Design: Traits

Aggressive (Archery)
  • Can choose any of the traits below.
Aggressive (Archery)
  • Archery units receive Drill I and Combat I.
  • ½ cost of Archery Range.
Aggressive (Melee)
  • Melee units receive City Raider I and Combat I.
  • ½ cost of Training Yard.
Aggressive (Mounted)
  • Mounted units receive Flanking I and Combat I.
  • ½ cost of Stables.
Aggressive (Naval)
  • Naval units receive Navigation I and Combat I.
  • ½ cost of Shipyard.
Aggressive (Recon)
  • Recon units receive Mobility I and Sentry (or Combat I).
  • ½ cost of Hunting Lodge.
Aggressive (Siege)
  • Siege units receive Barrage I and Combat I.
  • ½ cost of Siege Workshop.
 
Hello,

I have a new trait suggestion. At first, I think it's only for XML working convenient, but actually it create other possibilities. My trait suggestion is Elven trait, Dwarven trait and Orcish trait. These traits give free Elf/ Dwarf/ Orc promotion to civilization that has this trait. The promotion could apply to Melee, Archer, Recon, Mounted, Disciple and Adept. I have test this using barbarian trait by adding Orcish free promotion and it did well.

Using these trait we don't need to add Elf/ Dwarf/ Orc promotion to each unit anymore. Furthermore we could create a Dwarven Archer of Leaves, an Elven Drown or a Orcish Diseased Corpse. This trick is working with Luchuirp too, because Golem is not a Combat Melee unit. But there is problem with demon, is it okay if we have an Elven Eidolon (an elven demon) ?

We could add another effect in those traits. In most RPG, we usually found that if we choose Elven race for our character, we will have some additional effect, like reduce strength, magic resistant, more cultural etc. So we could add in the Eleven trait free promotion Weak, free promotion Magic resistant, Commerce change, etc.

Thanks for this great mods :goodjob:.

rief_s
 
Deathling said:
There are slaying promotions to counter these units.
And?

- Niilo
 
I suspect it's desirable to actually have the specific units for each specific team, primarily because of all the work the art team has put into the game thus far.
 
I posted this suggestion in the Modpacks forum thread, but I figured it should go here too.

Why don't we have a popup which would notify an adaptive player the turn before a trait change that it is about to happen? That way the player would have time to look up the traits and make a better decision.
 
Sureshot said:
the raw is better lol, since if you got a % your new cities would have 0 culture and wouldnt grow borderwise

Or the trait could give both +2 culture and a percentual boost.
 
Gunner said:
I posted this suggestion in the Modpacks forum thread, but I figured it should go here too.

Why don't we have a popup which would notify an adaptive player the turn before a trait change that it is about to happen? That way the player would have time to look up the traits and make a better decision.
Since the traits occur in pre-determined turns, I don't think it is necessary a pop-up. Maybe only say on the trait description how many turns between each change.
 
M@ni@c said:
Or the trait could give both +2 culture and a percentual boost.

If it's going to give +x and +y%, the +x would need to be +1, because Creative is already one of the more powerful traits.

Perhaps +1 culture, +25% culture per city?
 
YohanLeafheart said:
Since the traits occur in pre-determined turns, I don't think it is necessary a pop-up. Maybe only say on the trait description how many turns between each change.
Well I'm trying to think in the interest of the casual player. I just played FfH for the first time yesterday and on one of my first turns I was told to choose my trait with no warning whatsoever. The traits may occur in pre-determined turns, but the player isn't notified of that anywhere.
 
Gunner said:
Well I'm trying to think in the interest of the casual player. I just played FfH for the first time yesterday and on one of my first turns I was told to choose my trait with no warning whatsoever. The traits may occur in pre-determined turns, but the player isn't notified of that anywhere.
That's way I said put it in the trait description, them you can know after hovering your fag.
 
Anyone want to jump in on Yohan's setup? I'm not touching that straight line with a ten-foot Hoover.
 
Sureshot said:
why isnt Summoner an option for adaptive?

barbarian, sprawling, agnostic, and scorched earth aren't options, but those alll have some negatives, but im a little confused about the lack of summoner.

Even though 2 leaders have it outside of the Sheaim it is a sheaim specific trait and I dont share any of those.

But it really could go either way. It would be a bit of a balance issue because the downside of Summoner is that its not useful for so long. With adaptive you would have the ability to use other stuff up until you get some conjurers out there then switch to it, which may be to much for an already very powerful trait.
 
on that note, isnt defender kind of a Elohim trait that a few others borrow?

and also, to help out the hippus, itd be nice if Hippus Warriors could Uupgrade to Raiders so they could take advantage of the combat one given to their warriors from the aggressive trait, would be a simple flavourful fix that solves the aggressive issue without any big changes.
 
Sureshot said:
on that note, isnt defender kind of a Elohim trait that a few others borrow?

and also, to help out the hippus, itd be nice if Hippus Warriors could Uupgrade to Raiders so they could take advantage of the combat one given to their warriors from the aggressive trait, would be a simple flavourful fix that solves the aggressive issue without any big changes.

I agree with the second point... completely.
 
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