Another Amurite Enhancement

The only problem that I see with Archmages as commanders is that it would reaaaaly suck to make them UnitCombat_Commander - doesn't that remove the ability to take most of the promotions? Or with them having channeling 1-3, would they still be able to take magic promotions? If its the second case, having Amurite archmages be able to take combat 1-5 as their earlier promotions, then get the arcane mentor promotions, and still be able to take further spell promotions would probably make them significantly more useful, especially as when they are leading other units they can get xp without risking themselves. Just make sure that they don't loose the ability to take twincast at level 10.

Another thing - do summons killing things give xp to the summoner? So if a wizard summons a wraith, and that wraith kills something, does the caster get 25% of the xp? Heck, even if they get 10% of the xp, it would make it significantly easier to level up a wizard.

-Colin
 
Well, I'd assume that the spells require UNITCOMBAT_ARCANE, but you can easily set Amurite Commanders to be eligible as well... Can't remember if you can do it in unitinfos, but in promotion infos you can set up a promo that grants you permission to take other promotions, that you would not normally be able to take. Make it an autoacquire effect promo, and it's like they were still Arcane.
 
I think they meant to give them a command limit, not a new combat type. But you could use AllowPromotion to ensure that they can still acquire new spell types. Only rank 1 of each spell sphere requires Arcane unitcombat, if you already have the sphere you can advance through the ranks regardless of unitcombat type.


Summons do grant XP back to their summoner, but only when the summon dies, not immediately like for Commanders. Summoner Trait grants a larger XP share to the summoning mage when their slave dies.
 
Ahh - that works as well then i guess :D

Explains why my mages occasionally got more xp past 20.

-Colin
 
So I just played a few test games with the (unmodded) Amurites, and the upgrade costs are less then I remember. Considering that was the main point of this mod, I'll need to revamp the design a bit. Here's what I'm thinking:

Cave Trials now give experience in addition to bonus/malus promotions. Any unit (Amurite or ally) that can cast at least one arcane spell can undergo the trials. Amurite adept-class units always survive, Amurite non-adepts usually survive, and other civ's units survive, on average, 50% of the time. Survival chances go up with level, and experience gained goes down with level. The 4-turn casting delay remains. I'll revisit the promotion list on the first page to put some bad results in - ideas are welcome. I'll also put in some better good results to make the risk worthwhile.

One thing I like about this implementation is that it leverages Govanon, Firebows/Chanters, and the Wizard's Hall spellchance, allowing any unit that knows a spell to undergo the trials.
 
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