Design: Units

Ooh! flying Ships would rule! Are you thinking not allowed to end turn on land, so they can just pass over short gaps? Might be a bit strong otherwise. But hard to get, so might be worth it.

But take things further and plan for Unique Units.

Malakim: flying Carpets
I don't know who: Ghost Ships
Basium: Clouds
 
I think the flying ship would have to be more of a hero thing. Everyone having three of those seems a little powerful...
 
Well, it could be a national units with a limit less than three. There is no reason you couldn't set its limit at 1 without making it a world unit. Each civ could hve 1, but replace it if destroyed.

Since the it would require a minimum level and since ships don't gain xp automatically like arcane units do, it is unlikely that anyone would actually manage to get 3. It might be a little more unbalancing if it were just made a hero, at least it if works the way most heroes now do, since only one player could build one wand there wouldn't be the level requirement.


I'm not sure that you could program it to need to end its turn on water, but you could probably make an event that causes it to crash if it ends its turn on land. Or you could make its flying promotion only temporary and give it a spell that gives it flying again. Or you could forgo the unit altogether and make a spell that grants any ship a temporary flying promotion ( but I believe Kael said, when talking about water walking, that the AI wouldn't be able to understand how to use this)




Edit: Unfortunately, I'm not sure the flying ship idea will work. I went ahead and added one on my own, which seemed to work fine until I tried crossing over land with passengers. If you try moving the boat directly on to a land tile, it assumes that you are trying to unload. It never seems to let you move the ship directly onto a land tile, but sometimes it works fine if you try to move it a few tiles inland at the same time. Also, the land ice terrain seems to be impassible to the flying ships, although it is passable to land units and no other terrain is impassible to any flying unit.
 
Would it be possible to have the sanctify spell be automatic, instead of having to cast it? It is a micromanagement issue, when combating hell it would be nice to just place the adepts and fortify them, instead of having to manage them. That way you could build a wall of adepts, at great expense naturally, and have them stand against the tide of evil!

actually, it would be nice with an autocast toggle for all spellcasters, who would then cast the toggled spell at the end of every turn.
 
Someone mentioned a while back the idea of removing silk from the game and using spiders for that purpose instead. (I forget which thread it was...) Anyhow, I've been wondering since the first time I saw an elephant unit blocking up my scout's movement why they're even in the game. Sure, they are another animal unit, but they don't attack (which makes them great defenders IF you manage to tame one) and the ivory source already exists in the game. It just doesn't seem right to have some elephants more than happy to hand over their tusks while others bumble about the map doing no more than getting in your way.
I propose one of two things: Either remove the elephant unit from the game, or treat them like mammoths in AoI, insofar as when you capture one you can turn it into an ivory camp in your turf. Thanks for all the great work, team. I'm really looking forward to winter break.
 
Elephants are there to become vampiric elephants
 
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