Amurite fun

yep, i'm a fan of special race spells for the amurites, too.
i think that would be the best way to enhance the "mage-civ"-feeling (although it alone wouldn't repair the govannon-micro-thing)
would be nice, if these ones would be direct damage spells, as the magic in ffh is currently lacking that. (sphere 3....)
 
Idea: Amurite Adepts plus all upgraded versions have a civilization specific spell.

Magic Missile: Does 10-20% Damage, to a max of 20% damage to a single unit (not panel/radius) Range of one, effects strongest target that can be damaged still.

Allows you to weaken the strongest defender at level one without dipping into death mana but requires investment in order to bust stacks. Would that be unbalanced?

To keep it in theme, could have additional missiles per upgrade. IE if you imagine that 20% damage is max for one missile, you can get 40% at 2 missiles at 2nd level (wizard), and 60% at 3 missiles at Archmage.

So long as its single target, it shouldn't be that overpowering since there are a lot of other options for doing that kind of damage.

Alternately, you could do 10% but allow killing damage... otherwise 10% capped damage to a single target for an archmage seems pointless.
 
That would be easy to do as long as i got it right. MC has commented that he tested it (for Archery-units) and it did work out very well. :)
(just using ranged combat and limit the amount of damage doable (like catapults do for collateral). Then you would also have some chance to do no damage (don't know if its an auto-won round is doable in a sensible way. Perhaps implement loads of first strikes...) but the effect would likely very much play out just like intended i reckon... Only "problem" might be the adepts / mages / archmages getting xp for it. But I'm sure there would be a solution for that as well...)
Perhaps it would be possible with just XML-modding. :)

Even though it might! still be better as a spell for one of the spheres not implemented yet... (or a solid replacement for metamagic I. Relocating the floating eye somewhere else (like creation 1 or dimensional 1?)...
which would make it a rather unique spell for Amurite Adepts just as suggested... Archmages should have enough spells of interest allready....)

I'm still hoping for the missing 3 spheres (force, creation and the previously axed dimensional...) to be getting fleshed out soon. (the prospect looks rather hazy though with ice approaching with high velocity... :()

@ Team: Please do a community request if you feel you can't find good / relevant spells to fill them (unless they are done internally already of course in which case we sure will rejoice... ;)).
I'm without any doubt the community will come up with some things well above outstanding for you / us to pick from. :) And FFH2 would just feel a bit more complete. If you do that and also get the Doviello polished and on par i couldn't find much more things that feel really "unfinished" in the mod... That last thing might still fit into ice when the scenarios which they take part in get polished if the new perks are not all to much flashy in themselves...)
 
just finished a game with amurites, using the firebow rush tactic people have been talking about here. 5 civs, monarch.

Simply put: it rocks. Immensely. By early/mid game you can have stacks of 10+ firebows walking around: by that point noone else really has anything that can defend against these units. I destroyed decius with the bannor with 2 firebows alone, as he only (only!) had axemen. I managed to stave off and eventually destroy a stack of 40 champions and catapults sent by hannah the irin with 5 firebows and rosier the fallen (by fireballing, retreating, rinse repeat). Once I had govannon and mages, there was no longer any challenge. Bring along a stack of about 20-30 cheap units, make them all summon skeles, first strike/enchant weapon them up and game over.
 
I like the idea of a school of Govannon. Anything to reduce the micromanagement of the Amurites. I understand that sometimes the fun is in the micromanaging... once in a while... but prolong micromanaging kills the joy in the empire-building and drowns the adrenaline of the war..
 
quick note: their worldspell is useless. The XP gained is trivial, and wow no spells for 20 turns, when the illians get no production at ALL for 30?

Really needs revamping. Maybe steal random promotions from other civ's spellcasters or something. Or give free promos.
 
Would be nifty actually if it would tally up the mana in the entire world and grant every Unitcombat_Arcane Amurite free Spellsphere promotions based on the available numbers


If any Mana of this type exists in the world, then the unit consults the following chart, claiming free promotions up to (# of mana in the entire world of that type + Channeling Level)
1-Rank 1 Promotion
5-Rank 2 Promotion
7-Rank 3 Promotion


This means that an Archmage will get Rank 2 spellspheres if there are 2 of the type of node in the world, and rank 3 promotions at the "standard" 4 of that node existing. A Mage would get Rank 2 at the "standard" 3 of the node exist, but even get rank 3 promotions if there are 5 of the node. Meanwhile lowly little Adepts (do the amurites EVER really have them for more than 1 click of a button?) will just get the rank 1, unless there are 4 nodes (they can get rank 2) or 6 total (they can even get rank 3 then).


An alternative would be that instead of adding the Channeling promotion rank you multiply by it. Then the number scale would be:
1-
6-
12-

This leaves the Archmages/Mages getting Rank 2/3 at the "standard" values, but also allows the mana which is used excessively throughout the world to grant an Archmage levle spell on mages and rarely even adepts, which makes it worthwhile to wait till late game to cast :)
 
Would be nifty actually if it would tally up the mana in the entire world and grant every Unitcombat_Arcane Amurite free Spellsphere promotions based on the available numbers


If any Mana of this type exists in the world, then the unit consults the following chart, claiming free promotions up to (# of mana in the entire world of that type + Channeling Level)
1-Rank 1 Promotion
5-Rank 2 Promotion
7-Rank 3 Promotion


This means that an Archmage will get Rank 2 spellspheres if there are 2 of the type of node in the world, and rank 3 promotions at the "standard" 4 of that node existing. A Mage would get Rank 2 at the "standard" 3 of the node exist, but even get rank 3 promotions if there are 5 of the node. Meanwhile lowly little Adepts (do the amurites EVER really have them for more than 1 click of a button?) will just get the rank 1, unless there are 4 nodes (they can get rank 2) or 6 total (they can even get rank 3 then).


An alternative would be that instead of adding the Channeling promotion rank you multiply by it. Then the number scale would be:
1-
6-
12-

This leaves the Archmages/Mages getting Rank 2/3 at the "standard" values, but also allows the mana which is used excessively throughout the world to grant an Archmage levle spell on mages and rarely even adepts, which makes it worthwhile to wait till late game to cast :)

Yeah, that sounds much more unique and awesome =)
 
In the XML "Civ4TraitInfos" there is a trait no leader and no civilization has: Magic resistant, which gives all non-arcane Units magic resistance. (Was there in a earlier game version a leader with that trait or is it planned to give it to someone) I think this trait would fit the Amurites quite good as no other civilization has mastered magic like the Amurites. Perhaps I would expand the trait by adding a promotion that gives all summoned units magic resistance too (like sundered) or by reducing the target's magic resistance by a certain percentage (and of course by giving this promotion to adepts too).
Perhaps the Amurites could also get better summoned units (in contrary to summoners which have a longer duration) by giving the summoned units the strong promotion (or a promotion with the same effect but another name to make tower of elements and tower of necromancy not obsolete.).
My last idea would be to give the escape ability of chanters to Govannon which he could teach to other units (Because this ability is the strongest part of the Amurites right now)
 
i think that in fact, because of how influenced they are by magic they should have the same chance as anyone else to get affected by it but they have a chance to "turn" the spell for example in they got hit by maelstorm they would have a chance to ignore it
 
For the magic resistant trait, I know Sabathiel and one of the Amurites, Dain maybe, plus a few others had it.
 
The Illian world spell lets the opponent use whatever forces he has for the entire duration.

The amurite world spell causes your opponent's units to act worse. It is very powerful against anyone who uses magic a lot.

Meaning, of course, human players.
 
Over the last week or so, I tried out the Amurites for the first time; I was always interested in trying them, as they almost seemed to fit me perfectly, but I was happy with the Sidar or Illians (though I don't play them much because Sean hates the idea of having to be at war with everyone else).

Honestly, I love them, and want to have a chance to try them in multiplayer, but I digress. During my games, I discovered they do in fact have a horrible early game. During my most recent game, I was nearly steam-rolled by the Svartlfar, until I reinforced my border town with 4 archers, palisade, walls, and a wall of stone from an adept. (I didn't have Firebows or Sorcery yet.) I was really lucky, because I had a mountain path seperating that town from the rest of my region, except for two squares, which as they started their attacks with the Hidden Nationality units, I was building forts on, and was lucky enough to already have 2 archers at one of them. Regardless, they managed to get to my capital with their HN units and take out all my other defenses (this was before I had fortified my border town) until I managed to get my border guards up... Thankfully, right before they declared open war. I held off against them for a good... Forty turns, nearly losing my, now castles, and fortified border town, until I got Firebows and a Wizard with Fireball and Regeneration. ... At which point, I burned their forces to a crisp backing up a Great general + Bronze weapon'd Swordsman, and marched in to their capital.

So yes, their early game really, really sucks. However, once you get Firebows, Wizards, and Govannon (who eliminates their need for access to death, fire, body, chaos, and shadow mana, which is an amazing boost for their mages), they don't really need anything else. ... Then again, I never got far enough into the game to have Passage through the Ether or anything, so I can't say that for certain.

In a way, I like them as they are... They have to use weak blades and archers to hold the line until they can find the books in their libraries containing the tomes of magical wisdom, at which point they're a force to be feared by everyone else. Fighting a human opponent, I would say, take them out early on while you have the chance.

I would, however, like the idea of them actually having stronger spells. But, at the same time, I really miss the days when Sorcery and Summoning were kept separate. ^^; So my opinion probably shouldn't count for much.

... Huh, here's an idea to reduce the micro-managing of Govannon a little. Have him able to cast a spell that creates a building in the city that teaches any units in there that spell, that lasts until Govannon dies. Though, that might be problematic as it frees him up to fight on the front line or the like. ^^;
 
This would be incredibly powerful but why not give all amurite wizards "Twincast" instead of the one time version? It would definitely make them a force to be feared.
 
This would be incredibly powerful but why not give all amurite wizards "Twincast" instead of the one time version? It would definitely make them a force to be feared.

would it really be that much more overpowered than multiplying puppets with summoning?

If you want to water it down and still keep it useful, allow any amurite mage to recharge his spellstaff in a town with a mage guild.
 
I prefer making spellstaffs equipment so your wizards can give them to other units and so that a single "buff" archmage can equip your entire magical army. I like it providing a small increase in spell damage/chance of success too.
 
I am going to second the idea of giving the Amurite mages their spellstaff back in mage guilds. I almost never use their spellstaff ability, as I save it "just in case", which rarely comes. A one time use mechanic like they have now is not very fun.

MC, your idea adds, IMHO, even more micromanagement to an already heavy micromangement civ (magic, by its very nature, and Govannon). The mage guild (or Cave of Ancestors would work, too) arrives at the same goal with a lot less fuss.

Twincast would be nice, but I would actually rather have spellstaff, as it lets you cast two different spells.
 
This would be incredibly powerful but why not give all amurite wizards "Twincast" instead of the one time version? It would definitely make them a force to be feared.

Twincast only affects summons and fireballs, so a rechargeable spellstaff is actually more versitile (you can cast two different spells, or the same non-summoning spell twice).
 
Except the spellstaff is a bit more complex to apply unless you're at your own cities. I mentioned Twincast because it's much simplier to apply to the unit and permanent.

On a related note, Twincast should definitely boost the damage of spells.
 
Would be quite funny if you have hordes of Wizards which carry a spellstaff for the Archmage, which casts dozens of spells each turn this way. Perhaps you could allow the Amurites to build spellstaff equipments in their cities, but you should probably make it a national unit with a certain limit. But I don't know if it is possible to limit the number of units with a certain promotion.
Perhaps buildable one-time-use artifacts (Or buildable artifacts in general) could be a theme of the Amurites. They could build different magical artifacts, but you need certain Mana Sources to create them (Life Mana for Healing Salves, Shadow Mana for Potion of Invisibility and some Potions, which temporally grant you Affinity for a certain sphere or cast a certain Spell like Stoneskin.) With more advanced magical techs you could build more powerful artifacts (like Rod of Winds, Scorched Staff and Jade Torc).
 
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