Psychic_Llamas
Wizard in the Making
ok, ive finished Brettonia, Estalia, Tilea and Skaven. theres a few changes, so Ahri could you go over them pls
ok well ill add these units to my Empire design in the overview thread. i dont think duellists are dogs of war... unless im mistaken?
unusual argument, i thought you would have argued for fear? its a pretty important rule for the coldones... im not overly fussed just sayin
White Lions (replaces royal guard)
Phoenix Guard (crusader)
In reference to my XML code...For the record, the Crusader HE UU is the White Lions.
a) High elves DO, but cavalry/knights are more of a HE thing, they aren't getting a ton of extra monster units.I disagree. Since neither DEs or HEs have a unit that their Knights can upgrade to at lvl 4.
I warned you about making him angrySorry about that, man. Only reason I did that was it was REALLY bugging me that that thread wasn't stickied.
well, its in the rule book, its flavourful, and fun so why not. its not overpowered and give the troll a little more flexibility
I could live with that - though I don't see that anything would be too dumb to run away. But I doubt stupid units are ones with withdraw chances anyway.well then how about we change stupidity to -100% withdrawl and can only defend. dont make it held.
This wouldn't happen with my intended design; the resource is just provided *locally* in the city that the lodge is in, its not the same as providing a normal resource. It doesn't cause the trading problem, because you can only trade resources that are present in your capital city. So you get one bonus dyes to trade at most.but the issue there is that they will have heaps of dye sources and will trade them out
yeh, thats what its called in the rule book.
"(Why all the random mutations? it takes the benefit away from the 'tainted' trait.)"
The random mutations were orlanth's idea, I have no objection to removing them; they also existed before your "twisted" trait idea.
well the handmaidens of the Everqueen are technically meant to have a spear AND a longbow, so they could *technically* get a benifit against cavalry too. but i thought that would be overpowered.
Its probably ok, but do they really need fire? I thought phoenix guard was just a name. Whatever you prefer.reduced phoenix guard by 1 holy. is that enough?
As far as Spirituality goes, that can popup in the Old World civs too right?
When I did the core xml I forgot to include disciples so those are not in the XML even if they were in Ahri's design
well i think Deuellists could be a good human unit in general, avaliable to all oldworlders.
"Academy" doesn't sound right. Its not like the knights are sitting around taking classes and attending lectures. Why not make it Jousting Tilt, since IIRC we removed the joust building?Knights Academy Trains shock cavalry and ranged cavalry units up to an additional 10EXP (stacks with stable)
I advise against this strongly. This is a huge early game economy advantage.Peasant Militia (replaces Warrior). Same as warrior, but can build roads, farms, pastures and plantations.
Can you make this higher spread only of state religion? We don't want it making foreign religions easier to spread.Religious Fervour Religion spread in borders increases.
Seems pretty weak. Changing the religious zeal promotion might help; maybe +10% attack strength, -10% withdraw chance.Inquisition Pyre
Doesn't seem worth it, they already have a ton of buildable mercenary units. And quartermasters dont' have anythnig to do with hiring mercenaries; they are for outfitting your own normal army.Quartermasters: every turn has a chance of triggering a unique range of tilean mercenary events.
I forget what vassalage does, we can re-evaluate civics some other time - maybe FF gives us extra civic hook options too, in terms of what we can do?this doesn’t stack with Vassalage, which I think should lose that effect anyway
This name still seems a bit naff (unless its really canon?), we should keep thinking about this.The Surface Fence:
Weak for its cost, lets bump its strength up 1 more.Doomwheel (replaces war chariot). Strength 6/2 +2 lightning strength. 2 moves.
Actually they do get these, black skaven.No militia swordsman
Death roller (as currently implemented????????????).
Master Runes have a 2% chance of occuring, all others have a 5(or greater?)% chance.
I don't really like this one, a bit weird. I'd remove it, or have it give 1 first strike chance.# Rune of Flight: Changes Unit combat to Ranged, can bombard enemy tiles like an archer.
Rune of Might Usethe iBetterDefenderThanPercent tag, 15% (if the enemy is stronger than you, you get extra strength equal to this % i think)
Very powerful, this should probably be a major rune.Rune of Cleaving: +1 attack strength
Assume you mean withdraw chance? 10% max.Rune of Parrying: +15% evasion chance
I'd keep the Adamant, remove the Gromril.Master Rune of Gromril: +1 defence strength, +10% defence
Master Rune of Adamant: +1 defence strength
Too strong, and not really in flavor. How about either heal while moving, or immune to poison and disease?Rune of Fortitude: +33% withdrawl chance
I'd make it 10%.Rune of Iron: +15% defence
Master Rune of Stromni Redbeard: All units in stack get 'Moral' promotion.
Potentially too strong (and reduces runtime if lots of units have this). I'd remove it.Rune of Slowness Enemies adjacent to the bearer get 15% chance to get -1 move till end of turn
Rune of Warding can cast Dispel Magic. promotion lost once dispel magic is cast.
Rune of Accuracy Ranged units only, +15% bombard rate.
Rune of Forging Siege only. +20% collateral damage
If we're making all the probabilities add up to 100%, its probably not a good idea to have some that only apply to particular units.Rune of Penetration Siege only +1 bombard range.
Rune of Seeking Siege and ranged only +20% interception.
Rune of Burning siege only, +1 fire strength
Too strong, particularly if you happened to get this on a really powerful unit!Rune of Disguise unit is invisible
How about 1 first strike chance, 5% withdraw chance?Rune of Fortune +1-2 first strike chance
Maybe.... but this only works if the unit dies (otherwise the attacking unit is dead and so didn't get the promotion), so its really a one-time thing.Rune of Immolation Makes enemies that attack the bearer get the 'immolated' promotion (as with spreading disease after combat)
Master Rune of Kingship Causes +1 happy in friendly cities
Master Rune of Dismay Causes +1 unhappy in enemy cities
How about lordship? Kingship isn't really a word.Master Rune of Spite may cause enemy cities to rebel. -1 influence in enemy cities
Too strong, and can mess up promotion chains and all sorts of things. I'd remove this one.Rune of Spellbreaking can be used once (promotion lost once used). Removes channeling 1, 2 and 3 from enemy units adjacent to the caster.
Master rune; very powerful.Rune of Luck One Shot Immortality
Rocklikeafool said:I disagree. Since neither DEs or HEs have a unit that their Knights can upgrade to at lvl 4.
Ahriman said:a) High elves DO, but cavalry/knights are more of a HE thing, they aren't getting a ton of extra monster units.
b) Most factions don't, there are only a few who do. Cold ones should be weaker than the knights that most other factions get; *any* faction who isn't cavalry oriented gets a weaker knight unit (or no knight). And fear is a powerful ability anyway.
For reference, the Empire just gets a standard Knight unit, and the Empire should have better knights than dark elves.
As you see, I just said screw it. I thought more and I’d rather keep fear I guess. It’s still a powerful unit, even with that -1 nerf.Rocklikeafool said:Eh, screw it. Fear is pretty damn important for Cold Ones. I’ll take the -1 strength hit.
Forest Dragon (Replaces Red Dragon) As red dragon, but -2 strength, poison immunity instead of fire immunity and poison damage instead of fire damage. 'forest spirit' racial promotion. Requires aerie.
I knew something was missing! The Dark Elf and High Elf caster UUs are missing!
What that promotion does is to negate all magical damage. So, whatever damage it is, unholy, holy, fire, etc., it doesn't affect dragons. Part of the badassness of a dragon. So, in other words, we don't need the italicized part
I don't think this is the design intention.
Immune to magic is as in FFH: it gives immunity to *spells*, not immunity to all non-physical damage types. Red dragon has fire immunity, green dragon has poison immunity, etc, but thats only immunity to specific damage types.
Dragons in FFH (like Acheron) already have magic immunity; that promotion already exists.
They're *there*, they're just floating in the background, since they're unchanged from the old design.
Intended stats IIRC:
Aspirant. Strength 3, 1 move, arcane class, starts with channeling 1, starts with Dark Magic 1.
Requires Dark magic tech, requires Dark Covenant wonder.
Sorceress. Strength 4. 1 move, arcane class, starts with channeling 2, starts with dark magic 2, requires education tech. Cannot be built, only comes from upgrading a level 4 aspirant.
High Sorceress. Strength 6. 1 move, arcane class, starts with channeling 3, starts with dark magic 3, requires arcane lore tech. Cannot be built, only comes from upgrading a level 6 sorceress.
I forget what the high elf wizard names in the old design were, but using yours they are:
Adept. Strength 3, 1 move, arcane class, starts with channeling 1, starts with High Magic 1.
Requires High magic tech, requires The White Tower wonder.
Mage. Strength 4. 1 move, arcane class, starts with channeling 2, starts with high magic 2, requires education tech. Cannot be built, only comes from upgrading a level 4 adept.
Archmage. Strength 6. 1 move, arcane class, starts with channeling 3, starts with high magic 3, requires arcane lore tech. Cannot be built, only comes from upgrading a level 6 mage.
I see no need for the lower attack or the hedgemagic, but I'm relatively indifferent.
Yes, we should, it was pure laziness really.Maybe we should put them in so people looking at the mod, checking it out, can see it. And for reference.
Yes, we should, it was pure laziness really.
Well, crap. I just coded them as the WE mages' strengths. Um...I will change them back if someone insists. If no one cares, I'd prefer to leave them.Well, I also think the WE mages should go back to strength 3, 4, and 6, I don't know why PL cut them.
I *think* that immunity to magic was just tied into the Dragon promotion in FFH, but I forget, its been a while since I've played it.