Psychic_Llamas
Wizard in the Making
I coded the xml. I'll leave the spells and python up to you. I'd rather have a hot rod up my ass than do those parts.
Deal
also, youll notice the design threads have been stickeyed
I coded the xml. I'll leave the spells and python up to you. I'd rather have a hot rod up my ass than do those parts.
I did notice. Sweet.also, youll notice the design threads have been stickeyed
HEY! Ahri got a unit named after him.Psychic_Llamas said:Ahriman (replaces Demon Prince)same stats, same tech requirements
HEY! Ahri got a unit named after him.
That's wicked awesome, man! And I don't say wicked awesome unless I really think it is. Hmm...I'll have to think of something for mine.sure did i plan on getting all team members something named after them.
sure did i plan on getting all team members something named after them.
feel free to suggest ideas for your own representatives
Added lizardmen design.
Gives +1 Hammer from Lava (or more). Gives +2(or more?) Hammer from Volcanoes.
Interesting. How about adding a base +1 influence to the temple as well?Temple of Hashut (Replaces all chaos temples) required to build Druj, Aeshma, Baalzebub, AziDahaka, Ahriman. Turns Desert in fat cross into lava, Turns peaks in fat cross into Volcanoes. +1 happy from Insense, +1 Happy from Iron. all units built get 'Mark of hashut' promotion.
Stray text? Or intended?Hobgoblin hunters Goblin race Strength 4. No metal weapons. Can use wartats. 2 moves. Better results from tribal villages. +50% vs beasts. +30% withdraw chance. +15% hill strength. Hammer cost: 50.-1 strength, no upkeep, no warweariness from death. Animosity. Hammer costs less.
Again; -1 strength is useless, and I dont' think animosity belongs here.Hobgoblin warrior (Replaces warrior) -1 strength, no upkeep, no warweariness from death. Animosity. Hammer costs less.
Hobgoblin Axemen Warband (Replaces Axeman Warband) -1 strength, no upkeep, no warweariness from death. Animosity. Hammer costs less.
Hobgoblin wolf riders (replaces ancient cavalry) -1 strength, no upkeep, no warweariness from death. Animosity. Hammer costs less.
Hobgoblin archer warband (same as archer warband) -1 strength, no upkeep, no warweariness from death. Animosity. Hammer costs less.
I don't think ignoring terrain modifiers really makes sense here. If nothing else a blunderbuss is a huge scatter shot with short range, and so the height advantages of hills or the cover advantages of forests would be even larger against these weapons.Same as Handgunners but ignores defence modifiers
Death rocket (replaces catapult) Same as greenskin Doom Divers ?????????????
On reflection, this should probably be an inferior knight, with -1 strength. Cavalry are not exactly a chaos dwarven flavor.Bull centaur (replaces knight)
2 free promotions for each level???Sorceror of Hashut (replaces Chaos sorceror) As for other chaos races but starts with Bright 1 and Gold 1.
Exalted sorceror of Hashut (Replaces Exalted Chaos sorceror) As for other chaos races. but starts with Bright 1 2 and Gold 1 2.
Chaos Dwarf: +10% hills strength (not double move in hills), double bonus from fortification (like defensive promotion in FFH), 25% Fire resistance.
Chariot, warchariot, dragon (gets Lammasu)Blocked Units:
No spearman warband
Interesting. How about adding a base +1 influence to the temple as well?
What (will be) the base tile yield for lava? Volcano?
Do we have graphics for these? I don't remember a lava terrain type being in the mod.
So... sounds like we should build chaos dwarves on top of Illians?
Stray text? Or intended?
3 strength hunters would be *useless*. You can't take -1 strength off low-strength units, that is a huge penalty.
I'd advise against adding animosity to the chaos dwarves too; we didn't add it to recon units for other factions, and even though the chaos dwarves are using some greenskins, they shouldn't feel like greenskins; animosity just doesn't feel like a chaos dwarven mechanic. And you could justify this by assuming that there is basically a chaos dwarven slavemaster with whips in each goblin unit that stops them from getting animosity.
Hobgoblins also I thought were supposed to be far more organized than normal goblins, so the hobgoblins wouldn't be suffering from animosity in the same way as orcs would.
dealIf you want to give them a bonus representing their shotgun effect, give them a +15% bonus vs melee.
Death rocket
Just make them a standard chaos sorceror, and leave winds of magic, lore of metal and lore of fire unblocked for the chaos dwarves civ.
Still missing: we don't have anything at priesthood or fanaticism.
This is a bit of a problem for chaos tribes too; none of their religious units use the religious line.
Maybe tie fanatacism in as an extra requirement for some units, like chaos knights or something?
Jungle Children: +1 food from Jungle, +1 hammer from swamps, +0.5 health from jungle and swamps.
Amazon Slave Camp: Stores 33% food. +1 Happy. All units built gain the 'slaver' promotion. Slaves can be sacrificed to add 30 food to the city.
Assuming that this is their temple (and requires Old Ones religion).Altar of the Serpent: Required to build Serpent Priestess, Naga and Basalisk. +1 Happy from Insense, +1 happy from Toads. +2 influence.
a) there is already a cannibalize promotion, why create a new one?Cannibal heals 20% after combat
I didn't know they'd be getting another magic type. Can we still use the existing Magic of the Old Ones tech for this?'Amazon Magic 1',
a) Is this spelling of Basilisk canon?Basalisk (Replaces Dragon) Strength 14+5 Poison, 2 move. Terror, immune to psychology, Can cast 'Gaze of the Basalisk'. can bombard city defenses 8%,
Lava is the same as Desert yields iirc, and volcanoes have no yields.
Death rocket (replaces catapult) Strength 3. Can barrage units with a 30% max damage cap within 2 squares.
is that ok? and why such low strength?
I don't quite understand this. You mean create an entirely new magic type with new promotions?whats your opinion on a Lore of Hashut instead of: either the Bright and gold lores, or the chaos magic?
Seems reasonable. Require priesthood for the normal level demons, require fanaticism for the demon prince, and maybe the exalted chaos sorceror?how about we just make priesthood and/ or fanaticism a requirement for some of the chaos deamons?
Is the intention for them to get a net 0 health gain from jungle (which would be nice, and distinguish them from WE) or a net +0.5? In which case you might need a 1.0 bonus to cancel out the -0.5 base penalty.
Also, they will need to have build-improvements in jungle enabled somewhere.
And do they really eat them?? That sounds like an Ogre thing, I don't think it belongs here.
Large bonus food storage *on top of* a granary can also be problematic.
Assuming that this is their temple (and requires Old Ones religion).
Slightly boring, but whatever. I don't really know anything about their fluff.
a) there is already a cannibalize promotion, why create a new one?
b) It really represents a supernatural process; its on crypt ghouls and the like. It doesn't really make sense for humans eating other humans to get big instant healing, it doesn't really help them anymore than eating
c) Rapid healing after combat really doesn't make sense as a primary mechanic for an entire civ.
We need to decide how obsidian weapons would work.
What bonus does it give?
What resource does it require?
How does it interact with wartats?
I didn't know they'd be getting another magic type. Can we still use the existing Magic of the Old Ones tech for this?
a) Is this spelling of Basilisk canon?
b) City bombardment??!?
Maybe some of their city assault troops could ignore city walls?
Can you build improvements on lava? you can't on volcanoes.
So how about they get +2 hammers from lava and +3 from volancoes?
what do you think would be better balance wise?
Having horrible thoughts about captured orc, goblin and skaven units.....but more the fact they use the male slaves as sex slaves to reproduce..
this was meant to be on top of the temple of the Old Ones. possibly even requring the TotOO. any other suggestions to make it more interesting?
a) i meant the cannibalize promotion, just got the name wrong. i dont mean to make a new promotion.
b) does it matter?
c) cannibaliza is exclusively for the Pygmeys, not the Amazonian Women.
i mention this in the Lizardmen design. Requires Stone, +15% strength stacks with war tats.
I'm not saying they have to use the same promotions and the same spells, but we could still have it use the same tech.theyre too primitive to use old one magic like the lizardmen, and the Oldworld is too distant to use the same winds IMHO.
a) Is this spelling of Basilisk canon?
nah its just my epic fail at spelling. how is it meant to be spelt?
i like this. perhaps have a unique friendly Cat-like beast man... lets call it a Prowler, that can act as an assassin.
lava damages units on the tile, so unless we make CD workers immune to fire they wouldnt be able to.
I hadn't noticed, I will take a look at some point.btw Ahri, ot sure if you have looked at the lizardmen or not.
I don't understand this, or how it would be coded.Casters in this city can cast spells from other cities with Mage-Priest Pyramids as if they were there. +1 Trade Route. +4 Beakers.
I take it these are instead of military school/stables/training yard etc.Skink Barrio: Required to spawn Skink units
Saurus Spawning Chambers: Required to spawn Saurus Units
Hatchery: Required to Spawn Dinosaur Units
Sacred Plaque: Requires 'Mage-Priests Pyramids' in the city, and a 'mark of the Old Ones' Unique Feature in the Fat Cross. an build one for every 2(or 3?) 'Temple of the Old Ones' i nthe civ. +100% GPP, +20% Beakers, +20% hammers
Drop these bonuses down to 10%, 15% tops.Lizardman: +25% strength in Jungle, 50% vulnerability to cold
Skink: Amphibious, can travel in coastal water squares, +25% strength in Jungle and swamp. 50% vulnerability to cold
Invisible is an incredibly powerful promotion.Invisible, can enter rival territory without open borders, Can see invisible units
How about just "Skink warband" or "Skink braves".Lizardmen Skink Brave
I'd make them 3/2+1 poison. They still need to have some offensive potential.Skink Axeman warband (Replaces Axeman warband). Strength 2/3 +1 poison,
What slot is this? ie what tech? I can't balance it without that.Kroxigor: Strength 7. +25% vs melee units. +25% vs chariot units. +40% vs shock cavalry units. Can use Obsidian Weapons. can bombard adjacent tiles like longbowmen.
How about 2 moves, double moves in jungle. And requires horses.Saurus Cold One Riders (replaces Lancer). Strength 6/4, 3 moves. Can use Obsidian weapons. Can withdraw from combat 25%, +25% vs missile units, +25% vs chariots, +50% vs siege units. Causes Fear, Stupid. no penalty in jungle and swamp.
3 move knights? Are lizards really about mobile cavalry?Carnosaur Rider (replaces knights) Strength 10/7. 3 moves. Can use Obsidian weapons. Can withdraw from combat 15%. 25% vs archers. Causes Fear, Stupid. no penalty in jungle and swamp.
How about using the standard design thing for this slot: higher cost, builds 50% faster with breeding grounds resource.Jungle Swarms: (Replace Troll.) Strength 1+ 3 Poison, no metal weapons, immortal, 2 moves, 20% withdrawal chance, no war weariness from death, +20% Jungle and Swamp terrain strength.
Requires breeding grounds.Skink Razordon Hunting Pack (Replaces Giant) Strength 8/6, 2 moves +25% vs missile cavalry, +25% vs Chariot, +25% vs melee, Can bombard adjacent tiles like longbowmen, (shoots Barbs).
This just seems weird. A strength 9 unit that is bombarding? Salamanders that can knock down city walls? This doesn't make sense to me.Skink Salamander Hunting Pack (Second Giant Slot) Strength 5 +4 Poison, Acts like a Cataput regarding bombarding and collateral.
Engine of the Gods (Replaces Steam Tank) (World Unit) Requires 4 'Sacred Plaque' Buildings. Strength 16, 1 move, Can Cast all Slann Spells, Can Cast 'Close the Warp Gates'.
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Having horrible thoughts about captured orc, goblin and skaven units.....
How about you create a national wonder for the lizards and amazons (with magic of the old ones tech?) that provides 1 copy of dyes and stone resources?
but we could still have it use the same tech.
How about just a battering ram unit, that doesn't get any bombardment and has low strength, but can still knock down city walls? Even amazons could build a ram.
Is the damage not cancelled by fire resistance? I remember in FFH for example, the fire resistance on orcs let them enter flames tiles unmolested.
You could just let them build workshops on lava, or leave them with no improvements. I don't mind.