readercolin
King
- Joined
- May 7, 2009
- Messages
- 604
I have switched from using a Fall From Heaven Base to a Fall Further base, and set aside parts 1 and 2 of my enhancement. I may reference this thread in the future, but I will not be using it to release any modmods.
-Colin
Edited to update what I'm doing. This has been significantly changes since it was first proposed, and previous ideas edited out, so the first few posts may not make much sense.
Spoiler :
I have always found the Amurites to be a little ... lacking. You either have to play them like you would a standard civ and ignore magic completely, or you have to garner a tech lead and get to sorcery while everyone else is still at bronze working. On top of that, they end up having to split their hammers alot more between units and buildings (at least, in my opinion).
To solve this, I have decided to... enhance them some. So here is what I have planned.
Stage 1, I plan on adding to the amurites the ability to build buildings magically. There will be a new unit, Amurite Citizen, who will be able to cast the chanting spell. Chanting basically says "I'm ready, once we have enough guys, lets make something". Once enough Amurite Citizens have cast chanting, the ability to build a building through a spell will be unlocked. For example, a monument normally costs 60 hammers. Amurite Citizens right now are planned to cost 30 hammers. For Amurite Citizens to build a monument, they have to get 2 citizens in the city casting chanting. Then a third citizen can cast "create monument". Upon casting this, all three citizens will be destroyed. This effectively makes the monument cost 90 hammers. However, the spell "Create Monument" can also be cast by an adept, as long as two citizens are chanting. This will kill the two chanters, but leave the adept alive, allowing the monument to be constructed for 60 hammers - the same as it would normally take. That is not all however. The spell "Create Monument" can also be cast by a wizard, as long as there is one chanting citizen in the city. This will destroy the citizen, but not the wizard, allowing the building to be built effectively at the cost of 30 hammers, or half what it would normally take. This is balanced out however by other civs being able to build assasins at about the same time as you can build wizards - and Amurite citizens are essentially assasin fodder.
Even with this in place however buildings will be allowed to be constructed normally, both for the AI to be able to use it effectively, to avoid having mass assasin fodder waiting in your cities, and for if you don't care to use the micromanagement required.
Stage 2 I am going to be improving the units and buildings of the amurites. Stage 3 I am changing the current spell system. Stage 4 I am planning on doing an enchantment overhaul. And stage 5 I may add ritual casting to the amurite repertoire (what exactly it will be hasn't even been thought up yet). To find out more, look at the last post on page 2 and the first few on page 3 of this thread.
Feel free to add comments and ideas. Right now I am working on stage 1, and hope to release it before the end of august. At the moment, all I have left to do is create the chanting promotion (which is slightly more difficult than it sounds, as I don't want the construction of a building to delete all the units chanting in the city, only the ones needed to construct the building), and then finish making up spells for each level of unit (amurite citizen, adept, and wizard).
To solve this, I have decided to... enhance them some. So here is what I have planned.
Stage 1, I plan on adding to the amurites the ability to build buildings magically. There will be a new unit, Amurite Citizen, who will be able to cast the chanting spell. Chanting basically says "I'm ready, once we have enough guys, lets make something". Once enough Amurite Citizens have cast chanting, the ability to build a building through a spell will be unlocked. For example, a monument normally costs 60 hammers. Amurite Citizens right now are planned to cost 30 hammers. For Amurite Citizens to build a monument, they have to get 2 citizens in the city casting chanting. Then a third citizen can cast "create monument". Upon casting this, all three citizens will be destroyed. This effectively makes the monument cost 90 hammers. However, the spell "Create Monument" can also be cast by an adept, as long as two citizens are chanting. This will kill the two chanters, but leave the adept alive, allowing the monument to be constructed for 60 hammers - the same as it would normally take. That is not all however. The spell "Create Monument" can also be cast by a wizard, as long as there is one chanting citizen in the city. This will destroy the citizen, but not the wizard, allowing the building to be built effectively at the cost of 30 hammers, or half what it would normally take. This is balanced out however by other civs being able to build assasins at about the same time as you can build wizards - and Amurite citizens are essentially assasin fodder.
Even with this in place however buildings will be allowed to be constructed normally, both for the AI to be able to use it effectively, to avoid having mass assasin fodder waiting in your cities, and for if you don't care to use the micromanagement required.
Stage 2 I am going to be improving the units and buildings of the amurites. Stage 3 I am changing the current spell system. Stage 4 I am planning on doing an enchantment overhaul. And stage 5 I may add ritual casting to the amurite repertoire (what exactly it will be hasn't even been thought up yet). To find out more, look at the last post on page 2 and the first few on page 3 of this thread.
Feel free to add comments and ideas. Right now I am working on stage 1, and hope to release it before the end of august. At the moment, all I have left to do is create the chanting promotion (which is slightly more difficult than it sounds, as I don't want the construction of a building to delete all the units chanting in the city, only the ones needed to construct the building), and then finish making up spells for each level of unit (amurite citizen, adept, and wizard).
-Colin
Edited to update what I'm doing. This has been significantly changes since it was first proposed, and previous ideas edited out, so the first few posts may not make much sense.