Darkelf Design

Leader Design
i have already said this, before, and you probably know it, but i fee like saying it again ;)
i think that we should do away with the leader traits and have a generic civilization trait. the was we can differentiate leaders is by giving the civ a unique hero at the start of the game which represents the leader they chose. for instance you would differentiate the heroes through magic items, special effects and base strength and attacks, and whether they can cast magic or not. we can make them progressively stronger the longer the game lasts, so each era a new 'upgrade' for the hero is avaliable which adds another bonus to them. (see the Hero design for details of Darkelf Heroes)

@ Ploe: if you agree with this when do you want to begin implementing this? because you said you want the DE and HE pretty much complete by the end of the Kinstrife scenario. ill post my thought on traits etc now anyway ;)

Spoiler :

-Racial Trait: Children of Assyuran

1. +1 movement and +1 strength
2. Elven mages gain 2X experience and Elven mages have higher national limits
3. -100% Growth
4. Elven Units have extra upkeek
5. Elven units take +50% shields to build
6. Elven cities benifit from +2 health


-Unique Trait: The power of Malice

1. All units are able to enslave defeated enemies. all Ships can enslave enemy ships, and all ships have +1 cargo.
2. Slavery civic doubles the number of slaves created.
3. when any DE unit razes a city, all DE cities celebrate "we are totaly evil and you cant do a thing to stop us!"
4. When Dark Elves pillage they gain an extra 5X gold



Hero Design
Spoiler :
KING UNITS

-Leader 1: Malekith the Witch King
-Era 1: On foot model, 1 movement, 3 strength.
-Era 2: Mounted on Coldone model, 2 movement, 6 strength.
-Era 3: Mounted on Black Dragon model, 3 movement, ignore impassable terrain, 9 strength, Breath Attack.
-Unique items:
---‘ The Witch Kings Armour’: +50% defence, negates 1 first strike from enemy.
---‘The Spellsheild’: 25% chance that any spell cast on the bearer is reflected back to the caster.
---‘The Destroyer’: if the wielder of this sword kills a caster unit, the wielder is now able to cast 1 random spell that the destroyed caster knew. This spell is replaced the next time the wielder kills a caster.
-Other Bonuses:
--- Immune to psychology (immune to fear etc)
--- causes Fear
--- Sorcerer Lord – can learn to cast all Dark magic Spells.
---when stationed in a city, that city gets +2 happiness “our Lord is here!” and +25% production.
--- hates Highelves

-Leader 2: Morathi the Hag Queen
-Era 1: On foot model, 1 movement, 2 strength.
-Era 2: Mounted on Coldone model, 2 movement, 4 strength.
-Era 3: Mounted on Dark Pegasus model, 3 movement, 6 physical and 2 Unholy strength.
-Unique items:
---‘The Amber Amulet’: grants the unit the ‘regeneration’ promotion permanently.
---‘The Dark Sword’: +1 Unholy Strength. Units surviving an attack by the Dark Sword gets their combat strength reduced by 50% for the rest of the game.
---‘Whip of Agony’: can cast the spell ‘Use Whip of Agony’ affects one adjacent enemy, the unit may not attack next turn. Can be resisted. Causes the following damage:
----Damage Spell
-----iDamage- 20%
-----iDamageLimit- 60%
-----DamageType- Unholy
-Other Bonuses:
--- Sorcerer Lord – can learn to cast all Dark magic Spells, and can learn all Slaanesh spells.
--- subject to Frenzy
---when stationed in a city, that city gets +25% research, and new caster units built get +2 EXP
--- hates Highelves

 
Unit Design

Old Unit List for Druchii

@Ploe: How are we implementing units now? is it the same as below or have we got a new method?
Spoiler :

Ancient

Worker: Darkelf Worker
Ancient Warrior: Darkelf Warrior
Ancient Spearman: Darkelf Spearman
Ancient Archer: Darkelf Archer
Ancient Axeman: Darkelf Axeman
Ancient Swordman: Darkelf Swordsman
Shaman: Elven Shamaness
Horse-Archer: NONE
Catapult; NONE
Chariot: NONE get Dark Elven Beastmaster
Monster I: Hellmount
Scout: Darkelf Scout
Shaman: Darkelf Shamaness
Galley: ?

Age of Magic

Citizen: Slave (cannot buy, only capture -works faster than a regular worker)
Militia Spearman: Darkelf Warriors with Drannach
Militia Archer: NONE, get Witchelves
Militia Swordsman: Corsairs Swordsman
Light Knight: Dark Rider
Hedge-Wizard: Dark Elven Hedge-Witch
Bolt-Thrower: Dark Elven Bolt Thrower
War Chariot: Cold One Chariot
Monster II: War Hydra
Explorer: Shades
Caravel: ?

Age of Discovery

Royal Guard: Black Guard
Pikemen: NONE, Replaced by Excecutioners
Longbow: NONE, Harpies
Crossbow- Repeater Crossbows
Heavy Knight- Cold One Knights
Wizard: Dark Elven Hag
Cannon:NONE, replaced by Repeater Bolt Thrower
Galleon: Deathfortress
Frigate: Doomreaver

Mechanical Age

Musketman: NONE, Dark Elven Sorceress
Monster III: Dragon Rider
Ironclad: Black Ark of Naggaroth
Special Unit: Beastmaster on manticore, Assassin

---New Unit Tree
Spoiler :

DE_Units.jpg


Notes:
-replace the druchii halberdier by the druchii drannach and put a druchii spearmen to tier 2.
-Would move druchii repeater crossbow by druchii Uraithen warrior.
-remove the cauldron of blood, make it a building.

Generic Unit Promotions:

Spoiler :

--- All DE units start with the Promotion "Hate Asur" which gives them +40% vs HE units
--- + Recon Units all start with the hidden nationality promotion
--- + Recon Units are able to gain the ‘Ambush’ Promotion with Drill 2 (Ambush should be different to the Vanilla version. This should enable the unit to stand still and be ‘invisible’ to enemy units. When an enemy unit moves adjacent to the Ambushing Unit, the enemy is attacked, but the attacker ignores all defensive bonuses, and gets +40% strength.)



Building Design

Spoiler :

Unique Buildings:
---Watch Tower: gives the city +70% defence bonus.
--- Druchii Assassins Guild: +4 EXP to recon units.
--- Sacrificial Altar: Slaves may be sacrificed in cities with this building. This provides +2 happiness for 10 turns per slave sacrificed.
--- Slave Pen: slaves can be sacrificed in cities to build slave pens which provide +1 culture and +1 happiness. different saves according to races means multiple pens / city :).


Unique Victories:

Spoiler :

1. Defeat the Highelves (kill all units, not just cities)

2. Control 3 vassal states by turn x

3. own y number of slaves from each civ by turn z
 
The unitschenma changed a bit compared to the one we have in the public unitdesign. I.e. Horsearchers are now a second tier unit(keep in mind the mongols screwed european knights with their keshiks - and keshiks were horsearchers) also magic users follow another design, recon units are a bit like in FFH scouts->hunters->rangers
Also 3rd and 4th era aren't as seperated as in the original design. There will be a lot of civs that won't have any advantage from reaching a mechanical age and the others will have strong disadvantages compared to them until they reach the mechanical age.
Puh, I wished I had the time now to write it all down to be clear for you guys but I think the short time I have(it's even not possible to respond to everything for me now) atm is better used to mod. Be assured all this brainstorming helps a lot even if not everything can be implemented.
 
no problem :) all i need to know is are the unit layouts in the mod the final units we will use? from that i can write the list myself. it shouldnt be too hard. (i hope)

It's not really a list we need but thoughts about effects of single units. I wouldn't bother about listing the units or other stuff now as they are still subject to changes. Post your ideas about single entities(buildings, units, promotions...).
 
--- All DE units start with the Promotion "Hate Asur" which gives them +40% vs HE units (Maybe it gives them a too big advantage as +40% is really heavy. Perhaps 15% ?)


My building suggestions:
Watch Tower: druchii unique improvment: fort who gives a big LOS and some protection from spells
Temple of Khaine: +4 EXP to recon units.
Blood cauldron: Slaves may be sacrificed in cities with this building. This provides +2 happiness for 10 turns per slave sacrificed and + 1 xp to fury units.

For the units, same as the high elves: almost all units of the army book should be availbable at the end. I would also replace the druchii halberdier by the druchii drannach and put a druchii spearmen to tier 2.
Would move druchii repeater crossbow by druchii Uraithen warrior.
Would replace blood cauldron (too rare to be gathered as whole regiment of it) by reaper bolthrower.

Other than that, good job
 
1. Defeat the Highelves (kill all units, not just cities) yep

2. Always be at war with the asur and hold the altar of Khaine

3. own y number of slaves from each civ by turn z yep
 
So, question. It appears that several UUs are supposed to be implemented in the final patch for the DEs. Could you please list them and what they replace for the sake of simplicity and easier readability? Thanks.
 
Never mind the one jus above this. It appears you all are very busy and have higher priorities for the mod, as you should.

So, looking at the HEs thread, I noticed that, whereas the DEs have two heroes, the HEs have four. Um...that's a lil one sided, don't ya think. Maybe that could be fixed? Cuz as a lover of the DEs, I'd like to not have to fight the HEs with two heroes when they have four. Be rather annoyin wastin expensive units on their heroes and tryin to keep my two heroes alive at the same time. Could someone maybe tell me why the HEs have four heroes and the DEs four?
 
I think its because the DE heros are better. Look at Melekith. He is basically Finubar and Teclis rolled into one. However if testing does show this to be a major weakness then it will probably change. And DW I am a big DE fan as well, so if they are underpowered I would soon inform somebody.

EDIT: cross post with Ploeperpengel, what he said is right, not what I said. ;)

In the mean time, try a game as the DE, focus on magic and I think youll find you can simply tear through other civs with ease once you have a high sorceress using a mixture of Dominate and Furry of Khaine, keep the cities next to you that you like, but dont stop when your done expanding, just keep going and raise everything on your landmass you dont want, you will get rich as hell with a huge landmass to yourself, with no rivals other than barbs (who you can recruite to your team using the dominate spell).
 
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