Orbis 0.30 workshop

Wrong thread. See the civ specific thread.
 
Ornithopters is a Da Vinci design for a flying craft that mimiced a bird in that it flapped it's wings. In the Dune series, the Atredies use them.

Here are some pictures
http://tinyurl.com/yke3bos
http://tinyurl.com/yk8zwou

Here is the ornithopers in Dune Wars
http://tinyurl.com/y9knoyn

Perhaps the laser blast effect could be changed to bullets or canons shots

Now as previously mentioned in regard to flying vessels, if more Civ's get them, the ornithopter would be the 'fighter' type unit and wouldn't have the bomb mission. In looking at zeppelins, I found that the other company buildings airships in Germany was named Pareval. I think that would be a good name for the airship bomber. :goodjob:

I know what an Ornithopter is, just wanted to see what the unit looks like; Which your last one shows nicely. With an attack animation, which Ahwaric's didn't have. :lol:

Just so you know; Possibility that a unit being ported from Kohan (Type of flying dragon, though more a wyvern; no arms, just two legs) will have an animation that other dragons could be reboned to use; Resulting in flying dragons. :goodjob:

Oh yes, I'm well aware of that. :D However, it does show a tendency towards not being very expansive (at least via sea) - It just might be another way to give the Dao a bit of flavor. Every Civ seems to have something it doesn't do well at and perhaps the Dao would be good on the coasts but later in the game would suffer by having weaker deep-sea ships.

Of course I'm sure they could just do an improvised Arcane Barque by keeping some adepts on board and summon water elementals.

Oh, it's funny I LIVE in the area that the follow series to the Nantucket saga is based in but I'm having a hard time getting through the first few chapters. =[

Hmm... That's a good point, just wanted to show that it doesn't HAVE to be the case. :lol:

You live in the Willamette then? And yes, the series can be a bit dry at first; It gets better. The second series has far more 'religious' elements to it, but IMO that's a good thing as a new mechanic in RifE is actually inspired by it. :lol:
 
Just so you know; Possibility that a unit being ported from Kohan (Type of flying dragon, though more a wyvern; no arms, just two legs) will have an animation that other dragons could be reboned to use; Resulting in flying dragons. :goodjob:

That's great because I think a lot of us discussed that we'd like to see everyone get air units but having flyings shops or airships wouldn't fit the flavor of many of the Civs. Having dragons or wyverns would fit them better so it's good to have access to that!

You live in the Willamette then? And yes, the series can be a bit dry at first; It gets better. The second series has far more 'religious' elements to it, but IMO that's a good thing as a new mechanic in RifE is actually inspired by it. :lol:

Actually I live in Vancouver (The first one, not the one the came later in Canada) but I've been down the Willamette valley quite often. I found it funny that the 'evil' city turns out to be Portland considering it is probably the LAST place that would go facist. (I like the guys stuff, but has he ever BEEN to Portland? Spokane I can see, Boise I can see, but Portland?)
 
Just to keep you interested, and prove that I am working, I have updated the changelog.
I hope you like the changes to mercenary hiring (including screenshots), plus I have added a small update to OO section.

Ok, now have to go back to ranged attacks changes & adding unit art...
 
I hope you like the changes to mercenary hiring (including screenshots), plus I have added a small update to OO section.

I don't know if I understand it correctly from screenshots and description but you pay same amount of money and you don't know what level and promos you'd get ? Now hiring mages you need would be much more expansive (which is good thing, I think) and you still can hire entire army if you want and can afford. Maybe Hippus should get unique version of spell (and event) with 10-20% discount to make them little more unique ?

Ok, now have to go back to ranged attacks changes & adding unit art...[/QUOTE]

Are you considering lowering xp from ranged attacks ? Now it's 1 xp for 10% damage so better ranged units can easily get 3-4 xp a turn by attacking goblin fort. As units in fort doesn't attack unless there are more then 3 in fort, it is safe way to level up your ranged units. Maybe capping ranged damage xp at 1 would work ?

BTW, Sidar can use some unique units and buildings, especially Immortal replacement. Or maybe no Immortal unit but unique wonder/ritual that increases 'immortality' of all your units by 10-15% ? For building, maybe something like House of Souls which makes units respawn in nearest city with House of Souls instead of capital ?
 
Looks interesting, will be fun to try out once it's released.
Also, is that the Palatinate in the background?
I just tried, and it does not cause OOS. :)
It will require some tweaking, but for that I will wait for the time after release, when I get the feedback.

And yes, that is palatinate capital. You can see the palace building, and the unit is speaman unique art (comes from charlemagne scenario).
I don't know if I understand it correctly from screenshots and description but you pay same amount of money and you don't know what level and promos you'd get ?
Exactly. You do not know the type of the unit, what level it is and promotions it will start with. Only techs influence what kind of unit will be created. XP depends on the level of the unit: lvl 1 gets none, lvl 2 3 xp, lvl 3 6xp, lvl 4 9 xp. I will probably change it to 0,4,8,12.
Still, every mercenary unit gets an extra promotion (is promoted for lvl 1, contrary to standard units). Also, there is a big chance for unique race (like shaded, which gives the sidar immortality) and for unique units of other civs. Currently, no chance for scion uniques and angel/demon/undead races, it just did not felt right. It is easy to change if you say so.
Now hiring mages you need would be much more expansive (which is good thing, I think) and you still can hire entire army if you want and can afford. Maybe Hippus should get unique version of spell (and event) with 10-20% discount to make them little more unique ?
There are several reasons for the change. The standard mercenary spell was boring and unrealistic, while expanded version was causing OOS and balance issues.

Cons (from the powergaming perspective): Now you can't just reload the mercenary screen to get the exact unit you want (especially important for the adepts). Also, the units will now be more expensive - I have not yet set the prices, but I think it should be around (maybe a bit more) the cost of hurring tier 2 unit which was already being build for one turn (so at least 160-180 gold for the archery units, need to check the other). I think it is quite balanced, I want it to sometimes be better to just hurry the unit. Hurring later units costs more, but you can build them faster, so it is still quite ok if the price does not change.

Pros: This version is ok for multiplayer (no OOS) :). Also, you pay less for the hired unit upkeep (just 1 :gold: extra), so high level mercenaries will no longer be too expensive to continue using them. Also, all costs are calculated in the player balance, so will no longer cause negative money. Plus set cost is easier to remeber.
The free promotion makes mercenary better than standard unit, unless you have multitude of buildings that give extra promotions & xp in the city (for now, these do not count for mercs but I can change that if you think so)
Are you considering lowering xp from ranged attacks ? Now it's 1 xp for 10% damage so better ranged units can easily get 3-4 xp a turn by attacking goblin fort. As units in fort doesn't attack unless there are more then 3 in fort, it is safe way to level up your ranged units. Maybe capping ranged damage xp at 1 would work ?
I have changed ranged attacks to wildmana code. First, it seems to have cured OOS caused by barbarians using it, but I need to test a bit more. Also, the xp calculation is different. I have yet to test it, but high level units will now get much less xp from ranged attacks. It will probably have to be tweaked, but for that I need testing.
BTW, Sidar can use some unique units and buildings, especially Immortal replacement. Or maybe no Immortal unit but unique wonder/ritual that increases 'immortality' of all your units by 10-15% ? For building, maybe something like House of Souls which makes units respawn in nearest city with House of Souls instead of capital ?
Nice ideas. Require some changes to the code (currently it just takes the level of the unit, no modifiers possible), but might be good. For the ritual, should it be permanent, or just till the first death of the unit?
House of Souls would be really hard to do, possible, but not sure it is worth the effort required.
Also, I think Sidar need something not related to unit respawning - some art or science bonuses. You mentioned increasing bonuses for specialists if wane is removed. It will be, so can you post how much you think these should be changed?

A quick update on the 0.30 development:
New civs have all units (save for heroes, and still hoping to get certain sprite art for palatinate...) and buildings in, plus worldspells and mechanics. I will expand it ater, but for initial release it is ok. Unfortunatelly, I still have to write elemental spawning, and not sure how fast I can do that :(
Also, I still have to work on general civics & guilds balance.
Help text should be added, but not sure I will manage it, so, with some additional stuff might be moved to one of the patches (i.e. the white hand religion).

So, if all goes well I hope to prepare the initial release of Orbis 1.0 for the weekend after the next. I won't be able to work on it next weekend, so have not much time left. I can't promise anything then. :(
It will definetly be out before Easter, even if I decide to add all the things I planned, though.
But I guess you want it as fast as possible, right? ;)

EDIT: Regarding units, here come the Dao disciples. Left to right:
Top: Sohei (paladin), Warrior monk (monk), Shugenja (Druid)
Bottom: Hermit (Adept), Conjurer (mage), Elementalist (archmage)
 

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Sidar want to be left alone right? I got an idea that emulates this.
The Sidar get a Shadow Focus counter (similar to the Puritycounter in Wildmana). This focus grants +1% :science: +1 % :culture: in every city.
The Sidar start at -10 Focus. Every 2 turns the counter increases by 1. If an enemy unit enters Sidar territory the Focus counter decreases by 1.
To have some sort of a bann zone against enemies Sidar can found ghost cities. In game terms this means they sacrifice a Settler to create a barbarian settlement or a ruin that creates barbarian territory. In both cases the purpose for this is that enemies first have to pass until they get to you). They can't send an army through roads in this territory surprising you unless they have commando. If you want to enhance flavor an expanded version:
Units with the Sidar Racial Promotion and Shadow I can cast Halflight. This applies the Halflight terrain feature to the land below, that can be removed by units with any Sun promotion. Units with the Sidar Racial Promotion and with Shadow II can cast Darkness that applies the Darkness terrain feature to the land below. It can be removed by units with Sun II (like Radiant Guards or Rathas) or Sun III. Units with the Sidar Racial Promotion and Shadow III can cast Greater Darkness that applies the Greater Darkness terrain feature to the land below and can be removed by any unit with Sun III. Any type of Darkness spawns units. Twilight applies -10% unit strength, Darkness -20% unit strength and Greater Darkness -40% unit strength. On darkness tiles a unit similar to the mistform occasionally spawn, but their strength is a lot of lower. On Halflight they get +20%, on Darkness they get +40% strength and on Greater Darkness they get +100%. They can't move into tiles not covered by a type of darkness. Sidar theyselves have Darkvision (to speak in D&D terms) and thus get +10%/+20%/+40% strength (negating any malus). As these units still are barbarians and invisible they still pillage the lands of Sidar if they cast this spell within their territory and thus probably would be a greater annoyance than they would help. But if you cast the spell around the ghost cities they can hinder opponents that try to enter your lands.

(thanks for the ideas & feedback Imuratep!)
You're welcome. It was actually a lot of fun to come up with ideas. I will come up with some other ideas for them if you tell me what part about the Old Ones is still unsure
 
I have not yet set the prices, but I think it should be around (maybe a bit more) the cost of hurring tier 2 unit which was already being build for one turn (so at least 160-180 gold for the archery units, need to check the other). I think it is quite balanced, I want it to sometimes be better to just hurry the unit. Hurring later units costs more, but you can build them faster, so it is still quite ok if the price does not change.

I like this version much better than old one :) Please consider making arcane units more expansive, so you can't ignore arcane line and still have lots of good mages. It's more difficult now, but with just 180 per unit it's still cost-effective.

Pros: This version is ok for multiplayer (no OOS) :). Also, you pay less for the hired unit upkeep (just 1 :gold: extra), so high level mercenaries will no longer be too expensive to continue using them. Also, all costs are calculated in the player balance, so will no longer cause negative money. Plus set cost is easier to remeber.
The free promotion makes mercenary better than standard unit, unless you have multitude of buildings that give extra promotions & xp in the city (for now, these do not count for mercs but I can change that if you think so)

Oh, that's something I like very much :D You can afford to have significant army of mercenaries. Extra promo is almost like extra level, so you probably don't need xp from city.

Nice ideas. Require some changes to the code (currently it just takes the level of the unit, no modifiers possible), but might be good. For the ritual, should it be permanent, or just till the first death of the unit?
House of Souls would be really hard to do, possible, but not sure it is worth the effort required.

If it's hard, it's probably not worth it :)
Permanent I think. With one-time bonus, it's just a weaker Blood of the Phoenix and 10% on top isn't much late game.

Also, I think Sidar need something not related to unit respawning - some art or science bonuses. You mentioned increasing bonuses for specialists if wane is removed. It will be, so can you post how much you think these should be changed?

You may try to set it quite high - 50% more than normal settled GP, so 2 Sidar GP are as good as 3 of other nations (and better with Great Library and so on). After all, you're more likely to get feedback if it's overpowered than if it's underpowered and nobody uses it ;)
You can also consider giving Sidar some options for GP, like sacrificing great person to gain trait for limited amount of time (100 turns like with Adaptive maybe?) with Prophet giving Spiritual, Bard Creative, Sage Arcane and Engineer Industrious. Other option might be school buildings that gives +1 science from every sage in city (for wizardry school, school of art gives +2 culture from bards) and one free specialist. It might be better or worse then settling GP, depending on wonders, civics and amount of specialists in city.

But I guess you want it as fast as possible, right? ;)

Absolutely right :>



EDIT: Regarding units, here come the Dao disciples. Left to right:
Top: Sohei (paladin), Warrior monk (monk), Shugenja (Druid)
Bottom: Hermit (Adept), Conjurer (mage), Elementalist (archmage)

I like all of them though hoped Shugenja would be female ;>
 
I have changed ranged attacks to wildmana code. First, it seems to have cured OOS caused by barbarians using it, but I need to test a bit more. Also, the xp calculation is different. I have yet to test it, but high level units will now get much less xp from ranged attacks. It will probably have to be tweaked, but for that I need testing.

EDIT: Regarding units, here come the Dao disciples. Left to right:
Top: Sohei (paladin), Warrior monk (monk), Shugenja (Druid)
Bottom: Hermit (Adept), Conjurer (mage), Elementalist (archmage)

How difficult was the Wild Mana merge, anyway? I need to do the same if it prevents OOS.

Also, the Warrior Monk is the Elohim Monk... Are you planning to change that unit as well? :p
 
I like units, also

U 4GOT ZHENG HE!!!
 
About the Sidars : they are very strong in Rife and orbis, because of the worker and fort commander XP : they have lots of shadows, so GP.
In Orbis, a stronghold strategy is possible, with the doctrine for castles, and the gold of kilmorph or guilds to pay the units cost. With great ingeneers and scientists, they can win early with the Towers.
 
You're welcome. It was actually a lot of fun to come up with ideas. I will come up with some other ideas for them if you tell me what part about the Old Ones is still unsure
Ok then, I have two more questions to OO expert:
some more ides for stygian guards - I have the possesing spirit one, and it might be in, but if you come with something else I would go for it... for some reason I dislike the possesion here, no idea why though
Tower of Complacency - should it still be in? Maybe some changes to its effects are needed?

You sidar idea is nice, but too complicated, especially now, when I have little time before releasing 0.30.
You may try to set it quite high - 50% more than normal settled GP, so 2 Sidar GP are as good as 3 of other nations (and better with Great Library and so on). After all, you're more likely to get feedback if it's overpowered than if it's underpowered and nobody uses it ;)
Ok then :)
Also, currently settlers & great people have 5% chance to be reborn after use. Should it stay this way? ;)
I like all of them though hoped Shugenja would be female ;>
Well, this is standard shugenja unit, the one that replaces druid. The Dao shugenja hero most likely will be female ;)
I like units, also
U 4GOT ZHENG HE!!!
Huh?
About the Sidars : they are very strong in Rife and orbis, because of the worker and fort commander XP : they have lots of shadows, so GP.
In Orbis, a stronghold strategy is possible, with the doctrine for castles, and the gold of kilmorph or guilds to pay the units cost. With great ingeneers and scientists, they can win early with the Towers.
This is no more relevant, as both fort commanders & waning were removed.
 
You sidar idea is nice, but too complicated, especially now, when I have little time before releasing 0.30.
That's why I structured it into three subparts. The main idea is the Focus Counter.
 
Ok then :)
Also, currently settlers & great people have 5% chance to be reborn after use. Should it stay this way? ;)

Doesn't really matter ;) In standard game, if you're putting effort into generating GP and under favourable circumstances (philosophical, running empyrian and so on) you can generate between 15 and 20 GP, so it's just one more GP usually. If you can block respawning GP easily, it would be better flavorwise IMHO (they just join city, not die) and would decrease luck factor in game.

Well, this is standard shugenja unit, the one that replaces druid. The Dao shugenja hero most likely will be female ;)

:D
 
Another way to achieve that noone can enter your territory is that you can attack them long before they approach as you can see them from a hidden point. So how about allowing Sidar units to hide on Ancient Towers? This way they would be useful beyond early game. Flavourwise you can also explain it quite easily. In an ancient building from long, forgotten ages the connection to the shadow is much bigger than in other places.
 
Tower of Complacency - should it still be in? Maybe some changes to its effects are needed?
How about House of a Dreaming God? As a reference to one of the most famous sentences from Call of Cthulhu: "In his house at R'lyeh dead Cthulhu waits dreaming"
Instead of being mindcontrolled, they are overwhelmed by the powerful dreams those around it perceive.
To enhance flavor all units build in this city get the charmed and either the "inspired" (like potency just additionally 10% to wear off) (or if you don't want to create a new one use valor. The name just does not really fit) or the "enervated" promotion.
 
How about House of a Dreaming God? As a reference to one of the most famous sentences from Call of Cthulhu: "In his house at R'lyeh dead Cthulhu waits dreaming"
Instead of being mindcontrolled, they are overwhelmed by the powerful dreams those around it perceive.
Nice idea. Not sure I will be able to add it to 1.0 from the start, but if not, it should be in one of the patches. Changed of course :)

By the way, another update of the changelog.
I decided to add all major things I considered for 0.30, including spell masteries (I wanted to asdd it for almost a year, now I had the skill to do it) and the white hand (with new flavourmod, it works as I wanted it to).

Also, I decided to lock the features already - I have listed both already added (second post of this thread) and just planned (first post) features of Orbis 1.0. I really want to deliver it to next saturday. If nothing unexpected happens, I will. I am just not sure how much polish I will be able to add, but with so m any features added some bugs will have to appear. But I promise to fix them fast :)
 
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