Design: Heroes

How about making it so Corlindale can only use his abilities while his civ isn't at war with anyone?

Wouldn't that make him fairly useless except for casting peace-time city boost buffs like any mage can?
In wartime I think he would be most at his guard, being very eager to stop the violence quickly, and attempting to protect his people without compromising his own vow, through the use of aforementioned spells.
 
Corlindale said:
Wouldn't that make him fairly useless except for casting peace-time city boost buffs like any mage can?
In wartime I think he would be most at his guard, being very eager to stop the violence quickly, and attempting to protect his people without compromising his own vow, through the use of aforementioned spells.

I edited my post, check and see what you think.
 
I like the change to Song of Peace, it will probably be much simpler to just force peace and block all war-declaring actions.
But I still fail to see what blocking all his spells in wartime will achive. When is he going to use stuff like Pacify and Charm then? Only against Barbarians?
And I do think Rust should cause a war declaration.
 
Corlindale said:
I like the change to Song of Peace, it will probably be much simpler to just force peace and block all war-declaring actions.
But I still fail to see what blocking all his spells in wartime will achive. When is he going to use stuff like Pacify and Charm then? Only against Barbarians?
And I do think Rust should cause a war declaration.

You're right, he should keep his spellcasting.

Pactify is too powerful. I think Charm works better for it from a mechanic perspective (Charm just blocks a units ability to attack, and has a chance to wear off every turn). As is Pacify bacially allows you to destroy a unit, the fact that you get a worker back isn't much recompence (especially since the opposing player will usually steal the worker afterwards).
 
I just added Corlindale and his peace ability. The more I play with him the more I like him as a special elohim unit. The one time ability to drop out of all wars is perfect for the elohim and is a great strategic option.
 
I just added Corlindale and his peace ability. The more I play with him the more I like him as a special elohim unit. The one time ability to drop out of all wars is perfect for the elohim and is a great strategic option.

Good to hear:)

What other abilities did you give him? Ability to pick the spheres I mentioned?
I'd still like a few more unique spells for him, and in general I think unique spells for caster heroes would be quite cool to have. I'll try to think of some.
 
Corlindale said:
Good to hear:)

What other abilities did you give him? Ability to pick the spheres I mentioned?
I'd still like a few more unique spells for him, and in general I think unique spells for caster heroes would be quite cool to have. I'll try to think of some.

He starts with rank 1 of Earth, Mind and Spirit and can learn up to rank 3 in all three along the sorcery track.

I would definitly love to hear any more ideas you have.
 
For the Illians, I think that their hero should simply be Auric.
Amurites--Maybe an archmage unit that ideally would be able to learn almost every spell possible.
 
I put in the Agnostic trait (agnostic leaders cant pick a state religion). This is the Grigori's trait and keeps them from having access to any religious heroes. We also removed the force sphere so the grigori palace no longer gives a mana resource, instead it was giving +2 great engineer points.

To help make the civ interesting I brought back one of our old friends that we never quite found a home for, the Adventurer unit. As it stands the Grigori palace will give +2 adventurer points. The Grigori will also have a civ specific building (the Adventurers Guild) that gives +2 adventurer points. Making the Adventurer a Grigori only unit.

The Adventurer is a hero unit that can be upgraded to a warrior, scout or adept. So bascially it is a "build your own hero". It should allow the Grigori player a lot of flexibility and make the civ interesting to play.
 
Kael said:
I put in the Agnostic trait (agnostic leaders cant pick a state religion). This is the Grigori's trait and keeps them from having access to any religious heroes. We also removed the force sphere so the grigori palace no longer gives a mana resource, instead it was giving +2 great engineer points.

To help make the civ interesting I brought back one of our old friends that we never quite found a home for, the Adventurer unit. As it stands the Grigori palace will give +2 adventurer points. The Grigori will also have a civ specific building (the Adventurers Guild) that gives +2 adventurer points. Making the Adventurer a Grigori only unit.

The Adventurer is a hero unit that can be upgraded to a warrior, scout or adept. So bascially it is a "build your own hero". It should allow the Grigori player a lot of flexibility and make the civ interesting to play.

I was thinking of giving the Amurites an adventurer spellcaster, but you're right this is more interesting.
Also, I was thinking of something that blocks armegeddon spells for a city. Would this work best as a wonder?
 
loki1232 said:
I was thinking of giving the Amurites an adventurer spellcaster, but you're right this is more interesting.
Also, I was thinking of something that blocks armegeddon spells for a city. Would this work best as a wonder?

We had the Metamagic wonder that was supposed to destroy active armageddon spells. But we can do whatever you want including:

1. Have a wonder that protected the building civ from the effects of negative armageddon spells.

2. Have a wonder that destroys all active armageddon spells.

3. Have a wonder that keeps new armageddon spells from being built (and cancels any in the process of being built).

etc etc
 
What if the Fellowship's second hero is a spellcaster?
So far we only have one religious hero spellcaster, and I think one would fit fellowship nicely. Have him get divine 1-2, sum 1-2, and sor 1-3. But only be able to learn nature, creation, life, earth, and water.
 
loki1232 said:
What if the Fellowship's second hero is a spellcaster?
So far we only have one religious hero spellcaster, and I think one would fit fellowship nicely. Have him get divine 1-2, sum 1-2, and sor 1-3. But only be able to learn nature, creation, life, earth, and water.

You right, the fellowship could use a Druid hero.
 
Okay, so I was going to have The War Machine me a high strength capturable hero. But Chalid went and made a model that is so cool that we definitly need to come up with some cool abilities to match its look. anyone have any ideas?
 
Hmm. I think the ability to raze what it wants to in a tile would be definately worthwhile, if difficult to implement. The ability to only raze the roads in a tile would be awesome, I think. The ability to bombard cities is a must. The ability to bombard an area, such as a 3x3 block of tiles, would be awesome as well.

In melee, flesh-and-blood enemies that engage it could have a chance to be instantly killed in any combat turn, instead of the normal slow-mutual wear down.
 
Kael said:
Okay, so I was going to have The War Machine me a high strength capturable hero. But Chalid went and made a model that is so cool that we definitly need to come up with some cool abilities to match its look. anyone have any ideas?

What if it leveled the terrrain it moved through? In enemy territory only. Like moves into a forest, it removes the forest. Moves into a hill, removes the hill. Removes mountains as well. (yes, can move into them). Of course can pillage and gets XP from pillaging. Perhaps 2 of them are allowed?
 
loki1232 said:
What if it leveled the terrrain it moved through? In enemy territory only. Like moves into a forest, it removes the forest. Moves into a hill, removes the hill. Removes mountains as well. (yes, can move into them). Of course can pillage and gets XP from pillaging. Perhaps 2 of them are allowed?

Wowsers! Like an Industrial Sized road grader. That would be cool as hell and seriously make you want to stop one from coming into your lands!
 
Cool, sounds like terrain destruction is it. If the War Machine moves into an enemy tile it will automatically destroy all improvements, routes, jungles, forests and new forests in that tile. The War Machine will get xp for destroying cottages, hamlets, villages and towns.
 
So it will go from Town to nada in one swipe?

I don't think this thing should get a movement promotion option either.
 
woodelf said:
So it will go from Town to nada in one swipe?

Yes.

I don't think this thing should get a movement promotion option either.

I might double its movement penalty, so it can get mobility upgrades but they will only be half as effective for it. Does that sound fair?
 
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