A thread for small ideas

Personally, I think cannons should have no strength. Zip. Nada. Zilch. Zero.
And the silly bombard function should be removed.

They should have only one function, ranged attack, which would reduce city defences AND Cause collateral damage with each shot.

I think it should be made powerful enough to be effective in the field or cities, with maybe just a moderate bonus for cities like +50%

I'd also like to see some internal distinction between small arms ranged attacks, and siege ranged attacks. So that I could make Monstrous Creatures more vulnerable to only the latter.

I'd like to see siege weapons work like naval support in CivRev, by boosting the attack strength of a unit attacking an adjacent tile.
 
One question I've had going through my head lately while playing is 'What do you grow on farms that have no crop resource attached to them?'.

I don't know if it'd be a viable option (the yields would probably be too high), but what would the general opinion be on 'spreading' crops to other 'empty' farms (with crops having reduced effect on productivity, naturally)?
 
One question I've had going through my head lately while playing is 'What do you grow on farms that have no crop resource attached to them?'.

I don't know if it'd be a viable option (the yields would probably be too high), but what would the general opinion be on 'spreading' crops to other 'empty' farms (with crops having reduced effect on productivity, naturally)?
You might as well ask yourself, "What are you mining if there's metal resource?" or "What is the waterwheel turning?"
 
You might as well ask yourself, "What are you mining if there's metal resource?" or "What is the waterwheel turning?"

I guess a case could be made for those particular locations being the only ones capable of supporting large-scale production, yeah.

Just the sort of thoughts that pop into your head when you haven't slept for 20+ hours, I guess.
 
I'm getting really sick of my highly promoted mages dying because their being highly promoted makes them the strongest unit in the stack.

Skeletons really need an "Expendable" promotion, which increases their chance to defend the stack. So that they can actually be used as the meat-shield that they should be. When you have mages of any level higher than adept, or you're playing infernals/d'tesh, skeletons are useless for guard duty, which is really what they ought to be for.

Ideally, this could be extended to any and all sumoned units.But skeletons would be the primary use, being the only lv1 summon

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Another point. The "Unusual wasting disease" event that requires body mana or you lose population.
There's a nice third option there, for if you're scions. which makes perfect sense. My problem is that it's ONLY scions. It doesn't make sense for Infernals, or the Legions of D'tesh to be affected by it either.

I'd suggest making that option require only the Fallow trait, instead of the Scion civ. Also make the text more generic, and remove the culture bonus.

Something like...


"A disease? Why should I care." (no effect)
 
I think we could do with a few more barbarian races, for organizational sake.

A Frostborn race for a start (Leader mulcarn), which the iillians could start at peace with, so as to make samhain not a negative thing for them. I've also been thinking of adding wild frost giants, and such a race would be an ideal place for them, rather than the orcish race.

Also, an Angel civ (leader Junil), as a place to put any rogue angels that might wish to be added. Perhaps having Good alignment could cause you to automatically be at peace with it. In Wild Mana for example, valk has had to put the wild Einherjar on the orcis faction, though it doesn't really fit.
 
WarKirby said:
I'm getting really sick of my highly promoted mages dying because their being highly promoted makes them the strongest unit in the stack.

Skeletons really need an "Expendable" promotion, which increases their chance to defend the stack. So that they can actually be used as the meat-shield that they should be. When you have mages of any level higher than adept, or you're playing infernals/d'tesh, skeletons are useless for guard duty, which is really what they ought to be for.
Agreed. If necessary it could be tied to another promo (like spell extension) in order to force at least a small degree of specialization. But yeah, skeletons should definitely draw the fire in most cases. I imagine if a unit has marksman they should ignore the "meat shield" promo.
 
Just give Skeletons free Guardsman promo. Honestly, that is what they are there for - to mindlessly place themselves in harm's way. Marksman shouldn't evade them, they're the freakin walking dead. They smell you coming from miles away, and shuffle off to engage you before you ever see your target. ;)
 
Just give Skeletons free Guardsman promo. Honestly, that is what they are there for - to mindlessly place themselves in harm's way. Marksman shouldn't evade them, they're the freakin walking dead. They smell you coming from miles away, and shuffle off to engage you before you ever see your target. ;)

They don't smell you coming. They don't have a nose. Or sight. or hearing. Any sense, for that matter.

Skeletons are just puppets. If the mage sees a group mof axemen coming, hecan command the sksletons into their path. But he's not going to see an assasin coming, and the skeletons will turn to dust when a knife is plunged into his back.

Skeletons just need something that is like guardsman, but only for non-assasin units. So that using assasins is the best strategy against mages, as it should be.
 
Could we add ballistae as a unit? Available at construction + archery with seige workshop, It has 0 strength, but a very powerfull ranged attack? Don't know about collateral damage or not....
 
They don't smell you coming. They don't have a nose. Or sight. or hearing. Any sense, for that matter.

Skeletons are just puppets. If the mage sees a group mof axemen coming, hecan command the sksletons into their path. But he's not going to see an assasin coming, and the skeletons will turn to dust when a knife is plunged into his back.

Skeletons just need something that is like guardsman, but only for non-assasin units. So that using assasins is the best strategy against mages, as it should be.


Give them skirmisher. I don't believe that nullifies assassins, does it?
 
But it also gives a withdrawal bonus, which doesn'y really make sense

just a new promotion that's the same thing, but without the withdrawal chance. would be fine.


Skeleton withdraws: It didn't nimbly run for the hills, it slowly stood back up after you walked away. Think Necrons in 40K.
 
Maybe the idea has already been brought up but what about increasing the value of the modifying alignments things? Those that only happens once in a while seems to small to really to something.
 
Maybe the idea has already been brought up but what about increasing the value of the modifying alignments things? Those that only happens once in a while seems to small to really to something.

I agree with this. I did bring it up once. The general gist is that broader alignments is unfinished, and there will be improvements to it planned in the future.
 
I agree with this. I did bring it up once. The general gist is that broader alignments is unfinished, and there will be improvements to it planned in the future.
Yeah, maybe. But, for now, we can still modify them a bit with what we have. In particular and maybe modular, we could had such changes to events. But surely the AI would have issues understanding the changes... Maybe waiting for the improvements, then... :lol:
 
They don't smell you coming. They don't have a nose. Or sight. or hearing. Any sense, for that matter.

Skeletons are just puppets. If the mage sees a group mof axemen coming, hecan command the sksletons into their path. But he's not going to see an assasin coming, and the skeletons will turn to dust when a knife is plunged into his back.

Skeletons just need something that is like guardsman, but only for non-assasin units. So that using assasins is the best strategy against mages, as it should be.

So, FF Skeletons are not autonomous? If their master is sleeping, they won't protect him? What about when you send them off across the continent to do stuff, is he still wired in with RC control, or don't they have the capacity to carry out their orders alone? If so, I would postulate that the angry dead can sense life - not with organs as we do, but with some other unexplainable mystical apparatus.
 
So, FF Skeletons are not autonomous? If their master is sleeping, they won't protect him? What about when you send them off across the continent to do stuff, is he still wired in with RC control, or don't they have the capacity to carry out their orders alone? If so, I would postulate that the angry dead can sense life - not with organs as we do, but with some other unexplainable mystical apparatus.

Magic is the answer of course. I think he was just pointing out that autonomous or not, they aren't any better at battling assassins than anyone else, especially their mage conjurers. Skeletons exemplify the lowest form of summons (being the only T1 summon) and seeing as how they're discussed here as how to be the best manner of cannon fodder, I simply don't see them being any more skilled than an average warrior. I could see a wraith being able to sense any form of life, but I only imagine a skeleton having the most basic autonomy to it and acting on that autonomy only within its own limited perceptions. Seeing as how warriors (the skeleton's closest relative) is the weakest form of melee unit, you can't expect much more from the warrior's necrotic remains.
 
Skeletons just need something that is like guardsman, but only for non-assasin units. So that using assasins is the best strategy against mages, as it should be.

I'm seem to recall Channeling giving a "decreases chance to defend the stack" modifier. At least I thought it did. In ... some mod or another. I coulda sworn it was FF. Guess I'm playing with too many mods to keep this straight. At any rate, arcane units should never defend a stack unless the stack consists only of arcane units or the attacker has some defender modifier (like marksman.) The problem really is with the arcane units, I think, and not their summons.
 
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