loki1232
Loki
I think that was the original design, yes.
Nikis-Knight said:I think Pyre Zombies need to be relooked at. They are identical to axemen, except that they have no bonus versus melee and are undead. Undead doesn't provide bonuses, since being melee they are still vulnerable to axemen and such. And they can't upgrade. Or is there a hidden advantage I'm unaware of?
QES said:I think being "undead" should in itself be some sort of simultanious advantage/disadvantage.
Perhaps all undead units (whilst being immune to certain affects like fear and charms) should also have some sort of innate "Stamina" boon.
I know i mentioned this mechanic SOMEWHERE else in this forum a while ago, why not give undead units 150 base hitpoints instead of the every-unit standard of 100? It'd mean they'd last 50% longer in a fight. Clearly there'd be a need to tweak-balance it. But it'd still offer some flavor for being undead. Plus undead units dont have other benefits - like keeping populace happy, or being sacrificable.
-Qes
Kael said:Currently undead have the following special bonus's:
1. No maintenance cost.
2. Dont make people feel safe.
3. Effected by the destroy undead spell.
4. Immune to spells that only effect the living (charm person, wither, domination, etc).
5. Immune to disease and lycanthropy.
6. Ability to learn some special promotions (fear, though I would like a few more of these).
Kael said:Their are no hit points in Civ4, just a units life represented in a percentage from 0-100%. The attacker and defenders relative strength decides on how much of that percentage is removed on each hit (to be honest a units life isnt tracked, only his amount of damage from 0% to 100%). Although changing the hit points is doable you will break all assumptions about a unit with 110% damage (which in normal functions means he is dead).
I have been thinking about a promotion called "tough" (placeholder name) that reduces every hit of damage by 1 point. But that would probably be more for golems, a few dwarven units, and the effect of a magical shield. I dont think I would make undead especially invulnerable.
Currently undead have the following special bonus's:
1. No maintenance cost.
2. Dont make people feel safe.
3. Effected by the destroy undead spell.
4. Immune to spells that only effect the living (charm person, wither, domination, etc).
5. Immune to disease and lycanthropy.
6. Ability to learn some special promotions (fear, though I would like a few more of these).
Outside of that they should probably be specialized in the unit instead of as an undead as a whole. There is a pretty wide range of different undead types.
QES said:Touch of Necromacy
- Unit can spread "undeath" to other units. Whenever a unit is attacked (and killed) by this unit, it has a 5% chance of becoming undead. (This would work like the "capture animals" function, only at a FAR lower % chance and the newly captured unit would gain the "Undead promotion")
Deathling said:How about instead:
Necromancy: +100% against undead, the necromancer has a chance to take control of undead beings (including vampires) in adjacent tiles? (this wouldn't affect heroes and would be dependant on the necromancer remaining near the undead unit, which would have a small chance to free himself from mind control).
Grey Fox said:Or how about, whenever a living unit dies in an adjacent tile, or the same tile, there is change that unit is transformed into an undead unit.
Grey Fox said:OH NO! QES liked my idea! Now it won't ever get into the game!!![]()
Civkid1991 said:i was just thinking... it would be cool if i got an special promotion for killing a dragon... so what about dragon hides... they could be used for armour and as far as i know dragons are magic resistent... i guess it can be a promotion that you get when you defeat the red dragon or maybe a resource that would allow you units access to the dragon armour promotion that gives a small defence bonus and a some what small magic resistent bonus.
@Keal... didn't know where else to put this is there going to be a design: promotions thread anytime soon?
thomas.berubeg said:Wait, quests?
How can Civ have quests?
Anything is possible! (well maybe not everything...) *shameless add* my own unreleased mod (cIVRPG) has working quests but only simple ones like kill x wolves.thomas.berubeg said:Wait, quests?
How can Civ have quests?