a) Its a stupid effect that shouldn't have any real combat value
well, its in the rule book, its flavourful, and fun so why not. its not overpowered and give the troll a little more flexibility. plus if we give the troll vomit a cooldown period of say 3 turns it wont be its promary action and will be less powerful. also i forgot to mention to give it a damage cap of 20% as well. if its too strong just reduce it to 10% poison damage and 15% damage cap. it just a special attack it can do every so often.
I dislike Stupidity as you have elsewhere as well. Its going to screw up the AI, because the AI moves stacks around. 1 unit in the stack that gets a "can't move" because of stupidity will hold the entire AI stack there. It breaks the AI.
well then how about we change stupidity to -100% withdrawl and can only defend. dont make it held.
As discussed in the beastmen thread, I dislike using separate tainted forest vs ancient forest. It means we have to go through every forest effect in the game and every mounted unit and add an extra tainted forest bonus or penalty, and it serves no real purpose.
There is no real design gain from having both, but it adds a lot of clutter.
ah yes i forgot that sorry
The purpose of the Shaman's lodge is not bizarre at all; its to guarantee dyes access for wartatoos. The beastmen units don't use metal weapons, but they can all get wartats, and so they can get this from the shaman's lodge.
fair enough. but the issue there is that they will have heaps of dye sources and will trade them out. not very beastmanny. it would be better, simpler and more balanced to make it just provide wartats to units built in (and that move onto?) the city.
Is it really a Shaggoth and not a Shoggoth?
yeh, thats what its called in the rule book.
If you want to have two versions, then lets weaken the Dragon ogre and increase its national limit to 3 (like efreeti, wyverns etc) and have a limit of 1 on the upgrade.
So: dragon ogre = strength 10/6+4lightning.
Shoggoth = strength 12/8 + 6 lightning.
sounds good.
on another note, all beastmen have an annoying (if youre fighting them) ability to become 'frenzied' when they are hit by lightning damge. i wonder if theres any way to represent this besides lightnign immunity?
Also, im not sure if you missed this:
"(Why all the random mutations? it takes the benefit away from the 'tainted' trait.)"
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.
reduced phoenix guard by 1 holy. is that enough?
all done.
and yeh the white tower thing is a mistake, and ive mental blanked on what it was called. :/ Con-something?
In reference to my XML code...For the record, the Crusader HE UU is the White Lions. (Not trying to be a dick, but we need to be on the same page with names. Or just damn decide on which unit is which and decide. I can edit it in the code, prefer not to.) And I have not added the Crusader UUs yet. I didn't intend to add +1 fire to them. I intend to make them str 4+2holy. No fire. So, with iron, that'd mean 8str. I think for the era they'd be in and the units they'd be facing from everyone else (DEs most often), that's a good strength. I think we shouldn't give them +1 fire either. Like Ahri said, that'd be too strong.
change it to how we have it here pls
its not too hard, just a name change and changing the special damage type:
"
White Lions (replaces royal guard) Strength 7. Can use bronze/iron/steel/meteoric iron weapons. 'Bodyguard' Promotion. +25% vs melee units, +25 vs beast, +50% vs animal
Phoenix Guard (crusader) Strength 4 +1 holy, +1 Fire, can use metal weapons. +25% vs demon."
I say we remove the fear from the Cold Ones Knights and keep their strength at what it is now.
unusual argument, i thought you would have argued for fear? its a pretty important rule for the coldones... im not overly fussed just sayin