Design: Units

maybe Giant Spiders could also make invisible webs to forest/jungle tiles that would trap any bypassers and immobilize them for lets say like 3 turns or until they get attacked.

it would give more of a feeling that they are hunting their prey and setting traps for them like real spiders.
 
maybe Giant Spiders could also make invisible webs to forest/jungle tiles that would trap any bypassers and immobilize them for lets say like 3 turns or until they get attacked.

it would give more of a feeling that they are hunting their prey and setting traps for them like real spiders.

Giant spiders are already pain enough...
 
I agree that tundras should be more perilous, even though I wasn't a fan of the Ice Basilisk. I think that these modified animals are a better choice, personally. They should also start with resist cold. I would like to see the cold weather terrain occasionally inflict a small amount of cold damage (frostbite. I think fire and burning sands should do damage the same way, but fire damage, obviously), and for cold damage to occasionally cause a unit to freeze . Perhaps the impassible ice should also expand and recede at random, so both land and sea units could get trapped.

Is there any reason to call it an Ice Bear and not simply a Polar Bear? Perhaps the polar bear should have water-walking (limited to coat, like in the case of The Drown. Polar bears swim to catch most of their food). New polar sea animals would also make since.

I don't suppose there is a chance for any surviving Frostlings to pop up in the Tundras late in the game, is there? These could be weak units that do only cold damage and perhaps could cast water, air, and death spells, unless an ice sphere were to be added.

I would like to see a larger variety of animals within the basic types they have now. They could also add a White (Siberian type) Tiger for tundras who differs from the normal ones the same way your two new animals differ from their normal versions. Perhaps there should be some new non-polar varieties as well, like a Mountain Lion (lion without a mane, a little weaker, but starting with guerrilla I & II).

Of curse they should be called polar bears if that is there name in English, I was just translating from german eisbär.
 
What if the giant spiders produced some sort of VISIBLE web on a square near them, but not precicely on them.

This would allow the player to sometimes know when there are spiders around and avoid the area.

The idea of this is to mediate the current "random death syndrome" affecting scouting units where they will just die and there is nothing you can do about it.


Mechanics:
A "Spider Web" improvement is randomly generated on 1/25 of turns in a tile with no improvement that is within two or three tiles of the spider.
There is a 1 in 30 chance every turn of any particular web disapearing.
The web itself has no effect.
 

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  1. The four horsemen and the meshabber of dis should start with the prophecy mark (since three of the horsemen come when the counter is maxed-killing them will reduce it)
  2. Hemah has an undead/demonish-looking model but doesn't have the demon or undead promotion
  3. donal lugh has a two-color blade (bronze on one side and steel/silver on the other)
  4. buboes' pedia entry is broken (bad link, not that its not filled out)
 
  1. The four horsemen and the meshabber of dis should start with the prophecy mark (since three of the horsemen come when the counter is maxed-killing them will reduce it)
The "Horsemen" come at Armageddon counts of 60, 63, 66, and 69. The Maximum counter is 100. The closest unit to the limit that I can think of is Avatar of Wrath, who comes out at a count of 90.

In any event, I agree that killing one should reduce the Armageddon counter. I'd suggest a reduction of 2 (like Rosier).
 
  1. The four horsemen and the meshabber of dis should start with the prophecy mark (since three of the horsemen come when the counter is maxed-killing them will reduce it)
  2. Hemah has an undead/demonish-looking model but doesn't have the demon or undead promotion
  3. donal lugh has a two-color blade (bronze on one side and steel/silver on the other)
  4. buboes' pedia entry is broken (bad link, not that its not filled out)

Good points. Im going to decrease the AC by 2 for the riders and 3 for Meshabber and the Avatar of Wrath.

Hemah may look demonic, but hes not. He is a human that is wearing a mask so that he will never see his own face. It helps keep him from dreaming about himself.
 
Hemah may look demonic, but hes not. He is a human that is wearing a mask so that he will never see his own face. It helps keep him from dreaming about himself.

awesome :) didn`t know that yet, but makes sense.
when i saw the picture, i simply thought that having his powers (and nightmares every night) will have a negative effect on your appearance ;)
 
What if the giant spiders produced some sort of VISIBLE web on a square near them, but not precicely on them.

This would allow the player to sometimes know when there are spiders around and avoid the area.

The idea of this is to mediate the current "random death syndrome" affecting scouting units where they will just die and there is nothing you can do about it.


Mechanics:
A "Spider Web" improvement is randomly generated on 1/25 of turns in a tile with no improvement that is within two or three tiles of the spider.
There is a 1 in 30 chance every turn of any particular web disapearing.
The web itself has no effect.

:agree: !!
 
i think there needs to be more undead units any body else agree?
 
More undead units would be nice, but not just for the purpose of sheer volume (and making Life II sorcery more useful). These units need should be somehow unique.

First, Mokka's cauldron should create undead units instead of flesh golems.

Since i just finished watching Resident Evil, I was thinking some sort of zombie unit (perhaps available to evil civs with the Alchemy tech and death and body mana) which would turn defeated living units into the same sort of zombies could be cool. I was thinking that the turned units should perhaps have the same stats as the defeated ones (although perhaps different types of damage. Some of the strength should be replaced with death and poison, and holy strength shouldn't count towards the new zombie's strength). They could be unable to heal, but perhaps their strength in combat could be independent of the amount of damage they have taken.
 
More undead units would be nice, but not just for the purpose of sheer volume (and making Life II sorcery more useful). These units need should be somehow unique.

First, Mokka's cauldron should create undead units instead of flesh golems.

Since i just finished watching Resident Evil, I was thinking some sort of zombie unit (perhaps available to evil civs with the Alchemy tech and death and body mana) which would turn defeated living units into the same sort of zombies could be cool. I was thinking that the turned units should perhaps have the same stats as the defeated ones (although perhaps different types of damage. Some of the strength should be replaced with death and poison, and holy strength shouldn't count towards the new zombie's strength). They could be unable to heal, but perhaps their strength in combat could be independent of the amount of damage they have taken.

yeah i would also like to see a ability where defeated units return as undead. in fact thats one of the things iwould like to see the most.
 
If we are to have more Undead, I would prefer to have more lower level types like Zombies and dwellings for them. Creation of new undead should require a high level unit, comparable to an Inquisitor. And there should continue to be a cap on overall numbers that a player can control.

Finally, I think there should be a chance than an undead minion would turn Barbarian and go on a rampage. The Dark Arts should have risks.
 
To bring up the undead thing again, you could have a necromancer unit,requires necromancy and death magic, that got both sorcery and summoning but just for death magic. Also, this unit could either start with, or get upon leveling, a promotion that made something like, 50% of the units it kills turn into zombies under it's control. That way you don't reuse the werewolf thing, or get swarms of zombies, but that cool little flavor thing would still be there. Possibly have them upgrade from adepts?
 
Interesting idea, but the difference from death mana-using mages isn't big.
Maybe as some druid-like unit for evil civs, requiring some building
 
What about having dead units turn into corpses that can be carried (like the Pieces of Barnaxus)? If you bring the corpses back to some suitable area (maybe a city with the Tower of Necromancy) you can convert them into zombies. It might encourage evil players to build a sort of courier service of fast units with the mobility promotion to bring corpses from the front lines back to their core. And I've always thought some of those Towers should do a little more.
 
This has probably been mentioned already, and it'd be a big change, but what about separating mounts from their riders? Units could come with a promotion that allows them to pick up a mount from a city with access to horse, ivory or whatever, and then dismount (but taking the mount with them) when they wish?

Edit: and to go with that you could have some civs supplied with certain resources as standard; the Hippus would take horses with them wherever they went, so they would be present whenever a city was founded.
 
Well, I would like to see some mounted Paladins :)

That change was made in one of Sureshot's Svartalfar mods, but if it is introduced again I think it should take a more general form (In hers, the Versatile promotion alowed Horse archers to turn into Longbowmen, and Longbowmen to turn into horsearchers if horses were available. I think this was only for the Svartalfar UU of each.). If it were added again, it would probably require many more unit be added and a change in the units' xml code to determine what kind of unit it would become upon mounting/dismounting (or an obscene amount of hard coding). It probably isn't worth it.



I'd like to see more magical ships. I think that an upgrade for the Arcane Barge is in order. I'm thinking a national unit that requires Astronomy and Strength of Will, Mithril and Reagents (and maybe cotton, for the sails), a Shipyard, and a minimum level requirement. It should start with Sorcery, Wind I, Fire 2 (not really needed if it must start out as an arcane barge), Channeling 1-3 (allowing it access to Fair Winds, Whirlwind, Maelstrom, Fireball, and Meteors), possibly Arcane, and Flying. Flying is the most important of these, because otherwise you might as well just carry an archmage around in any other ship. This ship would be undaunted by the presence of a little ice of land in its path, and could carry a couple units to their destination taking the shortest way possible, plus defend them on their journey.
 
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