Design Contest Overflow

Not that its relevant to the design contest, but since people are talking about rebuilding Barnaxus I fugued I'd complain about the fact that a re-built Barnaxus won't ever have the free promotions from Lucuirp UBs (city garrison from gridlines, Light from velox workshop, Heavy from armamant molds, and especially Sorcery/Fire II from Blasting workshops). If the Luchuirp wated long enough to build Barnaxus for him to get these free promotions, then he should keep them when they rebuild him.

There should be one (or more) of these 3 changes:
1. a rebuilt Barnaxus should start with all the promotions he had when he died (same level too, or else suiciding him would be a mojor exploit)

2. He should start with the promotions granted by the buildings found in the city where he is re-built

3 Instead of or in addition to granting the promotions to all golems built in the city, each Luchuirp UB should allow a "retrofit" spell that lets any golem currently in the city get the appropriate promotions (perhaps sorta like how ships in port can get buccaneers/longshoremen crew, etc). This is my favorite of the choices since it would also mean you wouldn't have Golems that were both Heavy and Light (since this is illogical and since combining the 2 leaves a golem worse of than if it had neither) and it allows the Luchuirp to better specialize their cities and their military (especially if they get more promotion granting buildings, like ones that can give golems city raider, cover, shock, etc).
 
The retrofitting should be costly and take time/production so you won't get too über powerful golems
 
That, and/or make most (if not all) the free promotions unable to coexist. That way your golems would have to specialize, not being able to become too strong because they couldn't get the bonus from more than one of the buildings.
 
I think that the actual prize of winning is that YOUR IDEA (completely yours, not altered by the team any more than absolutely needed to be something which is possible to code) is what goes into the game (so for instance, you could have the name of your winning unit be your board ID, then everyone who plays the game plays with you in it).

Hmmm... you may want to look at the last winner vs. its present implementation, and decide if that actually occurred. The concept is there - in the Wolf pack and the Lion Pride (and sort of for Bears), but it looks significantly different than the entry.

I actually think that Puppet (which didn't win) changed less. Of course, after actually comparing the two, it's pretty obvious that I'm wrong - Puppeteer is a Conjurer, and Puppets are slight variants of summoned units (primarily so they aren't alive).


Any other good ideas could become the basis for something that the team works on, tunes and modifies to fit the game in their image (gives it a name they like and whatnot).


At least, I would like to think they will not limit themselves to avoiding anything that was a non-winning contest entry (Afterall, it could easily be the case that we are coming up with ideas they have already implemented into the game but not released. Happened before when I suggested a "thaw" mechanic which I guess is being worked out for Ice) :) I'll have to look up the old contests sometime and see how many of the ideas did finally make it into the game.

Personally, what I'm looking for is for the team to read my entries. Barring immediate disqualification, that should happen, even if none of my entries make the final vote.
 
Aye, I hadn't checked on the previous entries at that point, and forgot about the post when I finally did :)

I must say though, it is awesome having these contests going on, lots of creativity and insight to how people act in the game, and what people enjoy :)
 
Actually, the are puppets primarily so they will have funny, big-headed graphics. I'm not sure there is even a single summoned unit that is alive anyway. Most have angel, demon, undead, or elemental promotion (any of which would make a unit not alive).
 
Unit critiques:

Shadow Beast: sounds very interesting, but I think it might be better as a shadow spell where you sacrifice an animal to get the beast (perhaps kinda like how you sacrifice a warrior to get a drown (or in my version, any melee unit to get a drown with strength based on the units strength, but at higher costs based on the strength/level). I would prefer one type of beast per animal to be sacrificed (it could just be done with a new promotion that changes the stats/graphics, but I would prefer a new unit with stats based on the original animals (perhaps the same +1 shadow affinity) so it would be beast class and have more available promotions (I don't like the only gains combat promotions part) ).


Phoenix: I'm not quite sure that the Phoenix should be a Malakim unit, or that you should be allowed to have 3 of them (6 immortal units is a bit much). Also, I don't think its immortality should be limited to desert tiles, and it should obviously have the Flying promotion instead of just moving impassible . I would really prefer the Phoenix to be a late game hero, available to anyone with Divine Essence and Fire/Life mana (although still very expensive). It would be really nice if it could also cast Pillar of Fire. It should be based on Fiacra the Northwind model from AoI, but be aflame.


Drifting Echoes/Souls: I seriously doubt that this idea is possible.

The Fortune Teller: a nice flavor unit, but I would prefer to have one that actually changes gameplay instead of just adding another source of amusement when you're getting bored (if it were implemented, it would need to have that pointless "tell fortune" spell, and the taro card throwing would be a nice touch).


Imager: I'm not a fan, especially since it is too close to to the Svartalfar conjurer UU, the Illusionist (whose summons with the illusion promotion). However, the ability to create illusions of the types of units that would compose your main army does sound nice. I would propose a shadow spell "Create Decoys" that creates illusion-summons of whatever types of units the recruit ability would have actually created.

Wonder critiques:

Elite school: needs a better name, and I don't think it would be possible to implement anyway. If it is, then it is a great idea.

Event Critiques:

The dark bosquet: What good would vampirism be to a Treant? They cant gain any promotions anyway, and I doubt the barbs would have a bloodpet on the same tile for it to use feed. It would just be getting a slight strength boost, and a weakness to Sun spells.

The Underworld Portal: this i way to long and complicated for me to bother to even read it ;)

Mana Fluctuations: I like (except I'm not a fan of the double negative in choice B. In general, the wording could be made more colorful). Sweet and simple.

True Ways: In general I like the Idea of this, but not particularly its implementation. For one, I'm not a big fan of some of the sins (really, I only like the ones for the order or fellowship). RoK civs being penalized for having too much gold is a horrible idea, and would destroy the Khazad. Since they value hard work, perhaps having idle workers/having cities focus on generating culture/research/gold instead of building something real would be better? I don't now, it still isn't a great implementation. The Empyrean is a rather peaceful religion, so it shouldn't penalize those who refuse to declare war. It values fairness an equality and condemns ego, so its sins should be more like making an arrogant demand, refusing to negotiate when someone is asking for peace, not liberating cities, and having too many vassals.

Take the Palace: Nice. I always wanted a way to keep a captured palace (without resorting to worldbuilder). However, I'm not a huge fan of the diplomatic effects. I would prefer something like a chance that the civ would agree to become you vassal. It would also be nice if the civ that had its palace captured would not get a new palace elsewhere, leaving it without a capital. Then, if it cannot regain its capital within a few turns then the civ would be in danger of collapsing completely, leaving its other civs as barb cities, or making them revolt and join the nearest civ (if they had foreign culture). If they do retake their capital, it could be a huge morale boost and turn the war in their favor in some way or another (not quite sure how. Perhaps a morale promotion for all units? and/or a golden age?).
 
To expand on my own idea about the moveable cities (is this an original idea? I'm not sure). How about a malakim unit thats really a city at the same time. It would only be able to work the innermost ring, but you could move it just like a unit.
 
It would be nice, but I doubt it is possible. If it were I would expect to see it in many mods already.
 
Ha ha.

Thats what I'm talking about. Every 4 turns the Auction House window posts the current auctions and takes new ones.

Can I get a price check on [Orthus's Axe]?

Willing to enchant fire III to Swordsman, for 1 city, your mats!

WTS Brnxs 100g!
 
The Aboukai unit proposed for the Svartalfar is way to much like the Balseraph's taskmaster. A "sacrifice" unit is just an imitation slave.
 
I know FfH won't use warlords .. but IIRC there was a scenario in warlords with moving cities.. for the mongols or huns...

maybe this mechanisms can be somehow salvaged for the malakim ?? it would mean merging a bit of ffH with warlords.. hmmm;.. hard enough
 
It wasn't moving cities, it was units that had the ability to spawn/allow the purchase of units.
 
The divided soul looks very interesting, but I'm not sure it is possible; the game doesn't keep track of who summons what, just the total number of possible summoners/summons. I don't think this would work if there was more than one pair of Divided and Severed Souls in the game at the same time.
 
Aye, deciding which one to call back is probably impossible, but you can instead run it like a new skeleton unit. Just allow 1 Severed Soul per Divided Soul, then the player can choose to delete the Severed Soul and create a new one whenever he wants to "Recombine" them.
 
Or just have it function similar to the Earth III Sorcery spell, crush. Crush targets a stack without you selecting it. This spell could simply target the nearest Divided Soul
 
Darn, just had a flood of unit ideas after exercising this morning:
(most would need modified models, however)

1. Mammoth Cannoneers (sp?):
Best of both worlds---mammoth + cannon, with cannon in the parapet.

For added flash, a fantasy grenadier or two up there throwing the little bombs as well.

At least an intrinsic CRI, but I'd lean for free collateral damage I also. Str. should reflect which free promotions it gets, the more freebies, then perhaps still only about str.9 or whatever mammoth riders get.
National unit, no more than 2-3.

2. spinning on #1, the Mammoth of Doom hero (possibly Doviello, and others--likely Dwarven or Clan of Embers).
All the same, plus armor plating (ignores all first strikes, and possibly
resists collateral damage 20%).

3. Barbarian centaurs---basically a reskin, with possibly darker tones, and
facepaint inspired from historical cannibal tribes. Some barbarians to
replace some of the huge numbers of lizardman/goblin barbs.
Centaur + free cannibal I (10% healing from victories).

A suitable companion would be a settler female-centaur model with a
glowing staff, and possibly the bearded face/veil treatment (inspired from WoW). This would be some sort of adept-healer for the barb centaurs.
Barbs to be more suitable for deserts/plains.

4. Barbarian Pygmie lizardmen. Skink (Wh-inspired). Model is basically a resized lizardman (smaller with crest removed, salamander/poison dart frog, spotted skin with wild colors). If possible, places a flute/dart gun. Weak (2 str), fast, and +1 nature poison. Again to replace/compliment some of the jungle lizardmen.
 
I think it would be really cool if there were three barbarian civilizations, each at war with the others, and with every player and AI who hasn't the barbarian trait. You could tailor the barbarian trait so that it grants peace with some barbarians, but not with others.
 
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