New "ice" Race Idea : Xariss, Followers of Mother

Slvynn

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Xariss, Followers of Mother

Aligment: Evil
Arachnid.
Theme: tribe of mutated man lived in caves with spiders during Age of Ice, thus as result, civ with merged spider/human being culture and such.

Spider heavy coonection.

Main Line: Devine(Disciple) (OO, AV), and very heavy Recon line with some UU in it - aka evil spiderman assasins.

Mana: Nature, Entropy, Body

Traits for leader: Defencive, Barb

Ideas for special civ fetures: cant use weapons (Bronze/Iron/Mith, Instead that rely on Poisons tech, and gain +1 strenght for every unit
Some magic resists can help too.
Hero unit - some tough spider, that can cast "Web" - holds all enemy units 1 tile around. Very good of chasing and killing enemy units when you finished your moving but still can cast , so you ensure noone moves from their tiles next turn.
 
after some additional thinking:

Unique Palace: "Mother's Lair" 30% food stored after growth in capital,
all units started with "Mother's breed" promotion.
All units cant use weapons (no bronze-mithril promotions at all)

Unique promotion for all units - "Mother's Breed"
+10% chance to withdraw from combat
+1 strength , poison, all units.

Leader traits : Defencive, barbarian.

Unique units: Scout - Seeker - have own spell ability "Call" - if encountered barb spider on adjacent tile and casted spider will join civ.
Esriih - replaces assasin , + 1 1st strike, negates 1st strike and withdrawal ability of foe, marksman, + 30% withdraw ability (walking on walls and such)

Overwiev: Wild barbaric tribe survived Age of Ice by living in caves and dwelling together with spider creatures lived there, as result, with time, they became one community, wild barbaric, and transformed for live togehther with spiders, human gave intelegence, spiders gave protection and food.
Game mechanic wise it makes them as awesome wild barbaric rushers (+1 poison damage to warrios, greater pop growth in capital, but shunned resereach as well as unability to upgrade combat units. So, by game flow it will force them to go and join OO or AV, of FOL, in their case they will have stronger not combat units cince "Mother's breed" promotion.
also they should have very strong recon units line, through their connection with darkness, nature, and spider nature (walking on vertical walls)
 
other UU: dryder

http://www.fantasy-net.net/gallery/main.php?g2_itemId=132

+1 poison
strength 4
can be sacrificed for a spider pen?

It seems a nice starting concept, also as is I think that:
  • early game, too much of an advantage to convert spider early with a scout
  • mid game to end game, very disadvantaged if can not use weapons

but this is a really nice idea, we should get new civilizations I think
 
Do we really need Forgotten Realms Drow in Erebus? (These remind me *heavily* of the Lolth worshippers....) To be honest, I like the Svartalfar the way they are.
 
No, those are not drow, those are barbarians wit htheir shamanic rituals, just tribe like Doviello instead surviving in tundra lived in cave and domesticated (was domesticated by ) Spiders.
Those are less inteligent, more beastish that drow.

Sure , all stuff can be balanced , but some race of Nature-Entropy-Body is good addon.

In concept they need be more close to Daviello, but more defencive, much more nature related, making them nice synergy for adopting FoL, and also more recon relating units, and later relating on very very powerfull priests and mages (nope, unability using metal weapons is not so hard at end, cause you can grow stronger mages and priests, with some withdraw chance and +1 strenght), + your rushed start (pop growth, +1 at start to all units, should make you nice ground to compencate lack of weapon upgrades.), mind also that you get adepts with strength 4 and so on.
 
you could make a mod mod. it'll never get added to the main game, though.

the 21 civs are already all in.
 
:P well this can be Nature , Body , Shadow, cince they dwelling in dark caves, with spiders, and recon units relying (hide fits here very much :) )
 
you could make a mod mod. it'll never get added to the main game, though.

the 21 civs are already all in.

i will not make it , cause i have no time to do it all, but i had idea, and my job is reveal it, who knows, may be GMs/Kael&Team will like it and add to "ice".
 
They won't. There have been much better ideas for new civs that were flat out rejected.

(I'm not saying that no one will ever include it in a modmod, but it won't make it into any official version of FfH)
 
Yep, he's right. THere's been countless ideas for new civs. None get in, you have to respect the 3-7-21 rule.
 
MC's right I'm afriad, the mod team have made it very clear that they already have enough to work on as it is and don't feel that adding new civilisations or leaders adds enough to FFH2 to be worth the effort involved. Look on the main page at Kol.7's Lizardman civ or CuteUnit's new Sidar leader if you want more info on their reasons.

As thomas.berubeg said though, modmods are an option if you want it made.
 
I don't think they were as emphatic about never adding another leader (Keeyln was planned, after all), but it is still very unlikely.
 
I don't think they were as emphatic about never adding another leader (Keeyln was planned, after all), but it is still very unlikely.

Well IIRC kael said Keelyn was a special case, so Balseraph players wouldn't automatically be stuck with Perpentach's insanity trait.
 
Yeah, we aren't accepting new civs. New leaders that aren't in the design would be a pretty tough sell, even from a team member. They would have to show that adding the leader was a signifcant addition to the game, or resolved a significant design issue.

(thats not to say that all the leaders in the design are in yet)
 
Quick, everybody speculate like crazy!
 
No civ but Hyborem should start with entropy. They will be in diplomatic Hell. Imagine you meet Sabathiel, -4 for evil, -6 for entropy. That is not good, and makes the civ subject to AI dogpiles. Rather, Shadow would be better, no diplo penalty and makes sense. Being bred in a dark cave by dark spiders is very shadowy.

I think the new civilization would make a good modmod.
 
Eh, there are enough plans for modmods that add new civs. This thread should be reserved for wild speculation as to what leaders the team may have planned.;) ;p

I'm guessing that there are probably a couple leaders for the scenarios in Ice, but nothing major for the main game or for Shadow.




I was just thinking, would it be possible to create game options for disabling specific civs/leaders the way religions can be disabled? Making the game read a 0 instead of a 1 in the bPlayable and bAIPlayable tags, so that they couldn't be chosen randomly? If so it could be used to set up games in much the same way as the apparently impossible "random good/neutral/evil civ" that we all want, and would also allow for different leaders to be chosen in scenarios set in different regions or eras of Erebus.
 
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