Warhammer Heart of Chaos: Design Discussion

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?

There is a dogs of war duellist unit, the skull faced guys with cloak-shields but who cares. If you guys want duellists (personally they'd be better as detachments) I will add duellists...

*laying brick by brick deadliver gazes at the sun, shaking a fist at the cruel designers who make him get off his arse*

:)
 
unusual argument, i thought you would have argued for fear? its a pretty important rule for the coldones... im not overly fussed just sayin

Eh, screw it. Fear is pretty damn important for Cold Ones. I’ll take the -1 strength hit.

White Lions (replaces royal guard)
Phoenix Guard (crusader)

We should flipflop these two. The Phoenix Guard is called the Phoenix Guard for a reason. They guard the Phoenix Kings’ Palace and Person.
 
In reference to my XML code...For the record, the Crusader HE UU is the White Lions.

Thats what I had, but PL switched them. I am indifferent, as long as they aren't overpowered. I am commenting on the changes he has added to his design thread.

I disagree. Since neither DEs or HEs have a unit that their Knights can upgrade to at lvl 4.
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.

Sorry about that, man. Only reason I did that was it was REALLY bugging me that that thread wasn't stickied.
I warned you about making him angry :)
The moderators are pretty slow at responding to requests. Its unfortunate that civfanatics doesn't seem to be set up to, say, give PL and I moderator control over just this forum.

well, its in the rule book, its flavourful, and fun so why not. its not overpowered and give the troll a little more flexibility

Well, its *silly*, and it is overpowered. Strength 7 trolls can come *very* early if you beeline them, usually when all your opponent has is strength 4 or 5 units (axemen, spearmen, archers/javilineers, with or without bronze). Adding a damaging spell (note that as a spell it is much much more powerful than an archer bombardment attack, because you can cast it and then attack) will make it very easy to steam-roll another faction with only a couple of trolls and some backup.
A strength 4 unit fortified in a city with 20% defense is only strength 5.8. If you take 20% damage off it, its now strength 4.64. Easy meat for a strength 7 troll.
Basically you are making trolls into catapults as well, which are already very powerful in this mod.

well then how about we change stupidity to -100% withdrawl and can only defend. dont make it held.
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.

but the issue there is that they will have heaps of dye sources and will trade them out
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.

I don't know exactly how this works code-wise, but there are certainly mods that having buildings that just add a resource for that city.
Or in vanilla, the national park wonder removes coal *locally* in just that city.

yeh, thats what its called in the rule book.

Eh, afraid of the HP Lovecraft Estate I guess? A shame. Shaggoth makes me think of Scooby Doo, instead of unspeakable horrors.

"(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.

I just don't think that bodyguard is wellsuited here. bodyguard is only really good on a) sacrificial units who you want to use for protecting against assassins and don't mind losing or b) really high defenders like the royal guard, who were likely to be the first defender anyway.
You don't really want it on a unit whose roll is normally as a city defender.
I agree that longbows shoudln't be getting shock cavalry promotions.

reduced phoenix guard by 1 holy. is that enough?
Its probably ok, but do they really need fire? I thought phoenix guard was just a name. Whatever you prefer.

As far as Spirituality goes, that can popup in the Old World civs too right?

Nope. Spirituality in the mod is for Araby, Ind, Nippon and Cathay.
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

These weren't really in the design, they were left out to be in the religious unit section.
The Empire already is basically decent at everything, so I'm not sure about giving them more knights, but maybe one more.

well i think Deuellists could be a good human unit in general, avaliable to all oldworlders.

I don't really like it. Most heroes aren't going to accept a duel.
There is also a specialist Nippon anti-hero unit in my design (the Kensai I think), and I think the Skaven assassin. Sword dueling (ie someone who just seeks out the enemy hero in a battle and attacks them) makes much more sense than pistol-dueling.

But I'd prefer to have a couple of faction specific units rather than a generic anti-hero unit. Not needed, we want the AI to keep their heroes alive.
 
Brettonnia:

Knights Academy Trains shock cavalry and ranged cavalry units up to an additional 10EXP (stacks with stable)
"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?
It also shouldn't effect ranged cavalry (not that I think Brettonnia gets any) - not very chivalric. Its also pretty boring just by itself, since it duplicates the effect of another building.
I also think we might want to take some of the buildings back to the old free xp on creation system.
I'm not that enamored of the training system, since the AI doesn't understand it.

Peasant Militia (replaces Warrior). Same as warrior, but can build roads, farms, pastures and plantations.
I advise against this strongly. This is a huge early game economy advantage.

I forget the old questing knight and grail knight stats, but how about 7/5+1holy and 8/6+2holy. These are basically their crusader units, after all.

Estalia:
Religious Fervour Religion spread in borders increases.
Can you make this higher spread only of state religion? We don't want it making foreign religions easier to spread.

Inquisition Pyre
Seems pretty weak. Changing the religious zeal promotion might help; maybe +10% attack strength, -10% withdraw chance.
Just let the inquisition pyre itself do the inquisitioning; thats not really a useful aura.
And they'll already get inquisitioning from their Inquisitor unit.
I'm not really sold, I don't think this adds anything over their inquisitor unit (see the religion thread).

If you do implement it, you should make it clear that it comes at fanaticism tech; and not at steam power (default tech for the steam tank).


Quartermasters: every turn has a chance of triggering a unique range of tilean mercenary events.
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.
Why not give them an improved Bank building, that also gives some extra gold income?

Skaven:
this doesn’t stack with Vassalage, which I think should lose that effect anyway
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?
Easiest way to get them to not stack is to have them be the same civic category.

The Surface Fence:
This name still seems a bit naff (unless its really canon?), we should keep thinking about this.

Doomwheel (replaces war chariot). Strength 6/2 +2 lightning strength. 2 moves.
Weak for its cost, lets bump its strength up 1 more.

No militia swordsman
Actually they do get these, black skaven.

Otherwise looks good.
 
Dwarves:
Death roller (as currently implemented????????????).

I forget what its stats were, but it can be either a steamtank or a warchariot.

You need to add the Runearmor promotion (5% strength and 10% resistance to various) to the promotions list.
You need to add the Runed (or rune weapons) promotion to the promotion list; this is the placeholder that stops you from being able to imbue units with multiple runes.

Master Runes have a 2% chance of occuring, all others have a 5(or greater?)% chance.

We should make the Rune chances sum to 100%. So we get a list of Runes and assign probabilities to them so that 1 rune from the list is assigned to each unit affected.

Most of the runes look pretty good; lots of good ideas. The master runes are more powerful, so I agree that they should be less likely to occur.

Some comments on individuals:

# Rune of Flight: Changes Unit combat to Ranged, can bombard enemy tiles like an archer.
I don't really like this one, a bit weird. I'd remove it, or have it give 1 first strike chance.

Rune of Might Usethe iBetterDefenderThanPercent tag, 15% (if the enemy is stronger than you, you get extra strength equal to this % i think)

I assume you're trying to convey the Dauntless trait (is that what its called?), but it would be really hard to convey the effect of this in the mouseover text to the player. Maybe drop it, or just change the might rune to a +5% strength bonus or a +10% vs melee units.

Rune of Cleaving: +1 attack strength
Very powerful, this should probably be a major rune.
Also, cleaving sounds like the Alaric rune which ignores defensive bonuses (by which I assume you mean terrain?)

Rune of Parrying: +15% evasion chance
Assume you mean withdraw chance? 10% max.
These runs should be at most as powerful as a single standard promotion.

Master Rune of Gromril: +1 defence strength, +10% defence
Master Rune of Adamant: +1 defence strength
I'd keep the Adamant, remove the Gromril.

Rune of Fortitude: +33% withdrawl chance
Too strong, and not really in flavor. How about either heal while moving, or immune to poison and disease?
Rune of Iron: +15% defence
I'd make it 10%.
Master Rune of Stromni Redbeard: All units in stack get 'Moral' promotion.

Too strong. Also: MoralE!!! This is one of the all time things that bug me.

Rune of Slowness Enemies adjacent to the bearer get 15% chance to get -1 move till end of turn
Potentially too strong (and reduces runtime if lots of units have this). I'd remove it.

Rune of Warding can cast Dispel Magic. promotion lost once dispel magic is cast.

IIRC, FFH never really got Dispel magic to work.
I'd just make it some resistances.

Rune of Accuracy Ranged units only, +15% bombard rate.
Rune of Forging Siege only. +20% collateral damage
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
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 Disguise unit is invisible
Too strong, particularly if you happened to get this on a really powerful unit!
How about unit is invisible in forests? Or hills?

Rune of Fortune +1-2 first strike chance
How about 1 first strike chance, 5% withdraw chance?

Rune of Immolation Makes enemies that attack the bearer get the 'immolated' promotion (as with spreading disease after combat)
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.

Master Rune of Kingship Causes +1 happy in friendly cities
Master Rune of Dismay Causes +1 unhappy in enemy cities
Master Rune of Spite may cause enemy cities to rebel. -1 influence in enemy cities
How about lordship? Kingship isn't really a word.
And specify a radius for aura effects; radius 3.
Rune of Spellbreaking can be used once (promotion lost once used). Removes channeling 1, 2 and 3 from enemy units adjacent to the caster.
Too strong, and can mess up promotion chains and all sorts of things. I'd remove this one.

Rune of Luck One Shot Immortality
Master rune; very powerful.

Otherwise, looks nice! Good job.
 
Cathay and Nippon look ok (though they'll need religious units).

Ogres done, though slightly underpowered.

I do really like how their larder will work; it could be hard to code (Dunewars mod is currently trying to get corporation effects on buildings), but I think it will give them an awesome playstyle; constantly trying to hunt down new food sources, which boost the food yield of their larders, which also boosts construction of all their ogre units.
Lots of good synergies.

Chaos dwarves are done.

So, all we're really lacking are hobgoblins, Ind, Amazons, Lizardmen.
And tomb kings need some more buildings.
 
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.
Rocklikeafool said:
Eh, screw it. Fear is pretty damn important for Cold Ones. I’ll take the -1 strength hit.
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:strength: nerf.
 
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.


Ok. The italicized part, that is taken care of by this:
Spoiler :
<FreePromotion>
<PromotionType>PROMOTION_MAGIC_IMMUNE</PromotionType>
<bFreePromotion>1</bFreePromotion>
</FreePromotion>

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.

*Grumbles about the cruel designers who make him work and returns to the xml code* :p
 
I just realized! I knew something was missing! The Dark Elf and High Elf caster UUs are missing!
They should be
Dark Elf:
Spoiler :
Aspirant: (replace hedgewizard) Strength 2/3, 1 move, starts with 'Channeling 1', 'Dark Magic 1', 'hedgemagic 1' X
Sorceress: (replace Wizard) Strength 4/5 1 move, starts with 'Channeling 1 and 2', 'Dark Magic 1 and 2', 'hedgemagic 1 and 2' X
High Sorceress: (replace Battle wizard) Strenth 6/7 1 move, starts with 'Channeling 1, 2 and 3', 'Dark Magic 1, 2 and 3', 'hedgemagic 1 and 2'


High Elf:
Spoiler :
Adept: (replace hedgewizard) Strength 2/3, 1 move, starts with 'Channeling 1', 'High Magic 1', 'hedgemagic 1' X
Mage: (replace Wizard) Strength 4/5 1 move, starts with 'Channeling 1 and 2', 'High Magic 1 and 2', 'hedgemagic 1 and 2' X
Archmage: (replace Battle wizard) Strenth 6/7 1 move, starts with 'Channeling 1, 2 and 3', 'High Magic 1, 2 and 3', 'hedgemagic 1 and 2'


Ugh...that was throwing me off. :lol:
 
I knew something was missing! The Dark Elf and High Elf caster UUs are missing!

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.
 
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.
 
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.

OH! You're talking about a new promotion. Ok. That makes sense. I was confused, thinking we were talking something different.
 
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.
 
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.

Maybe we should put them in so people looking at the mod, checking it out, can see it. And for reference. (Cuz as you can tell, I was thrown off. :lol:)

I see no need for the lower attack or the hedgemagic, but I'm relatively indifferent.

I just put that in cuz I basically copied the Asrai units with different names and different magics. Personally, I think it'd be good for balance if all the Elven UUs were the same, except for the magic they cast and their respective names. In fact, I'd advocate all the arcane units having the same :strength: and hedge magic. (Although hedge magic imho is pretty much useless, it does serve a purpose, which is obviously so Hedgewizards have some spells to start with.) Since even a difference of 1:strength: is a deal in this mod, if we keep all the arcane units the same :strength: (varying only by each tier), it forces the focus upon the differences in magic.
 
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, I also think the WE mages should go back to strength 3, 4, and 6, I don't know why PL cut them.
Hedgemagic belongs on hedgewizards, not the more powerful elven mages. Its already pretty weak, but the elven mages start with their level 1 magic.

Whereas hedgewizards don't get anything except hedgemagic unless they're promoted into elementalists or college mages.

So I'd really prefer to leave hedgemagic off the elven mages.

Other wizards:
I forget all the specific names, you can pull those out of the old XML I'm sure.
So I will just refer to them by their magic types and slots: eg Lore of Fire Mage. Or Elemental Fire Archmage.

All are 1 movement, arcane class units.

But otherwise:
Hedgewizard.
Requires raw magic. Starts with channeling 1. Starts with hedgemagic 1.

Initiate: replaces hedgewizard.
Requires Elemental magic tech.
Strength 3. Starts with channeling 1.

Warlock. Replaces hedgewizard. Requires raw magic tech. Starts with channeling 1.

Elemental fire mage
Strength 4. Starts with channeling 2. Requires master of fire tech. Starts with elemental fire 1, elemental fire 2.
Can be built, or upgraded from initiate.

[and similarly for other elemental mages]

Elemental fire archmage.
Strength 6. Starts with channeling 3. Requires arcane mastery tech. Starts with elemental fire 3. Can only be upgraded from level 6 elemental fire mage.

[and similarly for elemental water, air, earth archmages]

Lore of Fire Mage [=Brightwizard]
Requires Lore of Fire College wonder. [=Bright college?]
Requires Lore of Fire tech.
Strength 4. Starts with channeling 2. Starts with Lore of fire magic 1, lore of fire magic 2 (=bright magic 1, bright magic 2).
Can be built, or upgraded from hedgewizard.

Lore of fire archmage [=Brightlord]
Requires Arcane Lore tech.
Can only be upgraded from level 6 Lore of Fire Mage.
Strength 6. Starts with channeling 3. Starts with Lore of Fire 3 [=bright magic 3].

And similarly for other Lore of X mages and archmages.

Chaos sorceror.
Requires corruption of chaos tech.
strength 4. Starts with channeling 1, channeling 2.
Can be built, or upgraded from warlock.

Exalted Chaos Sorceror
Requires chaos incursion tech.
Strength 6. Starts with channeling 3.
Cannot be built; can only be upgraded from level 6 chaos sorceror.
 
Yes, we should, it was pure laziness really.

That I can understand. :lol:

Well, I also think the WE mages should go back to strength 3, 4, and 6, I don't know why PL cut them.
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.
 
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.

Yes. It is. And it subsequently is brought over to FF.

Btw, just so y'll know, I'm running on low sleep. Didn't sleep well the last few nights. So, you'll have to excuse any particularly stupid moments I have. :blush:
 
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