it-ogo
Hedgehog
- Joined
- May 23, 2007
- Messages
- 589
Wow! I am pleased.But I just wanted to comment that it was a really cool idea (I enjoyed reading your ideas in you crazy ideas thread too).

Wow! I am pleased.But I just wanted to comment that it was a really cool idea (I enjoyed reading your ideas in you crazy ideas thread too).
issue I see is about mana or mana type .. (ie : 3fire mana gets 50% or 150% ??)
and maybe add 10% per cave of ancestor + 10% alchemist lab....
This could be a bit of a problem in the late game, after the rites of Oghma have been completed, and the Amurite cities suddenly become indestructible fortresses. +100% is a lot of defensive strength for border cities and newly-conquered cities that would otherwise be relatively weak due to low culture.
Why not something as simple as adding a weak, cheaply-produced unit that acts as a "bodyguard" for arcane units, giving them more of a buffer against assassins? It could be overcome fairly easily by using, say, TWO assassins... but it would require more thought to be given to fighting the Amurites, and require the Amurites to consider issues like how many of these bodyguards to bring along, whether they should have archmages cast escape to get back to the capital once their bodyguards are gone. It makes sense that the Amurites might invest more effort in guarding their arcane units, since they are the true muscle of the Amurite military.
Lifeguard of the Flame
Avalible with Socery
str 1 + (fire affinity x 2) [so with 1 fire mana str3, 2 fire mana str 5 ... etc]
move 1
gains a 5% defence bonus for each mage in the same stack and has an 70-90% intercept on assasin/marksman attacks if they are targeting a unit with channeling trait
make it so there is a max number (prob 3) buildable and some non over powering flavour
i would use the graphic for one of the heros from aoi ... ill try and find it!
edit found and attached image of the unit i would use! and im going to add this to my first post!
high cultural defence can never get too broken (especially capped at 100), it only takes some siege weapons to brnig it down quick smart, or some fireballs.
It also makes pillaging amurite mana quite effective as a precursor to hitting cities, double-whammy for them.
This seems like a really good idea. It would probably make sense to ditch the free spellstaff that Wizards get, since this mechanism would take its place as what distinguishes the Amurite's arcanists from the rest.Another way of doing it could be joining as with a Great Commander. A familiar could be a built unit which when in a stack gives eligible units (level 2+ casters) a "join" ability. Once joined the familiar is temporarily bound to that caster, with whatever effects its decided the familiar grants. This would also negate the boat-boarding limitation.
Giving summoning spells to wizards and archmages doesn't feel quite right to me. Summoning is the domain of the Sheaim and Balseraphs; the Amurites are about fireballs and lightning and whatnot. Not that I'd say no to the addition of such a thing... I'm just suggesting that it doesn't seem to fit the Amurite's theme.I was thinking about the familiars as creatures (as per your D&D reference), but using FfH units. Perhaps a caster with a familiar could cast the first summon of their familiar's random mana sphere, which represents the familiar manifesting.
Of course. In fact, if there's any one thing that makes the Amurites stand apart right now, it's the fact that they barely have to muddle around with Adepts at all. They can skate right into the Wizard and Summoner level once they've got their mana nodes prepped. Anything to do with adepts really doesn't apply to the Amurites. That's part of why I think it's so important that they get custom unit art for their higher-level arcane units. Little things like that go a long way.Since I would not allow familiars for adepts
OK, perhaps the summoning feature is drifting off target. To summarise then, familiars should:
Be associated with a single random mana sphere.
Improve spell range.
Improve visibility range (recon, sentry etc).
Improve spell-casting (new spells, increase damage, reduce resistance etc).
Provide protection of some sort (take a first hit, affinity, resistance etc).
Damage the caster when lost (how can they be lost?).
If possible not use the hawk mechanism, to avoid the boat-boarding issue.
The mechanics we can argue over, but does the above meet with general agreement? My comments in brackets are just suggestions.