readercolin
King
- Joined
- May 7, 2009
- Messages
- 604
Ok, for the second part of my enhancement, I want to change the units and buildings - give them more of a magical flair. To do this, I am going to look at the units one by one and make changes. To start, these are my ideas.
The first change I intend to have is a new ability - mana aptitude. Mana aptitude checks to see if you have a mana source of that type, and if so, adds strength of that mana type. As an example, the axman listed below, has +1 fire mana aptitude. The staff of fire (wrong name, but I think you know what I'm referring to) gives +1 fire mana affinity. If the axman were to receive this staff, and have 1 fire mana from the palace, he would then have +2 fire strength. If a second fire mana was gotten (say, pyre of the seraphic), he would then get +3 fire strength. Without the staff, he would just receive +1 fire strength. So the axman below, with just the fire mana from the palace would be strength 2 +1 fire. With getting the holy building fore OO or RoK, he would be (OO) strength 2 +1 fire, +1 cold, or (RoK) strength 3 +1 fire. With 1 mana source of each type, he would be strength 3 +1 fire, +1 cold, +1 lightning. With ten mana sources of each type, he would be strength 3 +1 fire, +1 cold, +1 lightning.
Units:
Melee:
Warrior - no changes
Axman - 2 strength, +1 fire aptitude, +1 air aptitude, +1 earth aptitude, +1 water aptitude, can use bronze, iron, and mithril, increased hammer cost?
Champion - 4 strength, +1 fire aptitude, +1 air aptitude, +1 water aptitude, +1 earth aptitude, can use bronze iron and mithril (gain channeling 2?), increased hammer cost?
Phalanx - no changes
Immortal - no changes
Archery:
Archer - no changes
Firebow - attack 5, defense 4, channeling 2, fire 1, cannot use metal, +1 air mana aptitude, +1 fire mana aptitude, +1 nature mana aptitude?
Marksman - no changes
Crossbow - attack 7, defense 9, can use bronze and iron, +2 air mana aptitude, +2 fire mana aptitude
Recon:
Scout - no changes
Hunter - strength 4, +1 nature mana aptitude or strength 3, +2 nature mana aptitude
Ranger - strength 6, +2 nature mana aptitude
Beastmaster - no changes
Arcane:
Adept - gain ritualist promotion - can upgrade to wizard, champion, or firebow
Wizard - gain ritualist promotion, 0 strength, +1 aptitude for all mana types
Archmage - gain ritualist promotion, 0 strength, +1 affinity for all mana types
National unit limit for archmage changed to 8, remove ability to become a lich. (alternatively, I may change all archmage limits to 8, but change how lichdom works - more on that with part 3, spell reworking).
Disciple:
No changes
Buildings:
Forge changed to arcane forge. Arcane forge gives +0% production bonus, but +5% affinty bonus for all mana types. Alternatively, +10% affinity bonus for fire and enchantment mana types.
Mage guild gives a possibility (5% or so?) for newly built arcane units to start with channeling 2. This change would affect the mage guild for all races.
Cave of ansestors gives a possibility (1-5%) for newly built arcane units to start with channeling 3.
Possible change. Grab great sorcerer from Era and Better AI, remove ability to use as caster, and allow him to settle as a great sorcerer in a city for +2 xp for arcane units, and +2 research, or be used to find a new mana node. Great sorcerer points given by mage guild and cave of ansestors, as well as possibly a few wonders (Crown of akharain, Catacomb Liberalus, the 4 mana towers). Great sorcerer can also attach to an arcane unit, gives the arcane unit channeling 2 and 3 (possibly remove), twincast, summoning (is this in regular FFH, or only in FF?) and +1 xp from combat (maybe also give a 25-50% chance for 1 xp from a summon winning combat, I'll need to see how the current system works).
I may also make changes to the 4 towers. What the changes would be, I don’t know yet though.
-Colin
Edit: Recent thought. A promotion available to units with enchantment mana, auto-acquire with arcane forge in the city. Enchantment 1 allows for Arcane apprentice - +1 production. Enchantment 2 allows for arcane smith - +2 production. Enchantment 3 allows for arcane master-smith - +4 production. This would provide a good reason to hold arcane units in cities and grab enchantment mana. May change the requirements to requires forge in city to allow all races to benifit from this. The reason is that production is usually what I'm most lacking in when playing as the amurites - I have plenty of research, and plenty of money. But I'm so short of hammers that I need LOTS of summons to make up for it. It doesn't help that adepts are 90 hammers to an axmans 60 either... Alternatively, allow arcane smith (etc.) when the unit has enchantment and is in the city. Then with the arcane force it bumps up by x2 or something. Ok, maybe that is a bit to OP.
The first change I intend to have is a new ability - mana aptitude. Mana aptitude checks to see if you have a mana source of that type, and if so, adds strength of that mana type. As an example, the axman listed below, has +1 fire mana aptitude. The staff of fire (wrong name, but I think you know what I'm referring to) gives +1 fire mana affinity. If the axman were to receive this staff, and have 1 fire mana from the palace, he would then have +2 fire strength. If a second fire mana was gotten (say, pyre of the seraphic), he would then get +3 fire strength. Without the staff, he would just receive +1 fire strength. So the axman below, with just the fire mana from the palace would be strength 2 +1 fire. With getting the holy building fore OO or RoK, he would be (OO) strength 2 +1 fire, +1 cold, or (RoK) strength 3 +1 fire. With 1 mana source of each type, he would be strength 3 +1 fire, +1 cold, +1 lightning. With ten mana sources of each type, he would be strength 3 +1 fire, +1 cold, +1 lightning.
Units:
Melee:
Warrior - no changes
Axman - 2 strength, +1 fire aptitude, +1 air aptitude, +1 earth aptitude, +1 water aptitude, can use bronze, iron, and mithril, increased hammer cost?
Champion - 4 strength, +1 fire aptitude, +1 air aptitude, +1 water aptitude, +1 earth aptitude, can use bronze iron and mithril (gain channeling 2?), increased hammer cost?
Phalanx - no changes
Immortal - no changes
Archery:
Archer - no changes
Firebow - attack 5, defense 4, channeling 2, fire 1, cannot use metal, +1 air mana aptitude, +1 fire mana aptitude, +1 nature mana aptitude?
Marksman - no changes
Crossbow - attack 7, defense 9, can use bronze and iron, +2 air mana aptitude, +2 fire mana aptitude
Recon:
Scout - no changes
Hunter - strength 4, +1 nature mana aptitude or strength 3, +2 nature mana aptitude
Ranger - strength 6, +2 nature mana aptitude
Beastmaster - no changes
Arcane:
Adept - gain ritualist promotion - can upgrade to wizard, champion, or firebow
Wizard - gain ritualist promotion, 0 strength, +1 aptitude for all mana types
Archmage - gain ritualist promotion, 0 strength, +1 affinity for all mana types
National unit limit for archmage changed to 8, remove ability to become a lich. (alternatively, I may change all archmage limits to 8, but change how lichdom works - more on that with part 3, spell reworking).
Disciple:
No changes
Buildings:
Forge changed to arcane forge. Arcane forge gives +0% production bonus, but +5% affinty bonus for all mana types. Alternatively, +10% affinity bonus for fire and enchantment mana types.
Mage guild gives a possibility (5% or so?) for newly built arcane units to start with channeling 2. This change would affect the mage guild for all races.
Cave of ansestors gives a possibility (1-5%) for newly built arcane units to start with channeling 3.
Possible change. Grab great sorcerer from Era and Better AI, remove ability to use as caster, and allow him to settle as a great sorcerer in a city for +2 xp for arcane units, and +2 research, or be used to find a new mana node. Great sorcerer points given by mage guild and cave of ansestors, as well as possibly a few wonders (Crown of akharain, Catacomb Liberalus, the 4 mana towers). Great sorcerer can also attach to an arcane unit, gives the arcane unit channeling 2 and 3 (possibly remove), twincast, summoning (is this in regular FFH, or only in FF?) and +1 xp from combat (maybe also give a 25-50% chance for 1 xp from a summon winning combat, I'll need to see how the current system works).
I may also make changes to the 4 towers. What the changes would be, I don’t know yet though.
-Colin
Edit: Recent thought. A promotion available to units with enchantment mana, auto-acquire with arcane forge in the city. Enchantment 1 allows for Arcane apprentice - +1 production. Enchantment 2 allows for arcane smith - +2 production. Enchantment 3 allows for arcane master-smith - +4 production. This would provide a good reason to hold arcane units in cities and grab enchantment mana. May change the requirements to requires forge in city to allow all races to benifit from this. The reason is that production is usually what I'm most lacking in when playing as the amurites - I have plenty of research, and plenty of money. But I'm so short of hammers that I need LOTS of summons to make up for it. It doesn't help that adepts are 90 hammers to an axmans 60 either... Alternatively, allow arcane smith (etc.) when the unit has enchantment and is in the city. Then with the arcane force it bumps up by x2 or something. Ok, maybe that is a bit to OP.