Design a Unit - Discussion and Q&A

kevjm said:
I disagree. The strongest buildable unit is around strength 7 I believe (although I haven't had time to play through a full FfH II game yet, so I'm not sure). I'm glad you agree he'll only reach about strength 7 though :D

Edit: Perhaps a future tech could enhance their strength for the late game, if they get included.

Strength 7 seems about average for a tier 3 unit, tier 4 units seem to be around 13 ish, but restricted to 3 per. And now I am wracking my brain to come up with what the defensive buildings would be, pallisade (obsoletes), walls, castle, antisummon ring thing... are there any I missed?
~p
 
You have to promote regular units to the strength 12-15 units, right? I haven't played enough of phase two to be sure :/
 
Well, the local militia aren't meant to be the cream of the army :p but I guess having a national unit called the palace guard which gains 2 str per specialist might be an idea... can be upgraded from a town guard after researching one of the later techs, requires palace, maximum of 1 allowed at any time. Called the palace guard...
 
kevjm said:
I was thinking, why not make him have very low strength (say 1 perhaps) a couple of first strikes and 95-100% withdrawal chance?
I am not 100% positive, but I believe that with the way that combat works this would make it so they have almost no chance of injuring anything. The idea I was working off of was that they can injure things but are unlikely to actually kill them, so a lower str than average for their age mates, but high enough to do some damage.
Zherak_Khan said:
Regarding the Skirmisher, I was going to do some research on its Withdrawal chance with innate ability and Flanking promotions. I feel it should wind up somewhere in the neighborhood of 90% Withdrawal, maybe even 98%, but have only 1 movement.
Wow, we really were thinking on the same wavelength. With flanking I-III they would be at 90% withdrawal rate, second only to Loki, I believe. My thought was to have them with a base move of 1, but without the penalty for moving through bad terrain so they have to get mobility promotions in order to get more moves.
Re: Militia
I just read it again, originally I thought that you could only have one per city, if you can build muiltiples in each city then yeah, maybe going up to 12 is a bit much.

~p
 
puck11b said:
I hope they don't feel like they have to take just one of the units, since I am also digging Abman's Giant Spider and would love to see that show up too.

I assure you, there is no limit to our thievery.
 
puck11b said:
Re: Militia
I just read it again, originally I thought that you could only have one per city, if you can build muiltiples in each city then yeah, maybe going up to 12 is a bit much.

~p

Yeah, one per city is the idea- it would become a little imbalancing in the mid-game to be able to build a series of decent-strenght defenders for practically nothing. Having only one per city makes it so that 'upgrading' it costs as much as it takes to make a defensive building.
 
*rubs hands*
Excellent. Maybe the winner of the unit contest should have their name immortalised as a hero instead.
 
puck11b said:
*rubs hands*
Excellent. Maybe the winner of the unit contest should have their name immortalised as a hero instead.

:lol: That's a fantastic idea!
 
What, you've never heard of Kevjm? He descended from the northlands clad only in a bear-pelt and carrying an iron long sword. In battles his foes were so frightened of his terrible rage that they would often flee before him rather than face his wrath. When a dragon heard the stories of Kevjm it challenged him to a duel, which is how Kevjm got the dragon skin shield which makes him resistant to spell effects.

Piece of cake. *grin*
~p
 
But Xanikk is a dark knight!

You never heard of Xanikk?

Xanikk underwent a terrible experience early in his life and lost both his parents. He fled into the wilderness with nobody to care for him.

A strange man with mystical powers holding a scythe found him. He took him as his disciple and tought him the way of the dark knight. To this day Xanikk is a great and glorious dark knight who will not falter in his quest to kill the arcane abomidations that killed his parents.
 
Well a lot of us don't have very good names for game characters, but that doesn't mean that we couldn't come up with a name if given that privilege as an award (hint hint) :)
 
Just have to say that I am AMAZED by the quality of the units you guys have come up with so far. I can already tell that picking a winner will be difficult and I can promise that there will be more contests as long as you guys keep coming up with such innovative ideas.
 
puck11b said:
What, you've never heard of Kevjm? He descended from the northlands clad only in a bear-pelt and carrying an iron long sword. In battles his foes were so frightened of his terrible rage that they would often flee before him rather than face his wrath. When a dragon heard the stories of Kevjm it challenged him to a duel, which is how Kevjm got the dragon skin shield which makes him resistant to spell effects.

Piece of cake. *grin*
~p

:lol: Kael should recruit you as a writer! :yup:
 
Can somebody tell my if my entry makes any sense regarding the new bobard system? When i'm allowed to i'll change it later if this is already planned...
 
Frozen-Vomit said:
Can somebody tell my if my entry makes any sense regarding the new bobard system? When i'm allowed to i'll change it later if this is already planned...

I think its a fair submission.
 
Frozen-Vomit said:
Can somebody tell my if my entry makes any sense regarding the new bobard system? When i'm allowed to i'll change it later if this is already planned...


Just to elaborate the new bombard system:

In Vanilla 20% Bombard means you reduce the Defense Value by 20% of its original Value. So If a city has a Defense of 200% You would need to bomabrd it 5 times to get the defence to 0. If the City has 40% Defense you would also have to Bombard it 5 times to get the defense to 0%

The New system works the following way. 20% Bombard means you actually reduce the defense by 20%. So if you bomabrd a city with 200% Defense you will reduce the defense to 180%. Thus you need to bombard a city with 200% Defence 10 times, but a city with defense 40% would only be needed to bombarded twice to get the defense modifier to 0%. This allows Cities with higer Defense to longer withstand an siege than cities with low defense. Also it than makes sense to bring catapults even for Cities with low defense as one hit with the catapult is as effective as it would be for an highly fortified city.
 
I hope no one takes offense at me critiquing their units. My thoughts are that as the dev team will be taking multiple units from the thread, critical discussion on the units will benefit us all when we get to play with them. *grin* Now then, on with the show.

kevjm said:
Yeah, one per city is the idea- it would become a little imbalancing in the mid-game to be able to build a series of decent-strenght defenders for practically nothing. Having only one per city makes it so that 'upgrading' it costs as much as it takes to make a defensive building.

If it is only one per city, then I'd think they should max out at 11-12ish. The (imho great) dynamic you've got with them will give you a viable, but not overwhelming, defender at any point in the game. If they max out at 7ish then towards the end game they are little more than a speedbump since they don't get any of the defensive promotions that make lonbows such a pita.

I do not believe that they are overwhelming since you'd need to have all three defensive buildings for them to get to their max level, I know that I am seldom tempted to build walls and castles in most of my towns with the current non-stacking nature of culture and building defensive bonuses.

Again, these are just my thoughts, it's your unit.

~p
 
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