Suggstion for Lanun Civ

There is a unit design competition? Where can I find this? I'll put forward my idea for airships in general. :)

I had already thought of a UU airship for the Luchiurp (to replace normal airships). With your permission, Kol, I would also propose a UU airship for the Lanun to replace normal airships. I don't want to seem like I'm idea stealing, so let me know what you think :)

Al
 
Cool, now we have ideas for the Lunan and the Luchiurp airships. Maybe Khazad should have one too.
 
When I originally suggested airships, I thought of them as a late game unit with relatively low strength (4 or 5), a high movement (5 or 6), the ability to fly, and a high cargo capacity (4 or 5).

I had the idea that the UU version for the Luchiurp would be more of a war vessel (such as those from the Last Exile and Castle in the Sky anime series). This would modify it to have approximate values: strength 9/12; movement 2, flying and cargo 2. This would make it very potent, but slower than the rest with less focus on cargo, and good defense capabilities.

A UU for the lanun would probably be similar to the normal airship, but with an added withdrawel chance, and possibly one higher attack value (but not defense).

Amurites I guess would have something magical. Air magic maybe? Or just plain old fireballs lol

Any other suggestions? :)

Al
 
Well, going with the base being:

Generic:
"Hey! We can move people quickly, and even across Mountains! But they are sitting targets..."
Cargo Baloon
  • 4 :strength:
  • 5 :move:
  • 5 Cargo
  • Flying

Luchuirp:
"Hey! We can move Ammunition quickly, and even across Mountains! And other people are putting Targets up for us!"
Flotilla
  • 7 :strength:
  • 3 :move:
  • 2 Cargo
  • Flying, Can Bombard Cities, Causes Collateral Damage

Lanun:
"Hey! We can move Ships quickly, and even across Land! And there is Bounty to be Hoisted up there!"
Aerial Privateer
  • 3 :strength:
  • 8 :move:
  • 3 Cargo
  • Flying, Can Blockade (even on land? Possible?), Hidden Nationality, 35% Withdrawal Chance

Amurite:
"How did we never think to contain a Maelstrom and ride it? Oh yeah... cause it is INSANE! Well.... everybody else is doing it... maybe we are missing something?"
Alchemical Barge
  • 4 :strength:
  • 4 :move:
  • 3 Cargo
  • Flying, Can Caste Fair Winds, Can Cast Fireball. 10% chance to explode upon casting any spell




Other possibilities would be:

Hippus:
"What?! Well, if that is where War is to be Fought, then I guess that is where we are to be hired..."
Corsair
  • 6 :strength:
  • 7 :move:
  • 1 Cargo
  • Flying, 40% Withdrawal Chance, Can Enter Rival Territory

Balseraph:
"Huh. If Cows can do it... so can we! Hand me that bundle of Baboons! No, not Baloons, Baboons! Damnit, can't you get anything right?"
UFO
  • 2 :strength:
  • 3 :move:
  • 1 Cargo
  • Flying, Explodes on Death, Can Explore Rival Territory, Can View Rival City Details

Sheaim:
"Death... From Above? Still death."
Drakeling
  • 5 :strength:
  • 2 :move:
  • 1 Cargo
  • Flying, Beast, Dragon
 
Hehe some random creativity there :)

I like all of them! Except for the Sheaim one. Maybe a dragon unit could be included somewhere else. I would still enjoy seeing Sheaim civs with little airships.

Also, the use of the word airship would probably sound less "innefective" than baloon :p

Great stats though Xienwolf. The ariel privateer works perfectly now I look at it :)

Still think the Luchiurp airship should have a higher defensive bonus (it must be hard to attack a flying fortress). Great name though. Flotilla :lol:

I thought about fair winds for the amurite one, but would this promotion work seeing as these aren't naval units?

All this airship talk is getting me excited :D

Al
 
Well don't forget what Dragon means. Can Roar to convert units if you infected the enemy with Cult of the Dragon, and can summon a single Meteor. Though that particular one would be best suited as a land unit which happens to be allowed to attack the Air units as well (so that the Grigori have a target for their Dragonslayer Promotion mainly). I'd imagine the Sheaim to still have the basic Cargo Baloons.
 
Yeah the basic cargo baloons (airships :p) would be best for the Sheaim, although exploring the option for other flying units would be good also. It could be quite harsh to have a load of little dragons flying around converting a wealth of units to your cause LOL :D

I originally looked at the airships as a useful late-game transport vessel (with the exception of the Luchiurp because... well just because ;)). As I said, your stats for the Lanun airships are spot on in my opinion. Very fast and annoying :D

Too many UU airships could make the unit tiresome to implement, but the Luchiurp, Lanun, Amurite and Balseraph ones all seem to be appropriate (LOL UFO :lol:). The hippus Corsair is awesome too! Powerful, but with only 1 cargo. Basically fulfulling a different role.

If this gets implemented (which I hope it would), then I'd still propose the Luchiurp Flotilla (mobile fortress/combat airship or whatever it gets called) is given a strength/defense of 7/8 or 7/9 :)

Al
 
I'd vote Lunan, Amurite, Luchiurp, and Hippus for the civs that get UU airships. But I would say that imho, all their strengths and movements should be increased by 2. Jus wat I think.
 
There is a unit design competition? Where can I find this? I'll put forward my idea for airships in general. :)

I had already thought of a UU airship for the Luchiurp (to replace normal airships). With your permission, Kol, I would also propose a UU airship for the Lanun to replace normal airships. I don't want to seem like I'm idea stealing, so let me know what you think :)

Al

Yeah, if you want. Although the next design competition wont be untill ice is out. If you go on about it for long enough hopefully someone will make a modmod for the time being :D.

Also I agree that the UUs should be for Luchuip, Lanun and Amurite, I also think that the Luchuip's should be quite fast - they could do with a late game way to get their golems to the action. Like the Lanun Hidden nationality one, for the amurites one that can cast air spells would be good. I don't think too many civs should have UUs though because then it gets a bit boring. Also, some civs shouldn't be able to make them, I'd go with Doveillio, clan and khazad.
 
Neat ideas, my one observation is that the cargo capacities seem really high, but I suppose this isn't really about that type of fine-tuning.

Question. Why do you feel they are too high?
 
I intend to make a modmod when I get the time. I'm somewhat busy at the moment, though when I'm free I will begin work immediately. Once I've put something together I'll start a thread in the modmod section :)

I think the cargo capacities are meant to be large. They are, after all, large airships.

I don't think we should speed up the Luchiurp airship. It's meant to be more of a flying fortress than a high speed flying transport. When I make the modmod though, I would certainly up its defense.

Also, Im not sure about increasing the overall strength values by 2 like rocklikeafool suggested. Maybe for the Luchiurp, but not the others. I'd like to see the Luchiurp airship more powerful than an arquebus and, in return, also requiring blasting powder/gunpowder (wheras the others wouldn't).

On the topic of increasing their movement accross the board I'm more open to this. Does anyone else think that the proto-movements Xien suggested are too slow?

Al
 
Just a comment on the original suggestion here - I find that I am just building workshops and mines on all my land spaces as Lanun - since Hannah gives you 3 commerce / sea tile, and the trade route bonus of costal cities, it works pretty well for me at least. (Monarch difficulty).
 
Just to repeat my old idea.
I would like to see 'Famous pirate Captain'-s, spawned thorugh some event similar to the 'choose hero'-event in Age of Ice. A captain would basically be something like 'Great Generals' but for the Navy. Adding ships they join 'pirate status' (Hidden Nationality + Gold Bonus for sunken ships), as some flavour promotion. Because in the end, the Privateers are weak as is the hero unit (more or less)...
For Example:
Guille of the Winds: Adding permanently the Fair Winds Promotion.
Karthan the Cannoneer: Adding the ability to 'cast Cannonballs' (Fireballs).
Raphael the Carpenter: Adding the 'Repair' Spell or something like that...

Also i get the feeling, that on maps with big land masses you don't have enough hammers when you focus on coasts, so Lanun gets a bit weaker. So it might be an idea to add flotsam to coasts, wich add at least a few hammers.
Or to add caputred ships also 'Slaves' or the possibility do disassemble them to get some hammers in harbours.
But okay, building only workshops and so on might also be an idea.

--
Flying dwarves... i don't get why dwarves (a cave/mine race) would set out to fly... but WoW did it, as some other games. So why not...

I dislike the 'attributes' Xienwolfs suggested. I mean a 'cargo ballon' has more strength then a 'Aerial Privateer' ... that simply dosen't work for me...
It's like giving the galleon a strength of 10 and the man-o-war keeps his strength of 9.
 
I dislike the 'attributes' Xienwolfs suggested. I mean a 'cargo ballon' has more strength then a 'Aerial Privateer' ... that simply dosen't work for me...
It's like giving the galleon a strength of 10 and the man-o-war keeps his strength of 9.

I heartily agree with that.

Also, I like your captain idea. Sounds cool.
 
I also think that the Luchuip's should be quite fast - they could do with a late game way to get their golems to the action

Would it be possible to code a feature where the the passengers of the Lushuip airships aren't killed on transport death if they are unittype golem? I'm imagining dozens of golems freefalling from a flaming wreck in the sky over enemy lands, only to rise up and wreak havok (with %% damage, of course)

Also, maybe the Sheim airships spawn 1 skeleton/pyre zombie per passenger on death? Just some ideas...
 
I had a game with the Lanun and after founding and converting to Octopus Overlords i could not build any pirate coves, i was using 0.30 with that game but will now try the newest version... Is this meant to happen or is it a bug?

I think the pirate coves should be built along the coast aswell, it does seem very strange to be built on the land...

Does anyone know how i can stop the Octopus Overlords religion from changing the city graphics? I really dislike those city and cottage graphics and would prefer it if the religion did not change those graphics.
 
i like the idea of pirate heroes so ill give it a go
Dread Pirate roberts (princess bride is an awsome movie)
strength 6
movement 1
starts with hidden nationality, boarding, amphibious
first spawns as a barbarian, but when roberts is defeated civ that kills him gains dread pirate roberts unit with exp reset and roberts ship the revenge

Revenge (pirate UU)
strength 6
movement 6
starts with sentery 1, hidden nationality
cargo 2
withdraw 40%
when defeats a unit gain 10 gold
will abandon civ if civ doesnt have dread pirate roberts
 
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