Conditional promotion design competition

mtagge

Clueless Tweaker
Joined
Dec 29, 2007
Messages
111
Location
Frankfurt
Since I now have a stable and optimized version of my modcomp (http://forums.civfanatics.com/showthread.php?p=6629035) I thought it would be fun to run a design competition and ask for suggestions about promotions to work with my modcomp in FFH. Depending on the number of suggestions I will select the 25 best ones and open it up to a multi-vote poll.

Rules:
1. If there are more than enough entries to fill up 25 options, I will only select the first entry from each person. If there are not 25 options I will only select from the first two from each person before I move to anyones third submisison.
2. If there are more than 25 people entering promotions I will select the top 25 that I like. Sorry but since I am the one running the show I get the vote on what to cut.
3. Each entry will consist of one promotion. In that single entry you can include several unit names (i.e. Ranger, Druid, Warrior) that provide that promotion, and several plot triggers for that one promotion.
4. I will not select incomplete submissions for the poll.
5. Next Thursday, March 27th (but don't hold me to that date, our servers might explode that day and I might be busy) I will go through the posts and select the 25 to put in the poll. You can edit your first post as many times as you like until March 27th, only at that time will I consider your submission.
6. I will leave the poll open for one week. After that time I will as best I can code the top 10 promotions (or less/more depending) and release them in a pack togeather with the modcomp on this thread. Caveat: Until I go on vacation at the end of April in Germany I will not have access to download the new version of FFH, feel free to include units from the newest release, but I can't code with them until later.

Promotion Settings:
Each promotion has four variables all must be specified to be a complete submission:
1. The promotion, include what it does in your submission. The promotion can include python or SDK related aspects (like a high priest giving out a minor spirit guide-esque promotion), but depending on the difficulty I can't promise those will be selected. I feel comfortable messing with Python, but not the SDK, but we can alway beg Kael for help if it is a great idea.
2. What units can give out the promotion, only select individual units. While this can include unique units (i.e. Donal Lugh or Rosier the Fallen) it cannot include faction versions but not the unit it replaces (i.e. cannot select bloodpets but not warriors).
3. The promotion can appear everywhere, only when the unit is in a city, on any combination of terrain types (plains), improvements (citadels), or features (forests).
4. The promotion can be for only the unit itself, all units in the tile, or only for certain unit combat types (i.e. all siege, or all melee).

Examples:
I will include four examples that will not be included in the vote to get everyone started:
• Great Commanders provide a promotion to all units stacked with them that increases the XP gained from combat, lets the units attack across rivers without penalty, gives a 10% increase in city defense, and reduces upgrade costs by 25%.
• Hawks provide +2 sight range to recon units in the same stack as themselves as well as provide 1 first strike.
• Rangers, Satyrs, and Druids are invisible to enemy units as long as they remain in a forest, jungle, or an ancient forest.
• Archmages tutor arcane units in the same stack. This provides a 20% upgrade discount. It also adds an increase in XP gain to adepts until they hit 26 XP. (Note this one uses a python onTurn event handler to add the XP)
 
Friend of the Pack

1. Grants Immunity to First Strikes, +2 First Strikes & +20% Withdrawal Chance

2. Promotion Granted by a Wolf.

3. Promotion Available in any non-Improved Tile (thus also not available in a city)

4. Promotion is Granted to Recon Units.
 
Edit: Decided I like this better than my previous submission.

Combined Arms

1. Grants +20% Strength, +2 First Strikes, +20% XP Gain, +20% Withdrawl Rate, and +20% Heal Rate

2. Available when a stack contains a Melee, Recon, Arcane, Mounted, and Disciple unit each with at a Level of 8+

3. Promotion is available everywhere

4. Promotion is given to all units in a tile
 
Flurry
gives the ability to ranged bombard.
for every archer and recon unit in the tile, deals damage to an enemy unit in target tile (1-10%)
gives blitz.

(free promotion for flurries, available to level 5 archer and recon units)
can be given for free in a city with an archery range, with the "archery contest" event
 
Inspired

1. +20% Strength, +1 Movement, Courage & Valor, 50% chance to wear off
2. Can be given by any Hero/Great Commander
3. Must be cast in Citadel improvements or a City
4. Granted to all living units, Demons & Angels
 
<type> mana field
where <type> means Fire, Water, Spirit... Actually there should be one promotion for each spell sphere.

- Effect: +20 spell power to <type> spells. +1 turn duration of <type> summons. Spells of type <type> are 50% harder to resist.
- Given by: Arcane units.
- Condition: The unit is located in a tile with <type> mana resource.
- Granted to: The unit itself.
 
Escape Death

1: Unit has a chance of running away to adjacent tile if its about to loose combat. 20% chance with 0 Shadow mana, 40% chance with 1 Shadow mana, 60% chance with 2 Shadow mana, 80% chance with 3 Shadow mana. This promotion is active only when the unit is not full health when the combat starts.

If promotion triggers when attacking, that unit regains one movement point and strength equal to Shadow mana (0 mana/0% strength - 1 mana/25% strength - 2 mana/50% strength - 3 mana/75% strength).

If promotion triggers, that unit looses this promotion for that turn. (To prevent more than two attacks/flees per round.)

This promotion does not trigger from spells or any kind of collateral/area damage. However it will work against summoned creatures.

2: Available automatically to assassins level 5+.

3: Promotion is active everywhere except in cities or forts.

4:
Promotion is only for the unit itself.
 
Tamed

- Effect: +1 movement point, +10% strength, 20% probability each turn to get +1 XP
- Given by: Beastmaster
- Granted to: Animal and beast units in the same tile.
- Condition: The beast or animal unit has less XP than the Beastmaster.
 
Disassemble/Assemble

-Effect: Allows siege unit to be carried by a melee/mounted unit (attached like Commander) and reassembled (split like Commander)
-Given by: Siege Workshop
-Granted to: All siege equipment
-Condition: Melee or mounted unit must be stacked with siege unit to use.
 
It would work better to just create SPECIALUNIT_SIEGE category, assign all siege units to this category, and let melee/ mounted units carry cargo of that type. That way you wouldn't lose the promotions of the siege units, you wouldn't need a promotion for each type of siege unit, you wouldn't need the promotion to allow the spell, and you wouldn't need to make the attach/join spells, etc. Oh, and the AI would probably understand this way much better too.
 
Given the small number of promotions suggested so far, feel free to contribute more than one proposal. So far from what I can see the promotions that work well with the modcomp so far are: Friend of the Pack, Tamed (with some Python onTurn triggers to get the XP to the unit), Escape Death (with some python), a slightly tweaked Mana Field (love the idea), and a tweaked Inspired. At this rate I will release a pack with all of the easily viable promotions in.

Doesn't mean I won't try some of the others, but they are another level of programming. I already put in Friend of the Pack in my game (to test if the IMPROVEMENT_NONE would work as a trigger, it does).
 
Herbology

1. Unit has a 5% chance each turn of aquiring a healing salve.

2. Available to Rangers.

3. Only happens in forests, ancient forests, and jungles

4. Only affects the unit itself.
 
Fire Arrows

1. Units may do a ranged attack (attack strength equal to the attack strength of the archer. Range 1)

2. Only available to archers

3. Only available in cities/cassltes

4. All archers
 
Battlefield knowledge (mounted unit)

Effect: +20% withdrawal rate
Given by: Scout, Hunter, Ranger, Beastmaster
Given to: Mounted units
Condition: Tile must be plain, grassland, desert or any other tile with a road on it, or their hell equivalents (plain terrain in which the horses can actually run and have advantage over other units).


Battlefield knowledge (mounted unit) II

Effect: +20% withdrawal rate (extra to the previous one)
Given by: Ranger, Beastmaster
Given to: Mounted units
Condition: Tile must be plain, grassland, desert or any other tile with a road on it, or their hell equivalents (plain terrain in which the horses can actually run and have advantage over other units).

Aerial battlefield knowledge (mounted unit)

Effect: +20% withdrawal rate (extra to the previous one)
Given by: Hawk
Given to: Mounted units
Condition: Tile must be plain, grassland, desert or any other tile with a road on it, or their hell equivalents (plain terrain in which the horses can actually run and have advantage over other units).


Battlefield knowledge (Archer unit)

Effect: +1 frist strike
Given by: Scout, Hunter, Ranger, Beastmaster
Given to: Archer units
Condition: Tile must be hills, forests, jungles (or their hell equivalent) or have a castle-like improvement or be a city (terrain in which the archers can hide and be in spots in which they have advantage over other units).


Battlefield knowledge (Archer unit) II

Effect: +1 frist strike (cumulative with previous)
Given by: Ranger, Beastmaster
Given to: Archer units
Condition: Tile must be hills, forests, jungles (or their hell equivalent) or have a castle-like improvement or be a city (terrain in which the archers can hide and be in spots in which they have advantage over other units).


Aerial Battlefield knowledge (Archer unit)

Effect: +1 frist strike (cumulative with previous)
Given by: Hawk
Given to: Archer units
Condition: Tile must be hills, forests, jungles (or their hell equivalent) or have a castle-like improvement or be a city (terrain in which the archers can hide and be in spots in which they have advantage over other units).
 
I like the Aerial battlefield knowledge but would like to modify them.

Effect: +1 strength

Given by: hawk, to all units in an area around a point which it has successfully done a recon mission.

Given to: all unit types.

Condition: recon action have to be successfully.
----------------------------
We can then introduce units which can strike down hawks doing recon ops.
 
Watchful
1. Grants +2 Sight Range & +1 :move:
2. Promotion Granted by a Hawk.
3. Promotion Available in any Tile
4. Promotion is Granted to Recon Units.


Den Mother
1. Grants +1/3 :strength: and 40% Cold Resistance
2. Promotion Granted by a Bear or Polar Bear.
3. Promotion Available in any non-Improved Tile
4. Promotion is Granted to Recon Units.


Hunting Mate
1. Grants +2 :strength: and 2 First Strikes
2. Promotion Granted by a Tiger.
3. Promotion Available in any non-Improved Tile
4. Promotion is Granted to Recon Units.


Stranger Like Me
1. Grants +3/1 :strength: and Stealth
2. Promotion Granted by a Gorilla.
3. Promotion Available in any non-Improved Tile
4. Promotion is Granted to Recon Units.


Tangled Web
1. Grants +2 :strength: & Hidden Nationality
2. Promotion Granted by a Giant Spider.
3. Promotion Available in any non-Improved Tile
4. Promotion is Granted to Recon Units.
 
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