Design: Promotions

I can probably do that, but I didn't say anything b/c I'm gonna be busy the next couple of days and I wanted to get that other stuff in the New Features thread done first. Worst-case (ie there isn't already a nice way to do it), I could probably just take whatever code the requirement for units has and stick it here too. Of course, the AI probably won't save up its promotions a turn or two to wait for the resource, but oh well.
 
talchas said:
I can probably do that, but I didn't say anything b/c I'm gonna be busy the next couple of days and I wanted to get that other stuff in the New Features thread done first. Worst-case (ie there isn't already a nice way to do it), I could probably just take whatever code the requirement for units has and stick it here too. Of course, the AI probably won't save up its promotions a turn or two to wait for the resource, but oh well.

Thats cool, we are just brainstorming. Your spell work is the most important thing in my mind, second to that would be anything you can do with the alignment/diplo stuff we talked about.
 
Kael said:
Thats cool, we are just brainstorming. Your spell work is the most important thing in my mind, second to that would be anything you can do with the alignment/diplo stuff we talked about.
Speaking of which, what do you want me to do next with the spell stuff?
 
talchas said:
Speaking of which, what do you want me to do next with the spell stuff?

I think you are waiting for me there. As soon as Firaxis releases the patch (please god please!!!) I will build a combined dll with your and my changes and be able to make the first alpha version of 2.0.

At that point I will start going through the python making as many spells as possible. Im sure I will have a ton of questions and requests (probably about the AI) at that point. But I don't think there is anything to do on that front right now.
 
Kael said:
I think you are waiting for me there. As soon as Firaxis releases the patch (please god please!!!) I will build a combined dll with your and my changes and be able to make the first alpha version of 2.0.

At that point I will start going through the python making as many spells as possible. Im sure I will have a ton of questions and requests (probably about the AI) at that point. But I don't think there is anything to do on that front right now.

Is this gonna happen soon? It sounds like it...
 
loki1232 said:
Is this gonna happen soon? It sounds like it...

I hope so, its been a little while since they release 1.59 so that may be a good sign. I have no way of knowing for sure.
 
I think that commando should also give +1 first strike.
a) this allows melee units to get first strikes
b) otherwise commando is too weak, since if you only have one high level unit with it, the unit will outpace the rest of the army, and get slaughtered.
 
Kael said:
I hope so, its been a little while since they release 1.59 so that may be a good sign. I have no way of knowing for sure.

I hope so too, with 1.57, I can't play other mods besides FFH without missing text errors since they are all made for 1.52. Not that FFH isn't the best, but I still like a little variety from time to time. :P

Though once that happens, it'll probably be time to focus once again on the tech tree, so I want to finish the leaderheads before then. Therefore part of me kinda hopes there's a bit more delay.
 
loki1232 said:
I think that commando should also give +1 first strike.
a) this allows melee units to get first strikes
b) otherwise commando is too weak, since if you only have one high level unit with it, the unit will outpace the rest of the army, and get slaughtered.

This is a good idea. I agree that commando is pretty much useless for all but raider units, but I almost never bother to raid, (and who raids with melee units anyway?)prefering to go straight at the city with as little delay as possible.
 
Lunargent said:
This is a good idea. I agree that commando is pretty much useless for all but raider units, but I almost never bother to raid, (and who raids with melee units anyway?)prefering to go straight at the city with as little delay as possible.

K, I added a chance to first strike to the commando promotion.
 
1. If you are working on adding resistance based on the nodes you control, i think that in addition to controlling the opposite node you could control the node of the type you want resistance against. To quote you, who would know more about wire spells and someone with fire mana.
2. In addition to there being resistance promotions, it would be nice if there were also promotions that increase the effects of all of your spells of one sphere. Also requiring nodes.
 
What actually compelled me to "de-lurk" is an idea I had: A unit that doesn't gain XP by killing enemies, but instead has a chance of receiving one of the promotions the defeated unit had. I suppose it could lead to some interesting scenarios (but it might need a lot of balancing...)

Fellow named psychorg just posted this in the official thread. I think it's a quite cool idea, perhaps for some unthinking undead being which did not learn except through consuming the souls of others, or an Overlord psychic leeching the minds of the victims. It would of course allow stealing of spells too, as spells are promotions.

We could also make a spell or ability that steals a random promotion, but only allows one such stolen promotion at a time. When a new one is stolen, it replaces the previous one.
 
Heh, you and Chalid posted the same thing in 2 threads. It's a nice idea so now we're sure Kael will catch it!
 
Corlindale said:
Fellow named psychorg just posted this in the official thread. I think it's a quite cool idea, perhaps for some unthinking undead being which did not learn except through consuming the souls of others, or an Overlord psychic leeching the minds of the victims. It would of course allow stealing of spells too, as spells are promotions.

We could also make a spell or ability that steals a random promotion, but only allows one such stolen promotion at a time. When a new one is stolen, it replaces the previous one.

I agree, it sounds like a great idea for a unit ability.
 
Sisonpyh said:
What does the 'Orcish' promotion do? I didn't see any description in the Civopedia.

Currently it just marks the unit as orcish so that the Orc slaying promotion works against it, and that if it is made into a slave it becomes and orc slave. Stuff like that.
 
Kael said:
Currently it just marks the unit as orcish so that the Orc slaying promotion works against it, and that if it is made into a slave it becomes and orc slave. Stuff like that.

Oh ok, thanks. Was confused about that.

Any plans on giving the promotiion bonuses, like the Elven one does?
 
Sisonpyh said:
Oh ok, thanks. Was confused about that.

Any plans on giving the promotiion bonuses, like the Elven one does?

Yeah, we are considering having some minor base abilities granted by the racial settings.
 
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