Malakim+ Rerelease

You know what I think. Leave the crew system but place prereqs where they can be get. Horses only in a city with a stable, camels in any desert city or in beduin camps.

This. I think it's the best way to go about it.
 
Hmm... The main thing I'm not sure about with the current system is that you can instantly change your entire mounted force, customizing it against archery or mounted units. I don't want to make one available in desert and the other in plains, because I don't want them to have plains at all... If I keep it the way it is, it would either become a spell with a significant turn delay, or a one time promotion.

Edit: Read what you wrote again, think I could actually introduce a Camel Stable building. Units in cities with the Camel Stable can become Camel Riders, those in cities with a normal stable can become Horse Riders... Would be perfect, especially if I can make a building mutually exclusive with another. Not sure if I can or not, have to check.

Edit 2: Sadly, there is no building exclude tag. I know I saw that Jean Elcard had a mod that did that, but it was for vanilla BTS.

Edit the Third: Decided to go with the Camel Stable. For now, both are able to be built in a city, so while the promotions can still both be taken at the same place, it takes a much higher hammer investment. Looking for a way to block them.
 
Okay, the Camel Stable is in, and each city is only able to build either the Camel Stable or the Stable. There is still just the one mounted line, but you can only take a promotion in a city with the correct building. Hopefully this will allow you to keep the flexibility of the system, while limiting the exploitability.

Took a while to test the promotions... Horse was working, Camel wasn't. Turns out even though I had put a camel down in the test game, improved and connected it, it still wasn't connected to my cities somehow... put it down onto a flatland rather than hill and everything worked fine. :confused:
 
How odd. Maybe it's something with the horse you prolly copied it from, because I've never seen a horse spawn on a hill tile (would make a great tile to work, though!)
 
Malakim+ 010 Changelog:
  • Added a Malakim+ Concepts section, containing links to everything added or changed.
  • Added Flavour text to the Camel Resource, as well as help text for all new features.
  • Kuriotate Flying Workboat is now named the Wyrmfisher, is it's own unitclass, and requires both Fishing and Knowledge of the Ether. This gives you the choice of sacrificing a city and building workboats, or waiting for Wyrmfishers.
  • Desert Stealth (Worker) promotion added. Increases workrate by 25% and grants invisibility, so long as the worker stays in the desert.
  • Camel Stable added. Cannot be constructed in a city with a Stable. Mounted units require either the Stable or Camel Stable to be built.
  • Mount system reworked. Mounted units can take the Camel promotion in cities with the Camel Stable, and the Horse promotion in cities with the vanilla Stable.

I'm sure there are a few more changes, but I can't think of them at the moment... Mostly 'pedia changes. Enjoy, hopefully no bugs. :lol:
 
Valkrionn, how about "living sands" feature which may:
1) be buildable
2) appear as ancient forests do
?
This one will give no yield changes but will have very high movement costs for all but units with the desert promotion (which malakim units have and which may be picked as it were in Civ4) and have a chance to thwart attacker formations (either damaging them or spawning sand ghouls as treants are spawned, I like this option better).

Also I suggest an Agave resource which may appear in bushes, should act like vine.

If you can add this I'd be happy. I may be able to make some models for this mod in future.

By the way, I like the idea of horse/camel stable very much!
 
Hmm... I like the idea of the Living Sands. If I was to implement it, it would slowly convert from desert when in Malakim Territory, and would remove the build speed decrease and add a high movement cost, but otherwise be the same as desert. If it would do anything to stop attacks, I'd probably give it a chance to cast Blinding Light when a unit is close enough rather than damaging it. I think it fits better.

Not sure about the resource appearing in scrubs, as scrubs have a chance to spawn when scorching. I'll think about it.

I'd love for some models. :goodjob: And I'm glad you liked the idea, I think it works better than splitting the two lines completely.
 
Looking forward to this being included in FF... I play too much Multiplayer games to start having to worry about who has which version of what :)

I think the current implementation actually encourages the Malakim to have very little desert. They just suck less than other races. Your vision makes them actually prefer it over plains.
 
Yep! I got Valks permission, so when Fall Flat checks out (really just waiting for my private beta group to finish a game or two so I know I didn't do anything horrifically damaging) his changes will form the Malakim in Fall Flat, to give them a leg up on the other races who have been tweaked.

Now, if I could just find more changes I like for the Bannor...
 
Hey, I find it quite cool to have "living sands" which have a small chance to spawn a sand ghoul unit, mummy-like undead defender with limited magic powers (weaker than a treant but has some magic).

I did a reskin of a warrior:
In civilopedia:
ehhp8x.jpg


It carries a wrong weapon on that screenshot because I was in a hurry and used bloodpet model.

If you use a warrior model it carries an obidian mace with bloody spikes:
Spoiler :
mal3xu.jpg


Skin is in the attachment.
A belt and a symbol on his chest are teamcolored.
 

Attachments

I love the model, but I think a feature spawning defenders is too close to what the Elves have... How about a desert lair, that would spawn them as barbs? Or as enraged Malakim Units, as I'd like them to be at peace with the Malakim... Could probably get them to spawn as Barbs unless the Malakim are in the game, in which case they would spawn under the Malakim flag, but would have HN and a unique promotion causing them to be constantly enraged. No controlling them, but they will attack your enemies for you.

Possible lair graphic. It's the first one in the image.
preview1n.jpg


I still like the idea of a unique Desert casting Blinding Light. I think it fits better with Varn. If Notque merged the Minor Leaders into FF, I'd have to set it to cast blinding light for Varn, and spawn these guys for Kane.
 
As you wish, I just want some random mummie defenders :).

The only issue with a lair that it'd be wiped off by AI quite fast. However if you are able to deal with this issue it would be cool.
 
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