Dwarves design

Ahriman

Tyrant
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Dwarves!

*EDIT* Updated to reflect new combat system.

Design features: hills affinity, magic resistant, strong melee units, slow units, strong vs other melee units, good crossbows but no other archers, great siege units, no cavalry, no spearmen (vulnerable to cavalry), no magic, rune/armor promotions, technology affinity.
Also some religious benefits, especially around gold production, but weak religion overall.

All living units start with the magic resistance promotion.
Dwarf promotion: +10% hills strength (not double move in hills), double bonus from fortification (like defensive promotion in FFH), 25% poison resistance.

Dwarven population building (present in all dwarf cities):
-10% milproduction (dwarf units are very expensive, but are superior warriors), +5% gold income.

Standard units (UU art only):
Warrior
Galley
Trireme
Caravel
Privateer
Frigate
Galleon
Ironclad

UUs:
Warrior warband. (replaces axeman warband). Same as axeman warband, but +10% vs shock cavalry units.
Placeholder art: Soldier of Kilmorph from FFH.
Hammer cost: 60

Grudge thrower (replaces catapult) Strength 6/2.
Placeholder art: Trebuchet.

Longbeard regiment (replaces militia swordsman): Same as militia swordsmen but +10% vs shock cavalry units.
Placeholder art: Maros (hero from FFH).

(No militia spearmen unit; main melee units are hybrid).

Quarreler regiment (replaces crossbowmen). Same as crossbowmen.
Placeholder art: Artendain (hero from FFH).

Hammerer Guard (replaces royal guard), same as royal guard, but +15% city defense.
Placeholder art: Bambur (hero from FFH)

Ironbreaker regiment (replaces pikemen) Strength 6, can use metal weapons, +50% vs melee units, +25% vs shock cavalry
Placeholder art: http://forums.civfanatics.com/showthread.php?t=272965
Or http://forums.civfanatics.com/attachment.php?attachmentid=170676&d=1204831352
From http://forums.civfanatics.com/showthread.php?t=266415

Mining party (replaces worker) 2 moves, strength 0/3 double moves in hills, can build improvements, +20% work rate.

Militia Quarreler Regiment (replaces militia archers). Same as militia archers, but -1 defense strength, +25% vs melee units.

Trollslayer Warband (replaces troll). Strength 6/4, can use metal weapons. 1 move. +25% vs beast units
Upgrades to Giantslayer.
Placeholder art: Berserker.
Hammer cost: 120

Giantslayer Warband (replaces giant). Strength 9/7, can use metal weapons. 1 move. +25% vs beast units.
Upgrades to Daemonslayer
Hammer cost: 170

Daemonslayer Warband National unit (limit 3) requires Monster bonding. 1 move.
Strength 11/8 can use metal weapons. +25% vs beasts, +25% vs demons.
Hammer cost: 220

Dwarven Hunter troop
Strength 4. No metal weapons. Can use wartats. 2 moves.
Can see hidden animals.
Can build camp and corral.
-30% city strength.
Better results from tribal villages.
+50% vs animals.
+50% vs beasts.
+20% hill strength.
Hammer cost: 50.

Dwarven Ranger troop
Strength 6. No metal weapons. Can use wartats. 2 moves.
Can see hidden animals.
Can see invisible units
Can build camp and corral.
-30% city strength.
Better results from tribal villages.
Can move through impassable terrain.
+50% vs animals.
+50% vs beasts.
+20% hill terrain strength.
Hammer cost: 140.


Dwarf Cannon (replaces cannon). Same as regular cannon, but requires Invention tech and Alchemy tech, instead of cannons tech. (ie comes earlier in tech tree).
Placeholder art: Khazad dwarf cannon from FFH.

Thunderers (replaces Handgunners). Same as Handgunners, but +1 first strike.
Hammer cost: 90 hammers.

Flame cannon. National UU (limit 3). Requires: Cannons tech. Cannot bombard city. Cannot bombard units as catapult. Causes collateral damage. Strength 9/4, +25% vs melee units.
Hammer cost: Same as cannon.

Organ gun. National UU(limit 3). Requires: Cannons tech, steam power tech. Siege unit. Cannot bombard. 1-2 first strikes. 1 move. Strength 9. Cannot use metal weapons. Does get bonuses from defensive terrain, and fortification, but not from city defences.
Uses Machinegun AI.
Hammer cost: same as cannon.

No access to chariot, war chariot (remove the ram chariot and war chariot).

Death roller (as currently implemented).

Runesmith.
National UU (limit 5)
Requires: priesthood tech, metal casting tech.
Divine unit.
Upgrades to: Runelord.
Strength: 4. 1 move. Can use bronze/iron/steel/meteoric iron weapons.
Starts with: medic 1 promotion.
Can cast: repair. Instantly heals all siege units in the stack by 10% of their total strength.
Can cast: Imbue with runes. Can only be cast in a city. Adds one of a list of various rune promotions (at random) to all dwarven units in the stack that do not already have the Runed promotion, and then adds the Runed promotion. (Runed promotion is just a placeholder like mutation, to mark a unit as having already received a rune).

RuneLord
National UU (limit 3)
Requires: fanaticism tech, advanced smithing tech.
Divine unit.
Strength 6, can use metals weapons.
Starts with medic 1 promotion, medic 2 promotion.
Starts with: Anvil of Doom promotion (allows the unit to cast offensive elemental rune spells).
Can cast: repair.
can cast: Imbue with runes.

Gyrocoptor. Requires flight. National unit (limit 5), requires flight. Strength 7. Functions as bomber (instead of helicopter): Collateral damage, can bombard units, can bombard city defences 10%, can be intercepted. Range 8.

Nautilus. (submarine unit).
Requires: steam power tech, cannons tech.
Hidden. Cannot enter ocean. Strength 7/4. 3 moves. Marksman promotion (targets weakest unit in stack).
No bombardment ability, no cargo slots.

UB:
Runeforge (replaces weaponsmith) Requires Runesmithing tech.
+10% milprod.
Increase city maintenance costs 10%.
All units produced in this city gain the Runearmor promotion: +5% strength, +10% resistance to holy, unholy, fire, lightning, magic, death.
Visting units do NOT get a rune.
Also:
All living units produced in (or visiting) the city gain the Gromril Armor promotion if the city has access to meteoric iron.

Dwarven forge (replaces forge):
+10% hammers, +10% hammers with copper, +10% hammers with iron, +10% hammers with coal.
+5% gold with Gold, +5% gold with silver.


No access to: Archer warband, Longbowmen, Spearman warband, Militia spearmen, Ancient cavalry, light cavalry, knights, cavalry, hired assassin, chariot, war chariot, red dragon, ship of the line.

* * * *

Redo how meteoric iron works, in general.
Some factions have no meteoric iron (orks, goblins, etc.)
Some factions have “normal” meteoric iron (Empire, Cathay, Nippon, etc.)
Some factions have “special” meteoric iron. (Dark Elves, High Elves, Dwarves, chaos races).

For normal races, all living units (or restrict this further to particular types, eg to melee and mounted units only) built in or visiting a city with a weaponsmith gain the Meteoric Iron promotion.
For special races, each has a UB weaponsmith, that instead of the standard meteoric iron promotion gives the unit a special race-specific armor. Some races are better at armor than others (dwarves have the best).

Meteoric iron: gives +10% strength.
Gromrilarmor: gives additional +1 strength.
Admantite armor: +10% strength, +1 first strike.
Ithrilmar (sp?) armor: +10% strength, +1 first strike.
Daemonarmor: +1 strength (but limited to chaos knights, knights of khorne, chaos warriors only)
 
For the dwarves, I know chuggi made a bunch of dwarves a while ago. I think there is a spearman. If not, you can still use the models. Also, what is the puprouse of the mining expidition having a def without a attk? It still can really defend itself because it attacks at 0. All it does is dear out the combat and make the AI think the unit can actualy fight.
 
Really? I thought units with 0 attack strength but positive defence *did* fight when attacked, so could damage or even kill a weak attacker. If nothing else, they mean that a stack with multiple workers in it will only have one of them die when attacked rather than having the entire stack be captured.

Mud golems defend themselves I think, and they're 0/2.

If you can link to art that would be awesome.
 
About the attack, I dont know. I might just be interprating what I know of the code wrong. Here are the dwarves by chuggi: I cant find the ones by seZereth but Ill keep looking
http://forums.civfanatics.com/showthread.php?t=261606&highlight=Dwarves

Here are some more threads I found:
Woodelfs Build a Dwarf: (From what I can tell it uses nifskope, I hope PL can figure it out)
http://forums.civfanatics.com/showthread.php?t=179331&highlight=dwarf

Here are some older ones by c.Roland:
http://forums.civfanatics.com/showthread.php?t=152831&highlight=dwarf

Here are two by seZereth, (Think both are already in FfH)
http://forums.civfanatics.com/showthread.php?t=261949
http://forums.civfanatics.com/showthread.php?t=193744

These are all I can find. I think that PL can have some fun in nifviewer and skinning them.

PL, if you still cant get the xml to work properly, I can try it.
 
Awesome, we should totally use these, if the Dragonia people have a copy (the original file is gone, as reported in the post).
 
Oops, didnt see that in the dwarves by chuggi. I think most of them are already in FfH and upon further reading Woodelfs build a dwarf only inludes head/helmet/beard. There are no bodies and the heads are fairly high poly. Hope PL is good at skinning. If need be I can skin some units (To see my skills look at my Stykera unit and the skin I made for The_Coyote's marauder battletech unit, if you look at the stykera unit, please leave a comment)but I am sort of busy woring on my mod, Rise of the East. It is sort of based on the fantasy books by Fred Saberhagen.
 
You should give a range to gyrocoptor.
 
Thank you Ajidica. If you could do any work on graphics when you get the time I'm sure we'd all appreciate it a lot! Especially as there are placeholder skins for many existing units with lots of new ones now being coded.
 
Once I get the base of Rise of the East up and running I can do some skinning. I cant do much for about the next 10 days, I have alot of homework and an APUSH Timeline due.
 
I think it was determined that making improvements or cities in peak tiles was impossible. Dwarf Rangers should be able to move through peaks tiles. Maybe other dwarven infantry too? Probably not siege units.
Being able to move an entire army through peaks would be very, very, very powerful, because you could advance a stack right to an enemy city (possibly even their capital) without any real chance of being attacked.

So we now have hill affinity through ability to build farms on hills, and better defenses through the inherent hill strength bonus and fortification bonus, and all dwarf cities are on hills (Because of subterranean).
Dwarf cities will be a PITA to crack.

I think otherwise the dwarven economy should be kept pretty standard.

Was there anything else in particular from the other thread you thought should be considered?
 
I'm at a severe disadvantage without a working version of the mod. :annoyed:
Not knowing what has been included and what not, except by looking at the files.
(btw. my problem may stem from the fact that many art-files are just missing!)

---
I had some xml written for dwarf units and mushrooms were working ingame, which for some reason P_L never included. AFAIKS

There's also some code for leveling mines, but I'm not sure it worked right.
idea1a: Maybe only on top of resources allow mines to be dug deeper.
idea1b: including some of that mysterious dungeon exploration stuff for such apecial mines may be applicable.

Also the suggestion for a rare fishing-lake creating event. (prereq a worked mine)
A mine is in danger of collapse. (mine-tile becomes flatlands with ruins)
a) rescue all the miners! (req clan civic)
b) controlled collapse (req 50g, construction) (minetile->fresh water)
c) Save the mine! (+1unhappy in nearby city, -1pop, mine is not lost)

bII: seed fish (req fish resource, 100g) + fish in lake tile.
cii: Tend to the families of our lost clansmen. (req. clansmen civic) (-50g, -1unhappy)

Event:
ratmen have been spotted in one of out mines near [cityx]!
-ignore them (+1unhealth, +1unhappy in city)
-collapse the mine (req construction, or gunpowder) (destroys mine and levels land.)
-flood the mine (req water) (destroys the mine)
-send in the troops! (req anyunit in city) (spawn one or more barbarian skaven units)
 
I'm at a severe disadvantage without a working version of the mod. :annoyed:
Not knowing what has been included and what not, except by looking at the files.
(btw. my problem may stem from the fact that many art-files are just missing!)

Yeah, we really need to get you up to speed.
How could missing art files be the issue? I removed my entire old mod folder before installing 1.5, and it works fine.
Maybe you need to do a BTS and 3.17 patch reinstall?

There's also some code for leveling mines, but I'm not sure it worked right.

There is code for leveling mines in the Rise of Mankind mod.
But I don't think its necessary; dwarves will tend to use the Clansmanship civic, and already get massive hammer production.

I had some xml written for dwarf units and mushrooms were working ingame, which for some reason P_L never included. AFAIKS

What did the dwarf units do? There's a mushroom event in FFH, I think we could just use that one.
Your other events seem ok, though leveling terrain might not be justified.
 
The dwarves were (almost) all capable of fighting:

Dwarven townsfolk: worker*/settler/warrior, (*only towns, agriculture and commerce)
Dwarven miners: worker**/miner/warrior, (**only mines, industrial and fortresses)
Dwarven scout: mountainwalker
clansmen-warrior: tough warrior req iron
etc

prospector: unit who got some python script to possibly find resources- though this was deemed too powerfull and too easy to abuse.
Maybe a promotion for dwarven miners if a guild or whatever is built to get further bonus on discovering neat minerals?

edit: don't forget the buttons. :p
 
The dwarves were (almost) all capable of fighting

Well, there are only 2 noncombat units - so did you just mean workers and settlers?

Dwarven townsfolk: worker*/settler/warrior, (*only towns, agriculture and commerce)
Dwarven miners: worker**/miner/warrior, (**only mines, industrial and fortresses)

I don't understand this.

The design in the first post has the dwarven worker unit able to defend itself. I don't see much gain in allowing settlers to defend themselves, but I guess we could do that.

Maybe a promotion for dwarven miners if a guild or whatever is built to get further bonus on discovering neat minerals?

Hmm.... I don't see how this woudl work effectively with promotions; the human player would know how to spread their miners out over mines, while the AI would not.
Might be easier to create a dwarves only wonder ("Mining Guild") that increased the gold/silver/gems/spawn rate within your own cultural borders - like earth mana does in FFH.
 
-there seems to be code missing in the thread that I recall writing. (I'll have to look up the old archives in my untrustworthy HDD)

-I split workers into miners and townsfolk/migrants because of extreme clannishness of dwarven proffession/guilds.
-the settlers were changed to clans. not much changed there IIRC

-The 'prospectors' promotion would allow for more chance of discovering resources, the AI is just as capable of building mines as a human player.
You are right that a 'prospect' spell would disadvantage AI.
-Alternative is also a prospector great_person (engineer?) or special_unit that can sacrifice to have a chance of finding ore.
 
I split workers into miners and townsfolk/migrants because of extreme clannishness of dwarven proffession/guilds.

So, miners could build mines, and maybe workshops, mills, waterwheels, while townsfolk could build farms and cottages?
I would worry about the AI correctly building a reasonable number of both. It would be likely to mess up the AI's improvement construction by splitting workers like this. I *think* that worker AI is related to local city needs and empire needs. If the local city needs hammers, it builds a workshop, whereas if it needs food, it builds a farm, and if it needs commerce, a cottage.
You break up the AI's ability to intelligently decide which improvements to build by separating them between units.
So its a neat idea, but I don't think the AI could handle it well.
-The 'prospectors' promotion would allow for more chance of discovering resources, the AI is just as capable of building mines as a human player.

Except that you don't discover resources when you build a mine, you discover resources when you work the mine.
If my understanding is correct, the promotion would increase the chance of discovering resources in any worked mine in the same tile as the unit with the promotion. I don't see how the AI would know how to exploit this.

I still think the Wonder would work better, as an empire-wide passive effect. The AI could use that just fine.
 
agreed on the prospecting thing.
Small events etc would work much more effectively for this anyhow. (add a few extra for dwarves)

Not so sure about the workers not working for AI...I'll have to test that.
Allow the AI to build any improvement regardless of unittype...or allow standard workers to be built for AI, which would defeat the whole idea.
But at least players would be able to have a more flavourful experience.
(I enjoyed using miners)

I'm posting my old code to the other thread now. It's outdated, but hopefully not yet fully obsoleted.
 
I think the AI in this mod has a tendency to build too few workers anyway (or to rely on slaves, which it counts as workers towards its worker unit cap, but doesn't realise that they're only half as effective).
Its pretty bad at developing its own territory.

I agree that the flavor of the split is nice; if you can find a way of implementing it that the AI can use well, I'd be fine with that.

Some dwarf only prospecting events would be good.
 
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