Capture Animal

CarnivalBizarre

Warlord
Joined
Sep 18, 2008
Messages
169
Location
Northen Sweden
Don't know how much this has been discussed...

Capture animal just feels weird, that you get a independent unit that you can go berserk with or run home by itself to add to the cities?

Could not captured animal be made into promotions instead of units? Capture a wolf and you get a wolf companion as a promotion, giving certain bonuses, and so on. Perhaps you could upgrade to a wolf pack when you have defeated 3 wolfs or something? And perhaps downgrade 20 % of the time if you run away from combat...

Then the animals the hunters and such have with them would make more sense...
 
Gameplay > sense

it's more fun having lions and tigers and bears (oh my!) running around then having a promotion called "Tiger"
 
You obviously have not yet built the Grand Menagerie and seen the impact that can have on your civ - pretty much ensures legendary culture on the city you built it and lots of happiness for your civ.

I understand your suggestions and I think they are good ones. A promotion scheme might be interesting - although you will already see Rangers and Beastmasters running around with animal pals (the unit model anyway).

The real problem remains having animals available (other that beaucoup Bears and a few Elephants) beyond early game. :(
 
You obviously have not yet built the Grand Menagerie and seen the impact that can have on your civ - pretty much ensures legendary culture on the city you built it and lots of happiness for your civ.

I understand your suggestions and I think they are good ones. A promotion scheme might be interesting - although you will already see Rangers and Beastmasters running around with animal pals (the unit model anyway).

The real problem remains having animals available (other that beaucoup Bears and a few Elephants) beyond early game. :(

I think you are getting me wrong here... Animals are useful, too much so. Having a tiger run of alone and kill stuff at my leisure is just so absurd, someone must be there to direct them and such...
At least give them enraged promotion or something so they eventually go barbarian again. Or something similar that the hunter and animal always must end their turns in the same square or they disband...
 
it's just fun. The tigers that are summoned under FoL, of course, are directed by magic.
 
Yeah, I see your point CB, but the game/mod is really based on Fantasy. Having werewolves, vampires and the Three Stooges follow your orders may seem a bit much too!;)

I do see what you are saying, though, and think it would be an interesting mechanism in the game.
 
So.. there are a million inconsistencies between a game like this and real life, and this is the one you have a problem with?
 
So.. there are a million inconsistencies between a game like this and real life, and this is the one you have a problem with?

So why isn't warrior with wooden clubs better than units with iron weapons? Why is a cannon better than a catapult? Just because it's logical doesn't mean it's not fun.

Animals caught should stay with their captors or run away. It would be more fun that way so animals just isn't a very easy free unit.
 
Have to disagree here. I like the whole Animal-Minigame (Including the menagerie) as is (also for a touch of realism, domesticated animals are not all that prone to running away. At least those living in packs. And subdued animals are to be seen as domesticated i belive. Its a magical world after-all. And recon-units animal-empathy skills are beyond normal in such conditions usually...).

In non-Wildlands its hard enough to get a decent ammount save for 2 or 3 civs rushing the AH / Horseback-Riding-route

So its the perk of a few civs as well... Making that part weaker might hurt those civs a bit.

But in a fitting modmod expanding the whole theme you outlined a bit more it could be nice.

Just my opinion of course. ;)



And while Crazed might be an option to acheive just what you outlined in the existing system it whould be rediculously overpowering to anyone going AH early.
Thanks to free EP at will (disband the animal which turns them barb if enraged, recapture (which is 100% , hence foolproof.), rinse, repeat...) and without much risk right from the start (and losing the odd 99,9% fight whould then just result in losing one unit/scout. Not the animal in question, which whould turn enraged again a few turns later if recaptured in the same turn.).
So animals not turning barb easily is something makeing the whole thing weaker not stronger.
As paradox as that might sound. (thats one of the reasons surely why loki lost his ability to mutate early, along with makeing Freaks rather nonfunct...)
(And Sidar whould be Stuff for a difficulty above deity (like nonalligned always war OCC conditions.). Its awesome enough at Deception + Necromancy or Feral Bond already to train recon to shades / 26 XP easily. At Animal Husbandry that doesn't sound even remotely balanced anymore...)
 
Back
Top Bottom