For an Ashes of Erebus compatible version, please go to this thread.
Available Beta/Stable releases are in post 3 (here)
There is a test build available in post 18 (Here) - however, use of this version is not reccommended, as there are issues with it at present.
I'm debating whether it was such a good idea to think of this as I type this post. It might be just a bit more work than I initially intended.
Anyway.
This is a module I'm working on, started by one of the many random passing ideas that hit my head daily - namely: Adept on a horse...?
I've done a little preliminary planning to try and account for all the civilizations and their quirks, done my best to preserve the Amurite near-monopoly on magic and a few other things. Since I plan to make it available to everyone when I'm done, or whenever I need someone to test it (you lucky Guinea pigs - I mean testers), feedback is going to play a large part in this.
I'm working off a little curiosity I discovered. On the promotion 'Frost Giant Entourage' it mentions granting a secondary UnitCombat. Assuming a secondary UnitCombat also allows access to promotions of that UnitCombat (Someone please clarify that; it may dictate a few changes) then these proposed units would in theory be Arcane UnitCombat with a secondary of Mounted - even if it has to be similarly applied by promotion.
The reason being, if you've got a horse, you shouldn't be denied access to the equipment promotions available from whichever Master building it is that offers them.
That's an aside thing though, and just something I'd like to make possible, but I digress.
This is what I have so far - couched in my sometimes hard to interpret notes, so I apologize if something isn't clear.
Also, some of the things in here might not be possible, but I haven't actually tested this yet.
Put into Spoiler tags to keep the post from appearing ridiculously long.
Not-Unique Units:
This of course allows one to effectively have 12 Archmages - 4 Liches, 4 Archmages and 4 Mounted Archmages. Not entirely sure I like the idea of that yet, but rebalancing will come after it works.
At present, I've no plans to allow for Mounted Liches - that would be too unbalancing, and I don't (yet) feel like looking into the spell system.
I felt the trade off for being mounted should be losing the ability to make mana nodes, and I kept them to only 2 movement rather than the 3 of most mounted units because you're going to have trouble casting magic while riding at speed. It just made sense.
Since it's impossible to have two required buildings, the Mounted Adept does not depend on a Stable in-city to be built. However, as it's upgrades do not need the Mage Guild, they *do* need the Stable present, or Hippodrome in the case of the Archmage.
This may be changed to provide a building (Perhaps an Arcane Stable) which is necessary for the training and upgrading of all Mounted Arcane units, but this at present is a Future Planned Feature.
Following on from this, I started looking into the civilizations with unique differences:
Other notes:
The Hippus *should* have no problems with this. If, as I suspect, the secondary UnitCombat works the way I think it does, then the Mounted Arcane units should gain the Horselord Promotion automatically. Will require confirmation or some testing to be sure.
The Malakim and their ability to switch between Camel and Horse/Nightmare mounts - I plan to ignore this mechanic for the moment and see how it works in-game with what I've got right now. It may need a new set of Horse and Camel Rider promotions, but it depends.
As the Kuriotates don't use mounted units because of their centaurs, they do not get mounted arcane units. Again, this may change depending on if a fix can be found that prevents Adepts from upgrading to Mounted Adepts (And thus changing from Human to Centaur) which doesn't break anything.
At present, the default artstyle for these units will be the Horseman. Some few of the unique varients may, if a suitable candidate is available, gain a different artstyle. This should allow them to cycle through the different appearances they gain for each Civ; those that don't will follow the same rule as the varients - only where a suitable candidate is available.
Okay, that's a lot to go through, I admit it. I was trying to cover most of it.
While it's probably a bad idea, I'll be keeping an eye on this thread while I work on this module for you so I can take advantage of any further ideas, tweaks and changes anyone suggests.
Test version is up - see post 3
Right, I'm done for now.
Available Beta/Stable releases are in post 3 (here)
There is a test build available in post 18 (Here) - however, use of this version is not reccommended, as there are issues with it at present.
I'm debating whether it was such a good idea to think of this as I type this post. It might be just a bit more work than I initially intended.
Anyway.
This is a module I'm working on, started by one of the many random passing ideas that hit my head daily - namely: Adept on a horse...?
I've done a little preliminary planning to try and account for all the civilizations and their quirks, done my best to preserve the Amurite near-monopoly on magic and a few other things. Since I plan to make it available to everyone when I'm done, or whenever I need someone to test it (you lucky Guinea pigs - I mean testers), feedback is going to play a large part in this.
I'm working off a little curiosity I discovered. On the promotion 'Frost Giant Entourage' it mentions granting a secondary UnitCombat. Assuming a secondary UnitCombat also allows access to promotions of that UnitCombat (Someone please clarify that; it may dictate a few changes) then these proposed units would in theory be Arcane UnitCombat with a secondary of Mounted - even if it has to be similarly applied by promotion.
The reason being, if you've got a horse, you shouldn't be denied access to the equipment promotions available from whichever Master building it is that offers them.
That's an aside thing though, and just something I'd like to make possible, but I digress.
This is what I have so far - couched in my sometimes hard to interpret notes, so I apologize if something isn't clear.
Also, some of the things in here might not be possible, but I haven't actually tested this yet.
Put into Spoiler tags to keep the post from appearing ridiculously long.
Not-Unique Units:
Spoiler :
Mounted Adept
-Requires: Horse/Nightmare, Mage Guild, Knowledge of the Ether, Horseback Riding
-Cannot build Mana Nodes, but has +1 movement over standard Adept
-Can upgrade to Mounted Mage only
-Can be built directly or upgraded from an Adept
Mounted Mage
-Requirements: Horse/Nightmare, Stable, Sorcery, Stirrups (Note 1)
-Cannot build Mana Nodes, +1 movement over standard Mage
-Can upgrade to Mounted Archmage only
-Can be upgraded from Adept, Mounted Adept or Mage
Mounted Archmage (National Unit: 4 allowed)
-Requirements: Horse/Nightmare, Hippodrome, Reagents, Strength of Will, War Horses (Note 2)
-Cannot build Mana Nodes, +1 movement over standard Archmage
-Can be upgraded from Mage, Mounted Mage or Archmage
Note 1: This was, as far as I could tell, the tech for the next tier of mounted units. It seemed like a bit of a jump, but I didn't want to allow them too soon.
Note 2: Like with Stirrups, this also seemed like a bit of a leap, but it followed on logically.
-Requires: Horse/Nightmare, Mage Guild, Knowledge of the Ether, Horseback Riding
-Cannot build Mana Nodes, but has +1 movement over standard Adept
-Can upgrade to Mounted Mage only
-Can be built directly or upgraded from an Adept
Mounted Mage
-Requirements: Horse/Nightmare, Stable, Sorcery, Stirrups (Note 1)
-Cannot build Mana Nodes, +1 movement over standard Mage
-Can upgrade to Mounted Archmage only
-Can be upgraded from Adept, Mounted Adept or Mage
Mounted Archmage (National Unit: 4 allowed)
-Requirements: Horse/Nightmare, Hippodrome, Reagents, Strength of Will, War Horses (Note 2)
-Cannot build Mana Nodes, +1 movement over standard Archmage
-Can be upgraded from Mage, Mounted Mage or Archmage
Note 1: This was, as far as I could tell, the tech for the next tier of mounted units. It seemed like a bit of a jump, but I didn't want to allow them too soon.
Note 2: Like with Stirrups, this also seemed like a bit of a leap, but it followed on logically.
This of course allows one to effectively have 12 Archmages - 4 Liches, 4 Archmages and 4 Mounted Archmages. Not entirely sure I like the idea of that yet, but rebalancing will come after it works.
At present, I've no plans to allow for Mounted Liches - that would be too unbalancing, and I don't (yet) feel like looking into the spell system.
I felt the trade off for being mounted should be losing the ability to make mana nodes, and I kept them to only 2 movement rather than the 3 of most mounted units because you're going to have trouble casting magic while riding at speed. It just made sense.
Since it's impossible to have two required buildings, the Mounted Adept does not depend on a Stable in-city to be built. However, as it's upgrades do not need the Mage Guild, they *do* need the Stable present, or Hippodrome in the case of the Archmage.
This may be changed to provide a building (Perhaps an Arcane Stable) which is necessary for the training and upgrading of all Mounted Arcane units, but this at present is a Future Planned Feature.
Following on from this, I started looking into the civilizations with unique differences:
Spoiler :
Archos, Doviello, Clan of Embers: No mounted arcane units. I may change this to allow for Mounted Shamans, which require only a Stable (and not even that in the case of the Doviello, who I believe don't need any buildings for their units).
Khazad: As they don't get Mages or Archmages, neither will they be allowed the mounted varients.
Luchuirp: I know they don't use horses for their mounted units, but they do get the upgraded arcane units so they'll be getting the Mounted varients.
Svartalfar: They only replace the Mage with their Illusionist, so will only be getting a UU Mounted Illusionist. Identical to Mounted Mage but with a different name and the Illusionist promotion, obviously.
Scions, D'teshi and Amurites: These three are going to gain a complete replacement tree based on their Adept/Mage/Archmage units, as follows:
Scions:
-Uses normal Mounted Adept, just like they use the normal Adept.
-Mounted Necromancer (Repl. Mounted Mage) - identical to Necromancer, but with the +1 movement and dependency on Horses/Nightmares.
-Mounted Wraithlord (Repl. Mounted Archmage) - see above, but for the Wraithlord.
D'teshi:
-Mounted copies of their Adept and Mage UUs
-No Mounted Archmages, however. With their Archmage UU named 'Council of Four', I didn't really see any reason for them to have two such Councils. This also may change, but will require a different unit name that makes logical sense for them.
Amurites:
-Like the D'teshi and Scions, their Arcane units have mounted copies - but with a few varients.
-Mounted Apprentice will be able to upgrade to mounted units only, including horseman (unlike the normal Apprentice, which can only take the Horse Archer route)
-The Mounted Battlemage, as mounted units have an advantage over siege units (I think) share their unmounted counterparts combat bonuses bit with an additional bonus against siege units.
-Possibly allowing the same for Mages - but this would make it pointless to upgrade Mounted Apprentices directly to other mounted units, as it would give them Chan II without having to learn it the way other non-arcane units do.
Khazad: As they don't get Mages or Archmages, neither will they be allowed the mounted varients.
Luchuirp: I know they don't use horses for their mounted units, but they do get the upgraded arcane units so they'll be getting the Mounted varients.
Svartalfar: They only replace the Mage with their Illusionist, so will only be getting a UU Mounted Illusionist. Identical to Mounted Mage but with a different name and the Illusionist promotion, obviously.
Scions, D'teshi and Amurites: These three are going to gain a complete replacement tree based on their Adept/Mage/Archmage units, as follows:
Scions:
-Uses normal Mounted Adept, just like they use the normal Adept.
-Mounted Necromancer (Repl. Mounted Mage) - identical to Necromancer, but with the +1 movement and dependency on Horses/Nightmares.
-Mounted Wraithlord (Repl. Mounted Archmage) - see above, but for the Wraithlord.
D'teshi:
-Mounted copies of their Adept and Mage UUs
-No Mounted Archmages, however. With their Archmage UU named 'Council of Four', I didn't really see any reason for them to have two such Councils. This also may change, but will require a different unit name that makes logical sense for them.
Amurites:
-Like the D'teshi and Scions, their Arcane units have mounted copies - but with a few varients.
-Mounted Apprentice will be able to upgrade to mounted units only, including horseman (unlike the normal Apprentice, which can only take the Horse Archer route)
-The Mounted Battlemage, as mounted units have an advantage over siege units (I think) share their unmounted counterparts combat bonuses bit with an additional bonus against siege units.
-Possibly allowing the same for Mages - but this would make it pointless to upgrade Mounted Apprentices directly to other mounted units, as it would give them Chan II without having to learn it the way other non-arcane units do.
Other notes:
The Hippus *should* have no problems with this. If, as I suspect, the secondary UnitCombat works the way I think it does, then the Mounted Arcane units should gain the Horselord Promotion automatically. Will require confirmation or some testing to be sure.
The Malakim and their ability to switch between Camel and Horse/Nightmare mounts - I plan to ignore this mechanic for the moment and see how it works in-game with what I've got right now. It may need a new set of Horse and Camel Rider promotions, but it depends.
As the Kuriotates don't use mounted units because of their centaurs, they do not get mounted arcane units. Again, this may change depending on if a fix can be found that prevents Adepts from upgrading to Mounted Adepts (And thus changing from Human to Centaur) which doesn't break anything.
At present, the default artstyle for these units will be the Horseman. Some few of the unique varients may, if a suitable candidate is available, gain a different artstyle. This should allow them to cycle through the different appearances they gain for each Civ; those that don't will follow the same rule as the varients - only where a suitable candidate is available.
Okay, that's a lot to go through, I admit it. I was trying to cover most of it.
While it's probably a bad idea, I'll be keeping an eye on this thread while I work on this module for you so I can take advantage of any further ideas, tweaks and changes anyone suggests.
Test version is up - see post 3
Right, I'm done for now.