QES
Court Jester
I have some thoughts on how to supplement the current template system. That which is already ingame is in italics.
Deamon:
* Fire Resistance (noted by Nikis-Knight)
* Pillage 4x as fast (like hitting the pillage button 4 times, Possible?)
* +10% City Attack
* +10% City Defence
Dragon:
* Immune to Magic (already in?)
* Immune to Fire (already in?)
* +50% Vs Melee, Cavalry, Seige (give a bonus to Grigori Dragonslayers to compensate)
* -50% vs Heros
Dwarven:
* Double Moves in Hills
* Fortification max percentage at 50% (normally 25%)
Elven:
* Double Moves in Forests
* +1 Visability in Forest Tiles
Undead:
* No maintenance cost.
* Don't make people feel safe.
* Effected by the destroy undead spell.
* Immune to spells that only effect the living (charm person, wither, domination, etc).
* Immune to disease and lycanthropy.
* Ability to learn some special promotions (fear, though I would like a few more of these).
* "Tough" - Unit always does damage per combat round as though it was at full strength.
Golem:
* Immune to spells that only effect the living (charm person, wither, domination, etc).
* Immune to disease and lycanthropy.
* Never promotes.
* "Tough" - Unit always does damage per combat round as though it was at full strength.
Nomad:
* Double Moves in Desert
* +40% defence in Desert (desert tiles have a standard -25% defence)
* +15% Withdraw Chance
Werewolf:
* The Werewolf promotion is only avaiable to Baron Duin Halfmorn, as he starts with it. The Baron is a World Unit that can be trained when the player researchers the Feral Bond tech.
* Every unit killed by the Baron (or other unit with Werewolf promotion) has a chance of becoming a Ravenous Werewolf with the Werewolf promotion in control of the player who owns the Baron.
* The % chance of getting a Ravenous Werewolf after each battle is determined by the number of werewolfs on the map, so the more werewolfs the less chance of getting a new one.
* Ravenous Werewolfs can become stronger Blooded Werewolf after a battle, and Blooded Werewolves can become powerful Greater Werewolves.
Animal: (suggested by Niki'sKnight to be included in list)
* Unable to Enter Borders (if barbarian)
* Don't make people feel safe
* Can be Subdued
I personally like the "tough" thing kael had mentioned a few thread/posts back. Golems and Undead would be far more appealing to use if they always had a nasty habbit of damaging the enemy at full capasity. Werewolves would also be nifty with it. They'll still die of course, but when they do it, the amount of damage they had taken in the fight, wont matter. Meaning if they lose, the other guy will always be hurt more, and if they win, they'll be hurt less.
Any other thoughts? Addtions? Even perhaps a new Template suggestion?
-Qes
Deamon:
* Fire Resistance (noted by Nikis-Knight)
* Pillage 4x as fast (like hitting the pillage button 4 times, Possible?)
* +10% City Attack
* +10% City Defence
Dragon:
* Immune to Magic (already in?)
* Immune to Fire (already in?)
* +50% Vs Melee, Cavalry, Seige (give a bonus to Grigori Dragonslayers to compensate)
* -50% vs Heros
Dwarven:
* Double Moves in Hills
* Fortification max percentage at 50% (normally 25%)
Elven:
* Double Moves in Forests
* +1 Visability in Forest Tiles
Undead:
* No maintenance cost.
* Don't make people feel safe.
* Effected by the destroy undead spell.
* Immune to spells that only effect the living (charm person, wither, domination, etc).
* Immune to disease and lycanthropy.
* Ability to learn some special promotions (fear, though I would like a few more of these).
* "Tough" - Unit always does damage per combat round as though it was at full strength.
Golem:
* Immune to spells that only effect the living (charm person, wither, domination, etc).
* Immune to disease and lycanthropy.
* Never promotes.
* "Tough" - Unit always does damage per combat round as though it was at full strength.
Nomad:
* Double Moves in Desert
* +40% defence in Desert (desert tiles have a standard -25% defence)
* +15% Withdraw Chance
Werewolf:
* The Werewolf promotion is only avaiable to Baron Duin Halfmorn, as he starts with it. The Baron is a World Unit that can be trained when the player researchers the Feral Bond tech.
* Every unit killed by the Baron (or other unit with Werewolf promotion) has a chance of becoming a Ravenous Werewolf with the Werewolf promotion in control of the player who owns the Baron.
* The % chance of getting a Ravenous Werewolf after each battle is determined by the number of werewolfs on the map, so the more werewolfs the less chance of getting a new one.
* Ravenous Werewolfs can become stronger Blooded Werewolf after a battle, and Blooded Werewolves can become powerful Greater Werewolves.
Animal: (suggested by Niki'sKnight to be included in list)
* Unable to Enter Borders (if barbarian)
* Don't make people feel safe
* Can be Subdued
I personally like the "tough" thing kael had mentioned a few thread/posts back. Golems and Undead would be far more appealing to use if they always had a nasty habbit of damaging the enemy at full capasity. Werewolves would also be nifty with it. They'll still die of course, but when they do it, the amount of damage they had taken in the fight, wont matter. Meaning if they lose, the other guy will always be hurt more, and if they win, they'll be hurt less.
Any other thoughts? Addtions? Even perhaps a new Template suggestion?
-Qes