Design: Promotions

Nikis-Knight said:
Heroes are great and mighty--but how about the unit that kills them? I don't know if this would be a pain to implement, but how about whenever any unit kills a hero it gets a "Slayer or ____" promotion, fill in the hero's name, Savarious, Basium, etc. If there are too many heroes for that, than just make it Hero Slayer promtion.

What would this do? There are plenty of Str + promotions, and there's no point in mimicing orthus axe for every hero. But a slayer of a hero should become a legend in his/her own right. So how about whenever this unit kills someone (after recieving Hero Slayer promotion) your nearest town gets +2 culture? (not per turn, just a slight immediate boost).

Killing heroes is being reserved for "Shadow" and the quest system. They will be a favored target to initiate and end quests.
 
Nikis-Knight said:
Heroes are great and mighty--but how about the unit that kills them? I don't know if this would be a pain to implement, but how about whenever any unit kills a hero it gets a "Slayer or ____" promotion, fill in the hero's name, Savarious, Basium, etc. If there are too many heroes for that, than just make it Hero Slayer promtion.

What would this do? There are plenty of Str + promotions, and there's no point in mimicing orthus axe for every hero. But a slayer of a hero should become a legend in his/her own right. So how about whenever this unit kills someone (after recieving Hero Slayer promotion) your nearest town gets +2 culture? (not per turn, just a slight immediate boost).

Or access to the inspiration spell?
 
Speaking of high movement. Can we disallow the second speed upgrade for archery and melee units? I often feel that i do not need mounted or recon units as my melee troops are already so fast.
 
Chalid said:
Speaking of high movement. Can we disallow the second speed upgrade for archery and melee units? I often feel that i do not need mounted or recon units as my melee troops are already so fast.

Yeap, will do.

I have Mounted as the only land unit capable of getting mobility 3 (ive been considering cutting mobility 3 entirely).

Mobility 2 can be gained by mounted, recon and animal units.

And all land units except siege can gain mobility 1.
 
Another promotion idea--Liberator. Availible with city raider 2. City Attack-10%. When this unit conquerors a city it gains some free culture. Maybe 5, maybe 10? Could have another prerequisite, like the order, or a good civ, or law mana. Maybe there could be normal/evil counterparts.
 
Actually i would like an effect like this for the lightbringer of the malakim. It gives culture to newly conquered cities until the first upgrade. Or even better it gives culture of the malakim in whichever (non malakim) city he is at the moment. this would allow to prepare attacks by first sending the lightbringers to get aome culture (during peacetime) and then conquering them... not sure if it is a strategy fitting for the malakim but i like in nevertheless :)
 
I made a flesh golem out of a werewolf and inquisitor and when killing a warrior got the warrior and a new werewolf. It's a rare situation, but you should make only command or werewolf take effect.

And low on the priority list, but I want to see what new graphic you guys can come up with for flesh golem!
 
JuliusBloodmoon said:
Can you explain to me how you made the Hero Promotion ? The unit gains the minimal amout of xp per combat every turn or what ?

The unit gets 1 xp per turn up to 100 xp. This is regardless of whatever he is doing.
 
JuliusBloodmoon said:
That I know =P

But i was messing whit the editor and could´t see how you determine the number of XP he gains every turn

Code:
			if pUnit.isHasPromotion(iHero):
				if (pUnit.getExperience() < iHeroMaxXP and CyGame().getSorenRandNum(100, "Bob") <= iHeroXPChance):
					pUnit.changeExperience(1,-1)

So if he is under the iHeroMaxXP (thats the HeroMaxXP value in the editor, default 100) he has a percentage chance of gaining an experience point equal to iHeroXPChance (thats the HeroXPChance value in the editor, default 100%).

So by default he has a 100% chance per turn of gaining 1 xp up until he has 100xp.

If you wanted to slow his xp advance you could change the HeroXPChance to 50 and then he would only gain an xp half the turn until he gained 100 xp. If you wanted to modify the amount of xp he could gain befire the hero promotion quit giving xp you could modify the iHeroMaxXP value up or down.
 
Here are some ideas of promotions to make the unit lines more unique.

Scout line:
Trophy (promotion): when the unit kills a animal it gains gold.
Trapper (promotion): can build the Trap improvment. Any enemy unit which moves into the square is damaged. The trap disappears afterwards.

Warrior Line:
Avenger (promotion): +15% for each of your non-summon units killed this turn.

Cavalry line:
Scavenger (promotion): This unit generates more gold when razing a improvment or a city.
Flanking (promotion): If the unit have yet move point when it attacks a enemy in a non-city square it gains +40% to combat.

Adept line:
Blood Weaving (power): Require the Black Wizard promotion. Until the end of the turn every time the unit casts a spell there is 40% he will create a copy of thet spell. New targets are chosen. The unit loses half it's maxHP every time he casts a spell copy this way.
Scholar (promotion): Require the White Wizard promotion. Generate research points if he is in a city with a library. The points generated are proportional to the number of spell spheres known by the unit.
Dark Wizard (promotion): Cannot gain the White Wizard promotion. Cannot cast spells from the good spheres. The unit heals -10% ang gains +10% xp.
White Wizard (promotion): Cannot gain the Black Wizard promotion. Cannot cas spells from the evil spheres. Gains the Cure I promotion.
Battlemage (upgrade): A new tier 4 upgrade to the mage. High power unit with only Sorcery II.
Defiler (promotion): Require the Black Wizard promotion. Whenever the unit casts a spell it creates fallout and loses 25% of it's maxHP. The spells casted by this unit are unresistable and immune to metamagic. High level promotion.

Disciple line:
Exalted (promotion): Can only be learned by Order, Leaves and Runes disciples. A unit who attacks the exalted unit gains the Marked promotion. Marked have -40% combat power against units of the same religion as the attacked disciple.
Eldritch Taint (promotion): Can only be learned by Ashes and Overlord disciples. A unit who attacks the unit gains the Coward promotion. Coward units cannot attack units with higher level.
Martyr (power): All units in the stack recover all it's HP. Can only be learned by high level disciples.

Demon race:
Plague Eater (promotion): +40% against diseased units.
 
:crazyeye: Chaos Theory:

Increases the rate at which a unit gains experience at the cost that all promotions for this unit are assigned randomly.

(perhaps a spell, or perhaps a certain unit could start with it- Perhaps Loki could cast it? Seems like a Balseraph kind've spell/promotion :) )
 
Is the '-1 terrain movement cost' promotion still in the game? I haven't come accross it and it could come in handy balancing some of the units, making it available to recon units rather than one of the mobility promotions perhaps? Available with tracking?
 
I thought those promotions gave double movement in forest and hills, not -1 terrain movement cost..?

I'm talking about the vanilla mobility promotion, which works differently to the FfH mobility promotion.
 
kevjm said:
I thought those promotions gave double movement in forest and hills, not -1 terrain movement cost..?


Oh then i have misunderstood what you meant. I'm not sure if i know the promotion you are speaking of then. But i know what it does now ;).
 
A promotion for your Saboteur units to increase how well they spy. Give them the ability to steal tech. Maybe frame another civ if caught (and if this fails it pisses two civs off instead of just the one). Maybe a chance (or higher chance) to escape if caught.

These should all be higher tier promotions and probably require a tech or two, but I can see them being damn useful and in genre for these units. Heck I can see it being fun to get one of these built up so that you could start framing the other civs. Like not increasing the chance not the get caught... but increasing the ability to frame others and escape... even though that could really blow up in your face.

If this sounds interesting at all I can type more about the subject.
 
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