Kael
Mar 21, 2007, 10:55 AM
Please use the thread to ask questions or talk about the Design a Unit contest.
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View Full Version : Design a Unit 2 Discussion and QA Kael Mar 21, 2007, 10:55 AM Please use the thread to ask questions or talk about the Design a Unit contest. Kael Mar 21, 2007, 11:19 AM About the requirement for no new models. All that means is we won't be able to do submissions like the giant spider. Nothing that requires a model with animations. I wouldn't stress about a unit that shares a similiar body shape to something that is already in the game. Dont think you have to design something that looks exactly likie a model that is already in. Just don't recommend giant worms, flying toaster ovens, or a jester on a pogo stick. seZereth Mar 21, 2007, 11:31 AM About the requirement for no new models. All that means is we won't be able to do submissions like the giant spider. Nothing that requires a model with animations. I wouldn't stress about a unit that shares a similiar body shape to something that is already in the game. Dont think you have to design something that looks exactly likie a model that is already in. Just don't recommend giant worms, flying toaster ovens, or a jester on a pogo stick. Yea, i say: NO new Animation, but "new" Models are not a real problem (so stick to Humanoids or Animals that can use the Animations already there). And if the unit mechanic is great, i don`t know why it should not deserve a great look too. The winner may choose an artist who creates the look ;) C.Roland Mar 21, 2007, 12:22 PM About the requirement for no new models. All that means is we won't be able to do submissions like the giant spider. Nothing that requires a model with animations. I wouldn't stress about a unit that shares a similiar body shape to something that is already in the game. Dont think you have to design something that looks exactly likie a model that is already in. Just don't recommend giant worms, flying toaster ovens, or a jester on a pogo stick. Well, Technically, Flying toaster ovens shoudn't be a real problem but giant worms would be a problem. A toaster may use the Bomber animation (replace the bomb model by toast, so we have a toaster that drop toast) easily and it's not to hard to create. The real problem is animation. Before you throw the idea into the other thread you may consider this : -Humanoid models are fine (If it can use a vanilla animation) -Beast are a bit more hard (Basicly it have to stay close to a vanilla animal (so four leg please)) -Boat are also fine (It it's not something too extravagant) -Flyings units, those are hard to do without new animations -Siege unit, some are possible, but the majority are impossible to do without new animations So you better ask if you have a doubt on your unit graphic. MrUnderhill Mar 21, 2007, 02:00 PM [EDIT:] Ah, never mind. Just read the main thread; the contest is for ideas, not models. :lol: Love Mar 21, 2007, 02:03 PM I was thinking to steal a shipname from the Arda and recommend it to ljusalfar... It shall replace caravel whith a slighty edited dragonship model... But, i dont got a name :sad: TheJopa Mar 21, 2007, 03:13 PM I like Militia so far, though it should be somewhat simpler mechanic, but pure idea of citizens emerging to put up the last defense of your cities is something that I like (And it wont stop full scalled attack anyway) Poltergeist unit (Minor demon of destruction) is something that would be nice but since stealth units are not really developed until shadow it would probablyjustcreate frustration (As counters for invisible units are not really developed yet) and hurt the AI Bard is another unit that is OK but it replicates Gypsy Wagon mechanic somewhat... I have to post my own submission, I had 100 of ideas but right now I cant remember any... Civkid1991 Mar 21, 2007, 03:53 PM if i submit a unit idea but then think of something to improve the idea will it be ok if i go back and edit/repost the idea to show whats been updated... or is what we submit in the other thread final? Gravage Mar 21, 2007, 03:57 PM Bard is another unit that is OK but it replicates Gypsy Wagon mechanic somewhat... Huh? How? Gypsy is an offensive anti-culture unit, Combat Bard is a defensive city improving unit. TheJopa Mar 21, 2007, 04:09 PM Aren't Gypsy Wagons supposed to increase culture of city they are in? Or that was removed and replaced with Build Carnival ability? If so, then Bard would be OK but I would still prefer that he adds culture just by standing in city, as integrated ability rather than spell, and having second ability to spread Morale to other units in his stack. If he had magic promotions then he could learn Rust as well, and also some other not-very-bardic abilities. Nikis-Knight Mar 21, 2007, 04:37 PM if i submit a unit idea but then think of something to improve the idea will it be ok if i go back and edit/repost the idea to show whats been updated... or is what we submit in the other thread final? Feel free to edit up until the deadline. woodelf Mar 21, 2007, 04:40 PM :( Now you'll never know if I had a good idea... :twitch: Kael Mar 21, 2007, 05:28 PM :( Now you'll never know if I had a good idea... :twitch: Nah, I just block you from the contests to give everyone else a chance. ;) woodelf Mar 21, 2007, 05:43 PM Nice recovery boss-man, er Batman. Chandrasekhar Mar 21, 2007, 08:55 PM Hm... a unit with an inherent bonus against recon might be nice. I see the logic in not giving a promotion against them, but a unit that has such a bonus automatically might not violate the concept. CXDamian Mar 21, 2007, 09:11 PM thanks, though I think the concept of an assassin intercept might be broken from the start without an explicit exception. (trying to keep it simple to start with, I'll give it some more thought) [NWO]_Valis Mar 22, 2007, 03:13 AM It seems my Corsair is invisible for the community :/ So far I like the bard the most. It would give the theatre a reason to be researched and build earlier. I usually go for it in the mid-late game. Jono Mar 22, 2007, 09:49 AM Updated the anchor. Gravage Mar 22, 2007, 10:56 AM Thanks for the support [NWO]_Valis :) And I updated my entry for the Combat Bard with flavour text and a promotion/unit type. Grakl Mar 22, 2007, 02:57 PM Ok, no new models, what about skins, or at least, minor changes to skins? I don't believe my Purists suggestion would have as much "flavor" if their robes weren't white. Kael Mar 22, 2007, 03:24 PM Ok, no new models, what about skins, or at least, minor changes to skins? I don't believe my Purists suggestion would have as much "flavor" if their robes weren't white. Thats fine, I would check out seZ's post above. Modificationds to existing stuff is okay, but we cant do new things like the giant spider, dragon, kraken, etc. seZereth Mar 22, 2007, 03:40 PM Thats fine, I would check out seZ's post above. Modificationds to existing stuff is okay, but we cant do new things like the giant spider, dragon, kraken, etc. perhaps you can write it into your design contest first post... so people dont miss it. jaredbb Mar 22, 2007, 07:13 PM Ohh....I really like the familiar mechanic suggested by 3voices. Perhaps tied to a summon familiar ritual that can be built in a city with a mage guild...? The model can be similiar to the existing animal models, but it would have to glow like a Lightbringer or promo-ready unit. Gamestation Mar 22, 2007, 07:57 PM I could imagine that familiars could be used for any unit type, though, especially in the Shadow phase when quests and equipment are introduced. Nikis-Knight Mar 22, 2007, 09:32 PM I like the idea of familiars as well, but rather than adding 10xp straight, giving instant conjurers/mages, I'd change it to increasing the arcane rate of XP gain. And perhaps rather than adding +1 str, maybe they would sacrifice themselves when the caster would otherwise die to keep it alive and end the battle. eerr Mar 22, 2007, 09:56 PM i think there should be ways to cure common problems like hellfire, forest fires, disease, and the like without using magic imho. oops : O Nikis-Knight Mar 22, 2007, 10:07 PM Asking for advice or looking for the submission thread? (http://forums.civfanatics.com/showthread.php?t=212927) Gamestation Mar 22, 2007, 10:22 PM dwarven seer- blind(cannot see units), scry(see all units in target tile, including invisible) Care to give some more details on this unit? Is it meant to patrol your territory and attack enemy shadows (assuming the unit has any strength)? Is it invisible so that it can occupy the same tile as an enemy shadow and allow other units to attack the shadow? EDIT: Just reread the description of scry and figured out the purpose. Nevermind what I posted. Seont Mar 22, 2007, 10:37 PM you've mentioned limitations on animations and models, what about game mechanics? are participants limited to established game mechanics? A couple ideas that popped into my head if anyone wants to make something out of them. I wont, so feel free if you actually think they have any kind of potential Ratmen: a barbarian unit that is spawned in cities which are unhealthy, therefore the only barbarian unit that can be spawned within your cultural borders, should you neglect your sanitation requirements. similar to the familiar already suggested, a parasite or possessing unit(as in demonic possession), that would use a mechanic similar to the great general to attach itself to a unit, granting powers. Probably need to be a national unit, and if its the demon it would be nice if it required a summoner to bring into the world. Kael Mar 22, 2007, 11:16 PM you've mentioned limitations on animations and models, what about game mechanics? are participants limited to established game mechanics? A couple ideas that popped into my head if anyone wants to make something out of them. I wont, so feel free if you actually think they have any kind of potential Ratmen: a barbarian unit that is spawned in cities which are unhealthy, therefore the only barbarian unit that can be spawned within your cultural borders, should you neglect your sanitation requirements. similar to the familiar already suggested, a parasite or possessing unit(as in demonic possession), that would use a mechanic similar to the great general to attach itself to a unit, granting powers. Probably need to be a national unit, and if its the demon it would be nice if it required a summoner to bring into the world. Not only are new mechanics allowed, they are prefered. Every entry that won a design contest contained a new mechanic. I will say that some entrys will be vetoed by the design team because their mechanics arent possible, but since i dont think a unit without an interesting mechanic will win, I think its worth the risk. Seont Mar 22, 2007, 11:37 PM Not only are new mechanics allowed, they are prefered. Every entry that won a design contest contained a new mechanic. I will say that some entrys will be vetoed by the design team because their mechanics arent possible, but since i dont think a unit without an interesting mechanic will win, I think its worth the risk. In that case, I'd be interested in seeing if someone could come up with a unit capable of stealing the abilities of units it defeats,the unit should probably have no experience, and be incapable of gaining experience, so it must get all its promotions by killing units with promotions it wants. Chandrasekhar Mar 23, 2007, 12:30 AM In that case, I'd be interested in seeing if someone could come up with a unit capable of stealing the abilities of units it defeats,the unit should probably have no experience, and be incapable of gaining experience, so it must get all its promotions by killing units with promotions it wants. Kirby? . Seont Mar 23, 2007, 12:34 AM Kirby? . LOL, very nice. well if you must, i prefer sylar from "heroes", but i wasn't actually thinking of him either Chandrasekhar Mar 23, 2007, 01:03 AM :lol: It's just the first thought I had when reading your description. Ringtailed Mar 23, 2007, 02:02 PM I kind of like the animal pack thing. It might help to keep animals running around for longer periods of time(as it is they seem to disappear before I can get any subdued :/) Though, I wonder if that would be better served by putting animal dens on the map at start like ruins and barrows? The fire salamander is interesting too, but considering how acheron's flames spread now I wonder if it's overkill Civkid1991 Mar 23, 2007, 03:26 PM are units that produce new buildings or require new buildings ok? jimi12 Mar 23, 2007, 04:07 PM i like the dryad because i really like the treant unit art and wish it would be implemented more. i also like the oracle unit cuz i like the idea of the unit becoming stronger as the AC rises. Nikis-Knight Mar 23, 2007, 04:29 PM are units that produce new buildings or require new buildings ok?I'm pretty sure building art could easily be reused if it merited it. Seont Mar 23, 2007, 06:13 PM i was wondering if it were possible to add a specialized first strike mechanic, for example, Giant spiders seem to have an animation for first strikes where they spit a web at the enemy unit, but the enemy unit is never entangled, or suffers any other effects one would expect after having a spider spit web on you.(atleast that i've been able to notice) What i was wondering is would it be possible, or practical, to program specialized first strikes, first strikes that if successful, could entangle a unit, or hamper their offense or defense, or even have it so the first strikes, and only the first strikes, have a chance of poisoning the target, etc. seems like if the code allows for a special animation, it should atleast be possible, if not practical. also, a mechanic i liked from an old game i use to play, whenever the unit kills a victim, it lays eggs in the corpse, the eggs must hatch over time before becoming an acutal moveable unit,until then, they are a stationary egg(s), so unless you squat on them, they are easy prey. So it'd be a slightly different version of the baron and werewolves. Nikis-Knight Mar 23, 2007, 06:33 PM also, a mechanic i liked from an old game i use to play, whenever the unit kills a victim, it lays eggs in the corpse, the eggs must hatch over time before becoming an acutal moveable unit,until then, they are a stationary egg(s), so unless you squat on them, they are easy prey. So it'd be a slightly different version of the baron and werewolves.Warlords battlecry? Seont Mar 23, 2007, 06:46 PM Warlords battlecry? Yep, thats the one i was thinking of, although there have been others to use it. khanjackal Mar 24, 2007, 12:23 AM There are alot of good suggestions. Animal pack is a great idea, it would make the wilderness alot more interesting later in the game. And the Oracle gives the good civs a great unit during a high count. Jono Mar 24, 2007, 10:10 AM But the good civs shouldn't get a great unit during a high count. kenken244 Mar 24, 2007, 10:16 AM the oracle is just supposted to help you lower the effects of armageddon on yourself. but that goes against the AV theme of hurting everyone else more t han you hurt yourself Gamestation Mar 24, 2007, 10:21 AM How about that mapmaker? It's actually pretty surprising that no one else has yet posted about how useless cartography is after everyone else discovers it and Pact of the Nilhorn is completed. By the way, the base strength needs to be at least one I think in order for the withdrawal to work, BiffQJ. Frozen-Vomit Mar 24, 2007, 11:17 AM Thoughts on my contestant (Ice Basilisk): I was first toying around with the basilisk from greek mythology that, as far as i remember, sits around on some rock in the desert and kills everybody instantly with his gaze. The instantly killing thing seems a bit harsh gameplay wise so I was thinking of turning to stone (like medusa) and hey: wikipedia told me that the basilisk used in d&d aren't half serpent/chicken but just serpents (much cooler in my opinion - and easier to find a model for...) and that they indeed do turn people to stone. On the same page I then found some reference on an "Ice Basilisk" that would nicely fix the blandness (and not-at-all hostileness) of the polar regions. So actually, any cross links to my name are just coincidential :) The creatures should not be unbeatable and not really deadly. The way I think of them they sit around and do not want to be botherd. It's just that frozen units should be easy(er) prey to other wandering units. Any numbers, details ect. ect. are of course open to discussion - I'm really not too fixed on anything - just want the extreme north and south to become the wilderness that it should be. merciary Mar 24, 2007, 04:17 PM Question: Am I allowed to change my submission if I came up with a better idea if I get rid of my old one? Jono Mar 24, 2007, 04:35 PM Yeah, as long as it's changed before the submission phase of the contest has ended. Seont Mar 24, 2007, 08:40 PM I'd like to see a unit that can steal souls from living units it kills in battle, 1 per a kill. Souls it could then use for a variety of different purposes, maybe like the eaters of dreams you could use it to cast again the same turn, or perhaps they could be used to allow golems and skeletons to gain xp, or allow for permenant summons. while not in use, they would provide a .1 per a soul to the health of the unit, or something similarly small. different actions might cost more souls Always a favorite depraved mechanic of mine. Nikis-Knight Mar 24, 2007, 09:21 PM Why not put a name on that and submit it? As well as gaining a soul resource, it could also prevent unit from serving the Infernals/Mercurians if applicable.. Jono Mar 24, 2007, 09:40 PM I'd like to see a unit that can steal souls from living units it kills in battle, 1 per a kill. Souls it could then use for a variety of different purposes, maybe like the eaters of dreams you could use it to cast again the same turn, or perhaps they could be used to allow golems and skeletons to gain xp, or allow for permenant summons. while not in use, they would provide a .1 per a soul to the health of the unit, or something similarly small. different actions might cost more souls Always a favorite depraved mechanic of mine. I think you've got everyone beat. Seont Mar 25, 2007, 03:39 AM Why not put a name on that and submit it? As well as gaining a soul resource, it could also prevent unit from serving the Infernals/Mercurians if applicable.. i appreciate the encouragement, but ill leave it to far more talented and creative people to actually turn this, or any other of my vague ideas to a fully fleshed out and designed unit. heck i can't even come up with a name, "soul collector", "harvestor", "reaper", thats all i got and they seem way too overused to me. kevjm Mar 25, 2007, 05:20 AM So long as it's not used in this particular mod then I don't see the problem... you may as well submit it, there's nothing to lose eerr Mar 25, 2007, 07:22 AM i appreciate the encouragement, but ill leave it to far more talented and creative people to actually turn this, or any other of my vague ideas to a fully fleshed out and designed unit. heck i can't even come up with a name, "soul collector", "harvestor", "reaper", thats all i got and they seem way too overused to me. but everyone else has thier own ideas.. : P i still wanna make that blind dwarven seer... TheJopa Mar 25, 2007, 10:36 AM Yea, seont, post that, you've got nothing to lose. It crosses my mind how you can use souls for enchanting in Morrowind/Oblivion. But I really like that captured souls wont join infernal/basium, but instead they can be used for your cause. If you are still unsure about actual effects, I propose that souls can be sacrificed to heal demons in a tile, and/or grant them XP and/or give them back ability to attack. I have an idea about unit that is granted after your or enemy unit dies,unit that can never heal, but gets strenght bonus as he suffers more damage. However, I wouldn't like this unit to be buildable, and kill unit/get a new one mechanic is kind of overused. Any suggestions? thomas.berubeg Mar 25, 2007, 10:52 AM I'd like to see a unit that can steal souls from living units it kills in battle, 1 per a kill. Souls it could then use for a variety of different purposes, maybe like the eaters of dreams you could use it to cast again the same turn, or perhaps they could be used to allow golems and skeletons to gain xp, or allow for permenant summons. while not in use, they would provide a .1 per a soul to the health of the unit, or something similarly small. different actions might cost more souls Always a favorite depraved mechanic of mine. OOH! OOH! a dementor... i really like this idea! Seont Mar 25, 2007, 07:01 PM How about a unit, that once it kills another unit, gets a special "fed" promotion. when this unit is killed, after having "fed", it doesn't die, it splits into 2, either at severely reduced health, or as a lesser version(think blooded werewolves, ravenous werewolves) so that the only way to kill it is to kill it twice(Actually 3 times, cause you have to kill both of the lesser ones it splits into) if it has fed, or once before it has a chance to fed. so similar to an immortal, or other suggestions made in the contest, but it wouldn't spawn back at the capital, it would just split right there where it died, probably loose it promotions, etc. and it should be weak, given how quickly you could replicate them. basically i was thinking of a worm splitting into two when you cut it, but you have to smash it to kill it, but couldn't think of a way to require a special means of killing it, so the "fed" promotion works. Frozen-Vomit Mar 26, 2007, 07:24 AM I just changed my entry so that the basilisk actually kills units (just slowly) and upped his strenght by 1. Please tell me what you think about it. Civkid1991 Mar 26, 2007, 08:46 AM I thought it would be interesting to see colonists for some civs (at least the expansionists ones). A colonist would cost a bit more then a settler and when its done it has 1 less movement point, but when settled it produces a city with 2 (or something else reasonable) population and a granary (or some other useful building based on type of civilization or location settled). It probably would reasonable to have the pop of the building city to lower by one after a colonist is built. I can see this working pretty well with Hyprobem... if you you have a city you can produce a colonist which would boost the population of the new city (since city growth does not happen). You can start of your cities bigger then usual. MagisterCultuum Mar 26, 2007, 09:25 AM While we're on the subject of modified settlers, what about a pioneer. It could cost much more than a settler, but be able to defend itself (I'm not sure about if it should also be able to attack) and could move through impassible terrain or at least have a flat movement penalty. Love Mar 26, 2007, 09:43 AM Pretty funny, a non-combat unit whith blessed promotion can defence.. TheJopa Mar 26, 2007, 01:37 PM Frozen vomit, I think that unit that makes wildernes more dangerous is always good, and damaging units is ok if they have a chance to run away (watching them die for 10 turns would be frustrating) However about basilisk skin givin 1 cold defence strenght. It would be better and more useful if it gave 1 cold strenght and defence against cold (and besides ability to give elemental defense/attack is not yet in) Seont Mar 26, 2007, 06:46 PM Domingo, please read the following as constructive suggestions representing my own oppinion. I like the doppelganger unit idea, but i was wondering if there weren't a way to make him a little more "dopplegangery", for lack of a better, made up and mispelled, word. changing the graphic to the last unit killed(if possible) is interesting, but without it having an effect on anything, doesn't seem like enough to me personally, i mean all the stats and everything would show up the same, so you couldn't really trick anyone or anything, definitely not the AI. For example, if the unit could fake the nationality of who it just killed, but that would likely lead to false bug reports and aggrevation and confusion by players trying to figure out what the heck was going on. So i don't think that would work, but i offer it only as an example. i had a previous idea that i personally think might work, and that was the unit assuming the promotions of those it killed without it being able to earn experience itself. This is something you sort of started on, with your comment, (representing knowledge gleaned from the fallen unit) and it strikes me as a little "dopplegangery". Atleast, what i know a doppelganger to be, which may differ from you drasticly. Regardless, i like the idea, and am only trying to respectfully offer my oppinion and a suggestion, for what its worth. Frozen-Vomit Mar 27, 2007, 03:56 AM Frozen vomit, I think that unit that makes wildernes more dangerous is always good, and damaging units is ok if they have a chance to run away (watching them die for 10 turns would be frustrating) However about basilisk skin givin 1 cold defence strenght. It would be better and more useful if it gave 1 cold strenght and defence against cold (and besides ability to give elemental defense/attack is not yet in) The thing with the ten turns is not meant to frustrate players but to give them a chance to rescue their units by breaking the spell of the basilisk (killing it by a hero for instance.) I think the time window is not more frustrating than encountering spiders or bears in the early game who kill units anyway. Higher level units would last longer and have a greater chance that they can flee anyway. As we are not submitting world units i thought it would be overpowered (and not really flavorfull for a unit that basically only defends) to give a general strengh boost. But if elemental attack/defense values are not supported (yet?) I guess I will just remove it. R0GERSHRUBBER Mar 27, 2007, 08:29 AM i still wanna make that blind dwarven seer... Perhaps that could be an upgrade path for Khazad Adepts. AFAIK, the only Khazad counter to Shadows is joining Overlords for Floating Eyes; they cannot build Marksmen and cannot summon Sand Lions. Am I missing something (besides options for capturing this sort of unit)? Master_Hugian Mar 27, 2007, 09:46 AM Changed entry. Had a nice idea while at work today and thought it much better than my old one Chandrasekhar Mar 27, 2007, 10:11 AM Perhaps that could be an upgrade path for Khazad Adepts. AFAIK, the only Khazad counter to Shadows is joining Overlords for Floating Eyes; they cannot build Marksmen and cannot summon Sand Lions. Am I missing something (besides options for capturing this sort of unit)? So they can't terriform unless they go Leaves, and can't see invisible unless they go OO... though they're optimal, both flavorwise and gameplaywise, for Runes. :huh: I think this belongs over in the "Amusing Ironies" thread. Domingo Mar 27, 2007, 01:35 PM Some comments about the Doppelganger. My idea about assuming the model of the last humanoid unit it has killed would be primarily aesthetic. Having the unit be a true "infiltrator" and switching to the enemy while remaining under your control would most likely cause a number of issues. For that reason I just went for the compromise of keeping the unit Hidden Nationality. I consider a doppelganger to be a sort of humanoid, shape changing monster that kills his (or her I suppose, I'm not going to delve into doppelganger gender) victim and summarily assumes the victim's form for either sabotage or spying purposes. I suppose it's debatable what sort of mythologies you're going to use for a doppelganger's abilities. I know some involve the doppelganger eating the victim or absorbing his memories to facilitate the assimilation into the victim's society. In terms of what I thought would be the most easily implementable by the designers, I went more for a raider than a saboteur. If the unit were to be a saboteur I think it would be great for the doppelganger to be created as the member of a foreign civ, though under your control (or perhaps is created as your unit but upon killing your enemy's unit takes its shape and is flagged as a member of the opposing civ). The unit could then act like a spy in the vanilla civ (ie. sabotage), perhaps employing the same mechanic as the hidden nationality and being able to declare itself later. However, as you said and I agree, this facet would be difficult to implement. If you have any more questions or doubts feel free. Domingo Kael Mar 27, 2007, 01:38 PM Just a reminder, the contest ends tomorrow. Be sure to have your entries in and in a final form. Chandrasekhar Mar 27, 2007, 02:12 PM Well, everyone knows the ancient Greeks operated as 'city-states', right? And theyhad a bunch of philosophers running around, jumping into and out of bathtubs and chugging hemlock milkshakes. What more do ya need? :lol: . Seont Mar 27, 2007, 03:41 PM Some comments about the Doppelganger. My idea about assuming the model of the last humanoid unit it has killed would be primarily aesthetic. Having the unit be a true "infiltrator" and switching to the enemy while remaining under your control would most likely cause a number of issues. For that reason I just went for the compromise of keeping the unit Hidden Nationality. I consider a doppelganger to be a sort of humanoid, shape changing monster that kills his (or her I suppose, I'm not going to delve into doppelganger gender) victim and summarily assumes the victim's form for either sabotage or spying purposes. I suppose it's debatable what sort of mythologies you're going to use for a doppelganger's abilities. I know some involve the doppelganger eating the victim or absorbing his memories to facilitate the assimilation into the victim's society. In terms of what I thought would be the most easily implementable by the designers, I went more for a raider than a saboteur. Kael has stated they like interesting and unique mechanics, so i would go for what appeals most to you personally, not whats easiest for them. what ever you see as the most fun or true to your vision of this unit. Clearly the design team doesn't mind a little hard work, especailly if it adds to the enjoyment of the game. In fact i have this sneaking feeling that while there may be only 1 winner of this contest, we may find more than one of the ideas offered make their way into the game. but that may just be wishful thinking If the unit were to be a saboteur I think it would be great for the doppelganger to be created as the member of a foreign civ, though under your control (or perhaps is created as your unit but upon killing your enemy's unit takes its shape and is flagged as a member of the opposing civ). The unit could then act like a spy in the vanilla civ (ie. sabotage), perhaps employing the same mechanic as the hidden nationality and being able to declare itself later. However, as you said and I agree, this facet would be difficult to implement. If you have any more questions or doubts feel free. Domingo I appreciate the response. As i said, i am only seeking to add a little more doppleganger feel to your unit, that you may or may not even think it needs. to that end i had one other suggestion to offer. What if the unit could assume the type of the unit it is attacking if that would give it an advantage, just for the duration of the fight. It would keep all its xp and promtions, that wouldn't change, just what the doppleganger was. For example, if the doppleganger were fighting a crossbow, and for the sake of arguement, the doppel was considered a melee unit, it would become a crossbowman, thus negating the enemies 50 percent towards melee. after the fight, assuming victory, its back to a doppelganager. addmittedly, this might make it a little too powerful. Thank you for hearing my suggestions, and Good Luck in the contest. MagisterCultuum Mar 27, 2007, 09:39 PM The shade unit just proposed by Airwreck would make much more sense as a unique scout for Morgoth. Alternately, giving Invisibility and maybe HN to recon units could be an effect of the unemplemented Hidden trait, giving the equivalent of the unit both to him and the dark elves. Imo, Quetz's Wyvern riders should be the holy warriors of the Cult of the Dragon. Perhaps any civ could build them, but only in cities with CotD. Alternately, they could require the Wyrmhold just like Abashi and Eurabates, but could be trained by who ever owns the shrine at the time. Better yet, they require CotD in the city and a Wyvrn resource, which could only be obtained through that shrine. It should produce 2-3, so your allies could train these too. They should have water walking to simulate flight, and perhaps could get the Fear promotion. Perhaps they could also get the Evalgelist promotion to spread their cult. [NWO]_Valis Mar 28, 2007, 01:52 AM Just curious, who won the former contest? Jono Mar 28, 2007, 07:07 AM It was the Giant Spider. Kael Mar 28, 2007, 08:40 AM It was the Giant Spider. Yeap, by Abman. Here is a trivia question for you. Who is the only FfH team member to win one of these Design contests? Frozen-Vomit Mar 28, 2007, 09:22 AM I seem to remember it was Nikis-Knight, but I forgot for what. Jono Mar 28, 2007, 09:33 AM Well, it was before he was a member of the FfH team. Gamestation Mar 28, 2007, 10:57 AM Yeap, by Abman. Here is a trivia question for you. Who is the only FfH team member to win one of these Design contests? Well there you have it: Congradulations to Nikis-Knight for winning the closest Design contest yet! Now I just wasted a whole lot of time scouring the forum just for this one message. Oh well. DieselBiscuit Mar 28, 2007, 10:59 AM Wow! There's so many great ideas both here and in the contest thread that I'm pretty happy to have my entry overshadowed :) The soul collector mechanic has a lot of potential; imagine Cassiels chosen ones traveling the lands to collect the souls of the dying ones who haven't pledged their allegiance to a religion, specialized confessors of the Order who contain and possibly destroy demonic soul etc. Could quite possibly be made into a special promotion with mechanics tied to which unit activates the effect/spell to provide different takes on it (spell spheres fueled by souls, anyone?). Any unit utilizing this would get my (sadly worthless) vote. I'm also in love with the familiars that can be used as bonus promotions on mages. Just thought of another mechanic that could be cool, namely a promotion that negates all other promotions the unit has. It could be implemented as a sort of curse spell with effects that wear off after a round and would be the ultimate hero-killer. Basically, if the spell works, you're stuck with a unit that's got only it's base strength and intrinsic boni until it wears off. Bambur doesn't look so tough now, does he? :p A variation on this could be that the curse only affects promotions that give combat boni (a fair bit easier to implement). A propos the doppleganger business: I've tried my hand at implementing an effect that causes every player but you to view a unit as one of its own, but everything I tried made Civ crash like a mid 20s stock market. It's a tough one since it's tied to the graphical appearance of a unit which is reliant on code that is not available in the SDK. Would've been awesome if someone managed to pull it off, tho. Jono Mar 28, 2007, 02:05 PM I just changed my entry so that the basilisk actually kills units (just slowly) and upped his strenght by 1. Please tell me what you think about it. I think the frozen units should be invisible, so that other (player) units won't avoid the encounter. eerr Mar 28, 2007, 06:42 PM supposedly a contest, but your just going to put all the good ideas in anyway, right kael? Kael Mar 28, 2007, 06:48 PM supposedly a contest, but your just going to put all the good ideas in anyway, right kael? Oh yeah, my theivery knows no bounds. ;) Seriously I love the contests because they stir up so many good ideas. Even if they don't win, or aren't implemented exactly as suggested we really draw on a lot of the ideas that are suggested in these contests. Nikis-Knight Mar 28, 2007, 06:51 PM supposedly a contest, but your just going to put all the good ideas in anyway, right kael? Look at it this way: The winner is garunteed to win, but the 'losers' aren't garunteed to lose. ;) Mesix Mar 29, 2007, 12:48 AM Everybody wins if the added units inspired from this contest improve the mod in its next version. [NWO]_Valis Mar 29, 2007, 01:26 AM That is what I am counting on. My Corsair is not interesting enough :/ to win but I definetly see it in the game some day :) I want to use this opportunity to make a disclaimer. The Corsair unit was not my original idea. I only added it so it would land in that thread but the real idea came from Gutus in the Lanun thread. We are buddies and I knew he had not much time lately to add it. Frozen-Vomit Mar 29, 2007, 03:56 AM I think the frozen units should be invisible, so that other (player) units won't avoid the encounter. I like that idea - sadly I just saw it now when it's already too late :( kenken244 Mar 31, 2007, 10:01 AM i think the corsair needs to be added because curently naval combat is just really plain |
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