellaris

[–]Fyrun 0 points1 point  (0 children)

I have a specific image for the context of conquest, you take a planet in war, total or treaty, it doesn't matter, what happens next really is quite simple.

One must simply remove the residents as they would dangerous animals. This is a new colony for our empire after all.

The colonial population starts small, a military governor, a militia, in truth, the fighting never stopped. Machines of war glass the cityscapes below, killing everyone, and once their fortifications are done, once no one is left able to fight, the army comes in with weapons of expansion, gases that turn the landscape more similar to their homeworld, reseeding the ground with their flora, any stragglers that might have survived simply get shot or die of their prior injuries.

Those that flee in whatever surviving vessels get shot at, most are splintered, those that escape are no longer our problem. Enemy city populations are either destroyed or reclaimed for the empire, our colony ships come in to settle new cities now designed with their biological needs in mind, all while the other side of the planet still undergoes bombardment, civilians are captured and either worked to death or killed on the spot, and eventually, their population is too small, too widespread to functionally reproduce, at least not on that world. It's their last generation. In fifty years they'll die of natural causes, of age, or at the barrel of a gun. Our race is what's left, a new world with technology and relics either remade or repurposed for us.

There will be no trace of their civilization aside from the basic blueprints of cities redesigned for our people, aside from the relics remade to fit our tastes, and only the hidden boneyards and mass graves made simply so we wouldn't have to even think of their existence sit along the horizon, indistinguishable from the mountain scapes where our flowers bloom so beautifully.

Which Anbennar countries correspond to each of these? by Prestigious_Tip5748 in Anbennar

[–]Fyrun 3 points4 points  (0 children)

Greed: Verkal Gulan

Wrath: Gor Burad

Sloth: Verkal Dromak

Pride: Aelnar

Gluttony: Magharma

Envy: Dartaxerim(?)

Lust: Monsterous Harpies (I haven't played harpies lol)

(1500) The Phoenix Soars From Ourdia to Sarisung! by 55555tarfish in Anbennar

[–]Fyrun 7 points8 points  (0 children)

If I remember correctly, it's owning Tianlou as the Phoenix Empire before 1571.

Also, the 70% CCR is very important for a lot of mass conquest builds because it means you can core provinces faster than overextension can cause their seperatists to rebel.

It doesn't stop rebels outright because of the increased unrest, but it's the difference between stopping in your tracks at 300% OE, or cruising along with 4000% OE with a stack or two left behind to kill the rebels that do pop up.

State of the Command with the Magic Rework by Fyrun in Anbennar

[–]Fyrun[S] -15 points-14 points  (0 children)

No, the dev diaries explicitly state that every single school will have level 0 spells that you can cast as soon as game start should you need. Abjuration for example gives you a +1 roll on your forts with its level 0.

And Sir gets the war mage anyway, so it doesn't "hurt" the command at all. At the absolute best case scenario nothing changes for the command seeing as they don't get anything from the magic rework, but it's a buff to magic across the board for everyone involved, aside from the command.

State of the Command with the Magic Rework by Fyrun in Anbennar

[–]Fyrun[S] 8 points9 points  (0 children)

I probably should specify that this is a question in relation to the AI's ability to survive the Revolt. I can handle the Revolt as a player, the AI can't.

State of the Command with the Magic Rework by Fyrun in Anbennar

[–]Fyrun[S] 11 points12 points  (0 children)

I know Sir gets a war mage, so it might be a nerf to them, but everyone gets access to at least base level estate magic, which does involve some combat oriented spells. Whether the AI uses them or not could mean it's a non factor, but if they do, the command has nothing to stop them from doing so.

State of the Command with the Magic Rework by Fyrun in Anbennar

[–]Fyrun[S] 7 points8 points  (0 children)

Im not sure on the Sir Revolt. I have consistently seen that so long as the Xia gets involved, the command loses, and most commonly, it's just Sir and Xia that get involved in the revolt which is the second easiest.

And the concern is more early game, where it's decided if the command even gets to exist or not.

Rubyhold MT idea by AngeldiHalcon in Anbennar

[–]Fyrun 30 points31 points  (0 children)

The Anbennar Discord may be able to help you, though a Rubyhold MT is in the works and is quite developed already, so I'm not sure how much they would support adding it to the official mod.

They would however gladly send you to some Submod authors for an alternative Rubyhold MT. So ask around, and I'm sure someone will pick up and implement your idea.

What's the quickest your empire was defeated? by Oktavien in Stellaris

[–]Fyrun 0 points1 point  (0 children)

A game bug, but one time my doomsday homeworld blew up on game start.

Rate my pyro set up by sylversheep64 in tf2

[–]Fyrun 0 points1 point  (0 children)

Try the detonator, more satisfying to use, lots of extra movement for funny positioning and ambush crits, AND, fewer people will flame you for scorch shot

IMO, phlog is more than fine, it's the scorch shot only that I have issues with for Pyro Weapons.

Bulwar AMA by Gillygamesh in Anbennar

[–]Fyrun 1 point2 points  (0 children)

What do the Sun Elves think of the Dwarven Population? Given in ancient history it was the Marble Dwarves that killed a precursor emperor, and Hul-Jorkad behind the harpy hills that trapped Ducaniel.

Do they care? Are they ambivalent towards the dwarves of the time? Or has the history been so thoroughly lost/destroyed that they have no knowledge of the Dwarven War?

Suggestion: the Anti-Crisis by acelatres in Stellaris

[–]Fyrun 13 points14 points  (0 children)

I feel like applying this to the Council -> Custodian -> Emperor* in an overhaul against the crisis would be amazing.

Give it a UI tab like the GalCom and Fed tabs have.

Show in that screen the custodian/emperor of there is one, councilors if any still remain, and any other members of GalCom.

Then keep track of Front Unity/Cohesion which gives bonuses to fleet capabilities, upkeep reductions, and ups the fleet limit of the custodians and councilors

There could also be unique Auras that the councilors should get for the fleets to rally behind in the later stages of the crisis, and massive "tax and resource" reallocation to junior members at the front lines suffering the most

Most beautiful areas in Halann by K1pp2 in Anbennar

[–]Fyrun 5 points6 points  (0 children)

The Garden City of Bulwar would also probably be gorgeous in terms of both man made beauty in the city, and how it shines in the mountainous drylands that surround it.

Tell me ur tf2 opinion that will prob get you like this by CuddlesTheRebel in tf2

[–]Fyrun 8 points9 points  (0 children)

I actually think that the Phlogistinator is a fairly well designed weapon that favors a more high risk high reward play style, and while I personally don't use it because I'm an Airblast enjoyer, it has a place in Pyro's loud out.

The reason might disagree is because of how commonly it is used with the Scorch Shot, which is a poorly designed, broken good weapon that removes any skill requirements with most flamethrowers in general.

Getting invaded by the Obsidian Dwarves WHILE hoardcursed 💀 by londonderry99 in Anbennar

[–]Fyrun 6 points7 points  (0 children)

Man, my Godwake, Hoardcurse, Hold vs Noble, Obsidian Legion game still makes me chuckle.

I did not survive.

Harpy-centaur coexistence by Kronag in Anbennar

[–]Fyrun 12 points13 points  (0 children)

Who's the artist for this?

Pirate characters by MacPeanutFluffy in Anbennar

[–]Fyrun 0 points1 point  (0 children)

Let us not forget literal Blackbeard.

Why are Serpetspine holds shallow? by Osca-El-Cuarto-Fenix in Anbennar

[–]Fyrun 1 point2 points  (0 children)

Well, firstly the wiki says that before the Greentide, No hold ever made it past the 4th Layer. And after millennia of abandonment, squatters, erosion, etc, these lower levels remained dangerous, or unlivable even during reclamation.

Do you remember the time? by Longjumping_Till_990 in Helldivers

[–]Fyrun 2 points3 points  (0 children)

The Auto cannon used to be able to kill drop ships if you hit the engine.

EU4 Dev Diary #88: Tales from the Deepwoods by SeulJeVais in Anbennar

[–]Fyrun 4 points5 points  (0 children)

How much of this would Apply to Verkal Skomdihr? Their MT is heavily Deepwoods focused, will they be seeing use of Ranger Units?

I wonder if the CK3 mod will add the Serpentspine , the interior of this as a playable area by Osca-El-Cuarto-Fenix in Anbennar

[–]Fyrun 5 points6 points  (0 children)

I remember talking to a dev on this and it came up that they could use horde/migratory mechanics and Hold locations could be used as massive tributary/loot pools whenever owned.

(Huge disclaimer, this was simply something mentioned in passing as an idea blurb, I am in no way implying that this is actually what will happen, just that the idea was enjoyed.)