xienwolf
Deity
I've long been upset that for magic your choices are either Sorcery (War + Utility) or Summoning (War only, and many argue not good at that).
In my mind, a summoner should be incredible to have around, especially outside of war. Hence I would like to have some help in designing new summoned units. I will most likely design it all into a mod-mod once I am happy with all of the results, and will most probably stick to the current models since I am not graphically inclined
Amusing aspects of current status:
Some current Sorcery spells probably ought to actually be Summoning if you envision summoning as simply bringing something into existence longterm, and Sorcery as altering reality in some manner. Thus Fireballs, Meteor Swarm, Conjure Eyeball, Flaming Arrows & Enchant Spellstaff (arguable) all ought to be Summoning. Since those are Sorcery, I will assume that Summoning spells refer just to those spells wich call a new unit into existence which can presumably act independantly (thus Fireball & Meteor Swarm wouldn't count as summoning spells).
Alteration leads to Sorcery, so it is fitting that it has so few summoning spells. Yet it has 2 of 3 permanent summons, oh yeah, and Divination (also leads to Sorcery) has the other 1.
For now I am still just doing Ideas. I'll check that things balance with each other and their Tier later on.
General Thoughts:
Wild Ideas:
In my mind, a summoner should be incredible to have around, especially outside of war. Hence I would like to have some help in designing new summoned units. I will most likely design it all into a mod-mod once I am happy with all of the results, and will most probably stick to the current models since I am not graphically inclined
Amusing aspects of current status:
Some current Sorcery spells probably ought to actually be Summoning if you envision summoning as simply bringing something into existence longterm, and Sorcery as altering reality in some manner. Thus Fireballs, Meteor Swarm, Conjure Eyeball, Flaming Arrows & Enchant Spellstaff (arguable) all ought to be Summoning. Since those are Sorcery, I will assume that Summoning spells refer just to those spells wich call a new unit into existence which can presumably act independantly (thus Fireball & Meteor Swarm wouldn't count as summoning spells).
Alteration leads to Sorcery, so it is fitting that it has so few summoning spells. Yet it has 2 of 3 permanent summons, oh yeah, and Divination (also leads to Sorcery) has the other 1.
For now I am still just doing Ideas. I'll check that things balance with each other and their Tier later on.
General Thoughts:
- Each of the 4 Technology groups should have at least 1 good fighting/defense summon
- Each Summon will ideally be the BEST at something. But that could be hard to accomplish
- Every Mana Type should have a Summon Unit (which causes a problem for finding graphics to fit the 10 units which will be new)
- I am attempting to stick with just mechanics that are already possible by the XML for now
- Rank 3 should be impressive. So either Permanent, Affinity, or incredible utility/power
- Need to balance ideas to be useful for a non-Summoning Trait, but not become broken for that trait.
- Must remember that anything with Elemental becomes stronger by 1 if the Tower of Elements is built.
- Anything for Utility needs to be permanent, but limited in number like skeletons/treants/Guardian Vines or it becomes a micro-managing hassle
- Can't shake the feeling that Summoned units should have no maintenance costs, cause no War Weariness, and grant no XP (except in a few cases where deemed fitting)
Wild Ideas:
- Timebomb: Not sure this one can be pulled off, would need a negative healing promotion at the least: Goal would be to create a negative healing rate and make it use the Explode on Death tag (which I do not think is working as intended now). Probably combine with HN or Invisible status.
- Rampager: High Movement, Can Pillage, Cannot Attack
- Bulwark: Ultra High defense, but inability to deal damage in combat (iCombatLimit set to 0, but since I have never seen that I don't know what effect it might have. End result might make it impossible for any combat to occur with the unit. Will test sometime later)
- Terrain Super-specialists: Obvious one, can give a massive boost to some units in their native terrains
- Anti-Stack: Can allow a unit to damage (flank) all of a certain type of unit in a stack.
- Anti-Unit: Can specify which combat type a unit will target first in a stack.
- Builder: Allow some summoned units to construct buildings. Problem is that once a building is placed in each city they are useless if that is the only function.... If I go beyond XML I could create a new building that has limited duration though.
- Paratroopers: Summoned units are the perfect opportunity to bring the Paratrooper function to FfH.
- Dreams/Muscle Aguments: Rank 3 only so you cannot spam Conjurers to exploit: Could allow one summon to give small beaker bonuses (ie - Savant), and another small hammer bonuses (ie - Soldier of Kilmorph), a third to do minor Great Merchant type trade missions for Gold, and a final one for small culture bonuses. These are all micro-management nightmares though.
- Outfitter: Rank 3 only again: Attachable summons (equipment), Since turning it into a promotion means you cannot limit the supply of them to the number of casters this has to be rank 3 so that micro-managing becomes the main limit I guess. Needs to be fairly minor though, or limited by unitclass/unitcombat type.
- Adaptability: Starts with a fair spread of basic promotions and 1 free promotion selectable (so can select City Raider/Defender, Blitz or other useful ones. Will be hard to select all the pre-reqs to make the choices interesting, but still worthwhile. Wish I could just assign 5 free promotions)
- Situational: Could set some of them to have a pre-requirement for Alignment/Civics/Religion. Can't think of where that is fitting right now though.
- Seperable Parts: (Requires Promotion) Unit can split into a swarm of weak units, or stay as 1 strong unit (Also requires that I create a new "spell" ability to accomplish the split)