Beardy Dan
Warlord
- Joined
- Aug 4, 2009
- Messages
- 150
A while back I made a module for for Fall Further adding Khazad UU's for Royal guards & Commanders, well they are back and they are not alone!
This started as a simple way for the Khazad to get Courage without detouring to Divination, then the Horseman Graphics on the Royal guard just had to go. The Engineers serve to allow access to the most thematic level 1 spells (plus Flaming Arrows) without ending up with a bunch of useless mana nodes that you cant change.
Feature List:
Units:
Dwarven Thane - Great Commander UU, Current art.
Forgeguards - Royal Guards UU, Ahwaric's Art, http://forums.civfanatics.com/downloads.php?do=file&id=11429
Dwarven Druid
Dwarven Engineers Apprentice - Adept UU, Dwarven Adept art
Dwarven Engineer - Mage UU, Dwarven Mage Art.
Dwarven Master Engineer - Archmage UU, Dwarven Archmage Art.
Promotions:
Field Repair 1&2
Drunk:
Hung Over:
Improvements:
Dwarven Brewery, Brewery art
Coming soon(tm):
Easy:
New Spells(replace the current ones with more appropriate names & possibly delays):
Tricky:
Get the summoned siege to be commanded by Commander if they have slots free.
Hard:
Brewery Gives ALE resource without converting resource the Brewery is on, not sure if possible.
Pillaging Brewery gives drunk promo
Drunks specialists from Brewery instead of citizens. +1 xp each for melee unit. (not possible currently, may be able to piggy-back gregori)
Brewmaster GP, points from brewery, Tavern, Inn. possibly replace healer? UB replacing Apothecary, allows purchase of "potions". Casts Growth? Regeneration?
Spells that use up Ale, thinking along the lines of forcing "we love the president days" and maybe even golden ages.
Just unzip the file into your NormalModules directory.
This started as a simple way for the Khazad to get Courage without detouring to Divination, then the Horseman Graphics on the Royal guard just had to go. The Engineers serve to allow access to the most thematic level 1 spells (plus Flaming Arrows) without ending up with a bunch of useless mana nodes that you cant change.
Feature List:
Spoiler :
Units:
Dwarven Thane - Great Commander UU, Current art.
Starts with: Siege Commander 1, Spirit 1, Law 1, Ale Ration - new spell, gives Drunk promo to all units in stack.
Forgeguards - Royal Guards UU, Ahwaric's Art, http://forums.civfanatics.com/downloads.php?do=file&id=11429
Melee Unit, Strength 3/7, move 2
Starts with: Heavy, Earth 2, Guardsman, Spirit 2
Can take the 3 City Garrison promotions
Starts with: Heavy, Earth 2, Guardsman, Spirit 2
Can take the 3 City Garrison promotions
Dwarven Druid
can build Earth nodes.
Dwarven Engineers Apprentice - Adept UU, Dwarven Adept art
Archery Unit, Strength 2/4, ranged 2/25%, 15% chance of defenseive fire, 10% damage.
Comes at Construction, needs a Siege Workshop.
Can Lead up to 2 units, range 0
Starts with Enchantment 1, Earth 1 & Force 1.
Builds: Roads, Railroads, Earth Node, Fort. Dwarf mine as long as its Khazad controlled.
can take, Command Range 1, Field Medic 1, Battle Commander 1, Siege Commander 1.
Can make Battering Ram at construction, otherwise as per Khazad Battering Ram spell
Guardsman blocked.
Comes at Construction, needs a Siege Workshop.
Can Lead up to 2 units, range 0
Starts with Enchantment 1, Earth 1 & Force 1.
Builds: Roads, Railroads, Earth Node, Fort. Dwarf mine as long as its Khazad controlled.
can take, Command Range 1, Field Medic 1, Battle Commander 1, Siege Commander 1.
Can make Battering Ram at construction, otherwise as per Khazad Battering Ram spell
Guardsman blocked.
Dwarven Engineer - Mage UU, Dwarven Mage Art.
Archery Unit, Strength 3/5, ranged 4/40%, 25% chance of defenseive fire, 15% damage.
Comes at maths, upgrades from LVL3 aprentice needs a Siege Workshop in city.
Can Lead up to 3 units, range 0
Starts with Enchantment 2, Sun 1 & Water 1
Builds: Roads, Railroads, Earth Node, CASTLE. Dwarf SETTLEMENT as long as its Khazad controlled.
can take, Command Range 1 & 2, Field Medic 1 & 2, Battle Commander 1 & 2, Siege Commander 1 & 2.
Can make Trebuchet, 3 turn delay requires & forest as per Khazad Battering Ram spell
Guardsman blocked.
Comes at maths, upgrades from LVL3 aprentice needs a Siege Workshop in city.
Can Lead up to 3 units, range 0
Starts with Enchantment 2, Sun 1 & Water 1
Builds: Roads, Railroads, Earth Node, CASTLE. Dwarf SETTLEMENT as long as its Khazad controlled.
can take, Command Range 1 & 2, Field Medic 1 & 2, Battle Commander 1 & 2, Siege Commander 1 & 2.
Can make Trebuchet, 3 turn delay requires & forest as per Khazad Battering Ram spell
Guardsman blocked.
Dwarven Master Engineer - Archmage UU, Dwarven Archmage Art.
Archery Unit, Strength 4/6, ranged 6/60%, 35% chance of defenseive fire, 20% damage.
Comes at Construction, upgrades from LVL5 Engineer needs a Siege Workshop in city.
Can Lead up to 4 units, range 0
Builds: Roads, Railroads, Earth Node, CITADEL. Dwarf HALL as long as its Khazad controlled.
Can take, Command Range 1-3, Field Medic 1 & 2, Battle Commander 1-3, Siege Commander 1 & 2 AND Master Artillerist
Can make 2 Trebuchet, 3 turn delay requires & forest as per Khazad Battering Ram spell
Guardsman blocked.
Comes at Construction, upgrades from LVL5 Engineer needs a Siege Workshop in city.
Can Lead up to 4 units, range 0
Builds: Roads, Railroads, Earth Node, CITADEL. Dwarf HALL as long as its Khazad controlled.
Can take, Command Range 1-3, Field Medic 1 & 2, Battle Commander 1-3, Siege Commander 1 & 2 AND Master Artillerist
Can make 2 Trebuchet, 3 turn delay requires & forest as per Khazad Battering Ram spell
Guardsman blocked.
Promotions:
Field Repair 1&2
same as Field Medic 1&2 but Siege only,
Only available to Khazad,Lurchirp, Dural & Mechanos GC.
Only available to Khazad,Lurchirp, Dural & Mechanos GC.
Drunk:
+1 Move, Blitz, 20% collateral, +10% Str, -2 Def.
Lasts one turn, fades to Hung Over.
Lasts one turn, fades to Hung Over.
Hung Over:
Blocks Drunk,
-1 perception, +1 terrain Move Cost, -50% Strength.
Lasts one turn.
-1 perception, +1 terrain Move Cost, -50% Strength.
Lasts one turn.
Improvements:
Dwarven Brewery, Brewery art
Khazad only Improvement.
Can only be built on Corn, Rice & Wheat but does NOT connect them.
Gives an extra 1,0,1 commerce respectively.
Khazad get an extra 2 commerce.
Gives free citizen specialist to nearest Khazad city.
Can only be built on Corn, Rice & Wheat but does NOT connect them.
Gives an extra 1,0,1 commerce respectively.
Khazad get an extra 2 commerce.
Gives free citizen specialist to nearest Khazad city.
Coming soon(tm):
Spoiler :
Easy:
New Spells(replace the current ones with more appropriate names & possibly delays):
The New Sun 1 spell, Field goggles? no delay
Scorch, "controlled burn" no delay
Spring, "Reclamation" 3 turn delay.
Sanctify, ?
Turn Undead ?
A way to clear haunted lands, could replace with smoke? need name & which unit gets it.
Not 100% on the Scorch/spring, may see if the terraforming is doable via improvements.Scorch, "controlled burn" no delay
Spring, "Reclamation" 3 turn delay.
Sanctify, ?
Turn Undead ?
A way to clear haunted lands, could replace with smoke? need name & which unit gets it.
Tricky:
Get the summoned siege to be commanded by Commander if they have slots free.
Hard:
Brewery Gives ALE resource without converting resource the Brewery is on, not sure if possible.
Pillaging Brewery gives drunk promo
Drunks specialists from Brewery instead of citizens. +1 xp each for melee unit. (not possible currently, may be able to piggy-back gregori)
Brewmaster GP, points from brewery, Tavern, Inn. possibly replace healer? UB replacing Apothecary, allows purchase of "potions". Casts Growth? Regeneration?
Spells that use up Ale, thinking along the lines of forcing "we love the president days" and maybe even golden ages.
Just unzip the file into your NormalModules directory.