nick0515
C7 Fanatic
Units with zero defense can be captured, right? Like artillery units? Does the civ doing the capturing have to be able to build the unit to capture it? Could this be used for a kind of weapons trading?
Units with zero defense can be captured, right? Like artillery units? Does the civ doing the capturing have to be able to build the unit to capture it? Could this be used for a kind of weapons trading?
Unit 1 (Proto Unit)– no stats (just cost)
Unit 2 (1st type of the unit class) – apply required stats, king unit
Unit 3 – apply required stats, king unit
Unit 4 –
Each unit has to be accessed by all civs. You can make multiple chains of unit types.
I have 4 of 5 classes of combat unit I can exchange with other players.
Only the Proto Unit can be traded.
Sorry, I should have explained better. I'm glad you figured it out.
The AI's units won’t be able to properly use your weapons system so I’m assuming that they work as normal. It should be fine for your main cast.
You could show the sword being used by a semi-transparent silhouette to avoid the graphics conflict with the weapons units. It wouldn’t matter which unit was using it.
You could make the weapons allocation more complicated if you’re not already using the features.
Foot + T-missile (Light) = light melee
T-missile (Heavy) = heavy melee
Aircraft (Dark Magic) = summon demon, raise the dead
Foot (Ranged) = Bow, dagger, light spell
mech (Magic)= staff, strong spell
Scout
(loads foot + T-missile) can use Light weapons
Soldier (loads T-missile) can use Light & Heavy weapons
Summoner (loads aircraft) can use Dark Magic weapons
Archer (loads foot) can use Ranged weapons
Mage (loads mech) can use Ranged & Magical weapons
Air defence is substituted for Dark Magic defence. Dark Magic defence can be added to your weapons units.
DMD only applies if the weapon performs a bombing run. Dark Magic weapons don’t all need to be vulnerable to DMD; some could just bombard or something equally safe.
You can still have disposable weapons like throwing knives (Foot + T-missile + C-missile) for the Scout and Soldier.
The Archer and the Mage could share a “Ranged” class of daggers and similar secondary weapons.
The Mage could have an amulet with zone-of-control, Radar or Recon abilities.
If you vary some stats like HP, defence or transport capacity of the five classes; you could have all the variety you’d want.
e.g. a dwarf and an orc can both use heavy weapons but the dwarf can carry more equipment and the orc has higher defence.
How do you plan to use the cities? Are they going to be populated settlements, single buildings or something unusual?
Your main characters need an unarmed attack value so they can capture stuff.
Any unit with Hidden Nationality will attract AI units in their line of sight so your main characters can't have HN.
If you had expendable minions with the HN attribute, they would be protected as long as they stayed on your main character’s tile. They can also be used as an intermediary for exchanging weapons/equipment.
If you employ the class system I mentioned in the previous post, each Player could offer their craft skill (unique resource) to improve weapons of the separate classes instead of limiting it to just Mages.
New Rapier (Proto unit for Scout & Soldier units)
Rapier (no resource required)
Fine Rapier (Improved by Soldier)
Enchanted Rapier (Improved by Mage)
Unholy Rapier (Improved by Summoner)
The proto unit could upgrade to 4/5 of the classes. (Summons would need to be found separately like the Final Fantasy 7 summon materia).
New Amethyst (Proto unit for 4 classes)
Amethyst Necklace (for Scout & Soldier)
Amethyst Necklace (for Archer & Mage)
I have a lot of questions and I’m sure it’s obvious that I’m interested. Do you have a full proposal I can read?
If you give the summons (air units) a high HP they won’t be killed outright, they’ll just be damaged.I've considered using this quite a lot. Tom's mod used this set up. It doesn't fit very well with the model I have though. While I really like the idea of having a separate magic defense, I don't like the idea of the spell being destroyed so much. It just doesn't make much sense that a spell can be used again and again until bam someone's magic defense destroys it then you have to go back and get it again from your home city. I'm thinking more of permanent abilities (artillery units) and one off spells (cruise missiles). Still it does add another strategic element to the game some maybe I should reconsider having some types of spell that are air units and can be destroyed by air defense.
That would seriously reduce complications.So I was planning that the hero(es) just have a single city that is their home.
I was thinking of a similar system for early mounts in a scenario.Another thing the nature civ cities would do is produce baby animals that can be captured and upgraded to pets that can be taken with the hero and used as an offensive minion. Pet's could be only for the ranger but probably for all heroes to be more fun.
You can make a much better mod if you accept early on that you’re not going to be able to make the game you want. Go with the fantasy WoW theme but don’t get stuck trying to make it fit your original idea; see where the compromises take you.I don't really have anything except a head full of ideas. I've been planning this in my head for 5 plus years. All I have really mapped out is what units to use for what kind of hero, which is in an excel spreadsheet currently. I could share that. I'm terrible at follow through. I have many Civ projects all in the early stages of development. Nothing is even close to finished or even testable.
I would like to develop a very basic test mod to see if all the ideas actually work and to see if it is actually fun to play.