Design: Units

after finally seeing a response in this thread I thought some one had a thought on the units I threw out there... hah oh well
 
I keep thinking the clockwork golom would be the perfect unit for this mechanic
 
soibean said:
I've got quite a list of ideas here so I apologize if any of them have been mentioned or are just stupid but here goes: By Civs

Thrasher (restriced to dwarven civs, comes from siege workshop) - Siege weapon used again melee and possibly cavalry units, but weak against range or other siege craft. Stronger than an axe man but not a maceman, less shields than both because of weaknesses. Receives 50% bonus against melee and cavalry, 100% weakness against ranged and siege. Basically a unit you want to use against barbarians or to clear the way for your own units if the enemy is using axemen or some such.
Juggernaut (restricted to dwarven civ, replaces beserker or dwarven beer warrior) - stronger version of the prior units
Dwarven Riflemen (restricted to dwarven civ, requires gunpowder, replaces later archery units and arquebus) - stronger version of prior archery units
Submersible (restricted to dwarven civs, requires iron working and optics) - power house ship but less movement

I agree with your take on the Khazad, strong on the siege units. The only one I dont like is the submersible, which I dont think the tech of the FfH world could manage. I prefer to let the aquatic creatures fill that role.

Lesser Vampire (restricted to Calabim, 1st lvl cavalry) - Having not quite attained enough influence to join the vampire aristocracy, these vampires are trying to gain prestige through the battlefield. <- my attempt at a description
Halfbreed (restricted to Calabim, replaces hunter for vampires) - A result of some dallying with the lower species.
Devourer (restricted to Calabim, medium infantry)

These I don't think fit in well. In the calabim culture the humans have to prove themselves on the battlefield to become vampires later, so that all of the vampires become fairly decent units, instead of introducing a weaker version.

The halfbreed is already covered by the Moroi.

Carnie (restriced to Balseraphs, replaces worker)
Seductress (restricted to Balseraphs, world unit 1) - unit cant attack only defend, dont know if its possible but has the ability to convert a unit from one civ to Balseraphs once per turn. cant do it to hero units, weak defence.

The Courtesan is similiar to the proposed Seductress in flavor but doesnt steal units. I dont know that I would want to add another steal mechanic.

Troll (restricted to Clan of Embers, heavy infantry with regen promotion at start, requires earth mana and breeding pit)
Breeding Pit (Unique building for Clan of Embers) - 25% faster build for orc and golbin units, required for troll
Sapper (restricted to Clan of Embers, goblin siege unit) - low strength but higher movement than catapult

I like the troll a lot, if I could get a good model for it I would add it. There is already a breeding pit building in the game, and I dont picture the clan as strong in siege weapons so I probably wouldnt add another siege weapon for them.
 
Kael said:
I like the troll a lot, if I could get a good model for it I would add it. There is already a breeding pit building in the game, and I dont picture the clan as strong in siege weapons so I probably wouldnt add another siege weapon for them.

add it as another upgrade for goblins, just make them both weaker than catapults with one causeing only a little collateral and the other causing only a little bombardment damage?
sappers-2% bombard, 5 collateral max (15% withdrawl)
current goblin weapon- 3 collateral max?

mmmm-
the avatar of fury?
starts with 50-80 strength
+with crazed, enraged
2 movement(without enraged)
1/3-1/2 chance to convert a defeated unit to be barbarian
does not effect disciple units, less chance to convert for units level 5+
loses 1 strength every other turn,
gains 1 strength for every xp earned
 
Is there any way to give some units an ability to "go rogue"?
Like for the werewolves, sometimes I end up with way too many to support so I just launch them at the nearest enemy and hope they die or disband them... but it'd be neat if instead one could send them into enemy lands and then abandon them (turning them into barbarians), making a kind of attack on your enemies and saving you the upkeep (though with the possibility of it backfiring and them coming back after you).

I was wondering about the Soldiers of Kilmorph... they have the Dwarven promotion but can't walk on peaks? Is that as its supposed to be? Just wondering because they have that double movement thing on peaks from Dwarven but can't actually get up there.
 
thanks for your thoughts on the units
I never used the courtesan when offered the choice so I was unaware of their abilities
with the vampires, I was thinking of the lesser vampire to be a newly made vampire who is no were as powerful as those at the top of the aristocracy or whatever you consider the upper class. I was thinking that their powers improved over time.
the submersible was just a dwarven take at a legit ship. It wouldnt have great movement nor could it transport units but it would be powerful. I had been thinking of an ironclad when I came up with this obviously and thought it appropriate for the dwarven nations.
 
I don't know if this is the right place or not? I was playing a good game, and having some huge battles. Many many units dying on both sides. I was thinking it would be neat if there was a death mechanic. Say if 10 units died in any given tile that an undead barbarian would pop out. Battle Ghost...Skeleton..etc. Maybe if a three mages die in the same tile there's a chance of a liche, or revenant. Elves...banshees? I guess you could tie this mechanic to a wonder for ashen veil, or just a generic evil wonder as well.
 
In my last game i had to conquer big cities from the sea because it was far to dangerous to land any units on the dwarves continent because they had too many units :)

The thing i really missed was a sort of cannonboat that can bombard city defenses.

My suggestion:

- A national sea unit that needs gunpowder and drydocks to be build.

- Can bombard city defenses and is stronger than queen of the line (maybe 10-12 iCombat.)

- Rather slow, only 3 points

- Called something like Cannonboat but with its origin city in the name.
 
Thief:
Str: 2; Can withdraw from combat (20%); starts with Flanking I and II.
When attacking a dragon, if Thief withdraws successfully (or wins combat) owner of Thief unit gains 50% of dragon owners gold from their treasury.

Note: I advise giving Thief a higher starting withdraw and then also Flanking I and II so that when they get all flanking promotions they only have a 90%/95% withdraw chance. This creates an anti-dragon unit without it being too cliche (e.g. Unit X gains +100% strength vs dragon units... bleh!).


Is there a design an unit competition I can enter Thief into? :cool:
 
Bad Player said:
if Thief withdraws successfully (or wins combat) owner of Thief unit gains 50% of dragon owners gold from their treasury.

I wonder if the thief would actually let the owner know that he had stolen the dragon's gold...I know I wouldn't...I imagine the thief would simply steal the gold and disappear to spend it...on wine, women and whatever...I don't see a thief providing much benefit to the owner other than hurting the target
 
Today I had the time to play a game to the very end and I finally built a Meshabber of Dis. Let me say that I actually jumped off my chair (just a few cm :) ) when I saw the unit. Very impressive! However, I think it might get tiresome after a while.
 
evanb said:
Today I had the time to play a game to the very end and I finally built a Meshabber of Dis. Let me say that I actually jumped off my chair (just a few cm :) ) when I saw the unit. Very impressive! However, I think it might get tiresome after a while.
Yes, we're working on that. It is annoying.

@frozen vomit
try arcane barges. They summon fireballs and can really hurt coastal enemy cities.

IMO the doviello would not be as skilled with bows, and they should get a slinger unit instead of an archer. (the t2 unit)
 
loki1232 said:
Yes, we're working on that. It is annoying.

@frozen vomit
try arcane barges. They summon fireballs and can really hurt coastal enemy cities.

IMO the doviello would not be as skilled with bows, and they should get a slinger unit instead of an archer. (the t2 unit)

The Doviello cant build any archer units now. We will see about adding a slinger to them in 0.15.
 
Starship said:
Hello,

I like your stance on dragons. I can't remember which thread it was on. Three god like dragons, old remnants of a god war, that have become gods themselves....

Here is an idea for you...which would keep the feel that you want, but also add more dragons.

Maybe a new god war, or dragon war, near the end of the armageddon clock?
Nothing more fun than a barbarian dragons coming out of nowhere. (Maybe they were sleeping, and there already.) Maybe the gods are upset and want to cleanse the planet, maybe they are angry that their dragon children rose to rival them and sent a host of dragons to destroy the rebellious ones...

Under a late game armageddon clock type structure...I think more dragons would be fun, and more importantly, fit into your world structure.
Maybe Sheiam and the other dragon civ could build an armageddon-style building that releases dragons from their prison at the earth's core. The dragons will act as barbarians and won't be controlled by any civ, however the dragons won't attack Sheiam (or the other dragon civ).


For vampires, what about (borrowing from Vampire game) Antediluvian vampires (national units)? It would fit the theme IMO.
 
I LOVE this mod, you have all done a fantastic job. But one thing that I've run into that seems to be a bit of a pain is dealing with enemy Shadows. The text for Saboteurs reads like they can see them but it doen't seem to work and when I combat an enemy with Shadows I end up creating a retinue of Scouts or other fodder so they don't kill my mages,etc. It works but it seems a bit silly and isn't much fun creating a bunch of T1 units.

My Saboteurs can't seem to see 'em, I guess the new Seeing Eye spell (or whichever it's called) will but is there any other way to combat them?

It also sounds like Marksmen will see them but I never seem to get them 'til much later since they appear to be much deeper in the tech tree.

Dunqan
 
Scouts don't see them. Scouts are simply used as cannon fodder to defend against their Marksman ability (they attack the weakest unit). So it's trivial to defeat the ability for a marching army, harder for an entire empire. But it's still annoying that other Shadows (now that Shadows and Saboteurs have been merged) can't seem to see them.

Maybe I'm doing something wrong to try and spot them but I ran a test using the new Floating Eye spell once I was attacked and I saw where the enemy Shadow unit was and then I reloaded the game before using the Floating Eye (which sees invisible) then moved my own Shadow into that spot but did not see the enemy Shadow unit. Is this a bug or does it take a turn to find them?

Dunqan
 
loki1232 said:
@frozen vomit
try arcane barges. They summon fireballs and can really hurt coastal enemy cities.

I was already getting at the city with my archmages, not even 18 meteors in a turn made any difference to the defenders with the +120% city defense. Strangly the meteors were unable to soften the defenseses (always said "your meteor has reduced the city defense to 120% :( ).

So I still vote for a big late game boat that can bombard cities as effectifly as cannons.
 
Yeap, i would say a ship whit low movement speed (too big and heavy), lots of strength (lots of cannons, this ship will rule the seas) and a powerfull bombardment power equal to that of cannons.
 
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