Amurite Art: Why does every unit have a flaming hand when...

Cuteunit

Danse Macabre
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Sep 5, 2007
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..none of themn ( firebow excepted) cast spells without govanon teaching them?

was there an intention to allow amurite swordsmen for example to cast something govanon-less?
 
..none of themn ( firebow excepted) cast spells without govanon teaching them?

was there an intention to allow amurite swordsmen for example to cast something govanon-less?

well, no, i designed them mainly for Age of Ice in Beyond the Sword and had to come up with a concept for a combination of warrior and mage civilization, strongly related to fire as opposed to mulcarns ice, in a stage where AoI and FfH where not as fleshed out as it is now.
The swordsman was the first amurite unit I designed and the fire was meant more symbolicly, showing the amurites almost natural link to magic and the power to fight the god of winter. and giving a preview to the amurites ability in FfH to train spells even to their melee units.
 
I find it a little jarring. Govanon comes way later than Swordsmen, and swordies who can light a fire on a tile arent so neat anyways.
 
A lot of Amurite citizens can cast minor spells. But these are way beneath the level of being effective at a military level. I know we don't abstract those in the game, but don't think that just because something isn't reflected in the game that it doesn't exist. I like that the Amurties have that association modeled on their units.
 
this is one reason i suggested losing the metal weapon promos from the amurites melee line and giving them a capped by tech fire affinity :-P

so at koe max +1, socery max +2, str of will max +4

not broken powerwise and yet something different for them!
 
this is one reason i suggested losing the metal weapon promos from the amurites melee line and giving them a capped by tech fire affinity :-P

so at koe max +1, socery max +2, str of will max +4

not broken powerwise and yet something different for them!

well, that would be something really cool, but with amurites you naturally go the arcane tech path, and this would make your units even stronger (otherwise you would need to spend a lot of beakers for the metal path). but the thought behind the idea is nice.
 
if amurite melees had fire mana affinity but lost metal promotions I'd die and go to heaven from the sheer flavorfulness.
 
I don't like the idea of getting rid of their weapons and giving them affinity, but I wouldn't mind making the weapons be granted by spells like the crew promotions are but with resource/tech/building/gold requirements instead of being automatic, and each having strengths and weaknesses. The Amurites could then get UB's that allow then to get different magical weapons types (some of which might grant affinity), with the proper techs and manas. There is no reason to make the Amurites unable to use the more mundane weapons as well, or necessarily to limit all the mystical weapons to Amurite units.

(I personally think that the Doviello should be able to steal the weapons from units they defeat)

(You could also make the enchant weapons spell create different types of weapons as different sorts a sort of equipment with different requirements, but I think Kael has already said that he doesn't want to since that would make equipment too commonplace.)
 
Cool idea about weapons, try to post it in the balance/other thread not to be lost in the thousand sands of topics of forum desert.
All these things will make a game FAR more fun (but not for single - AI will be even more dumb if the game become more complicated :)).
 
Why does a flaming hand imply that a unit must have fire mana? A simple burning hands or magic missile isn't represented by the more major spells. I just assume it is minor battle magic that is contributing to their strength score.
 
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