Lunargent said:I think the best way is to have some of the units be racial, and some of them not. You simply have to go through them one by one.
The dwarven Stone Golem UU makes no sense as the dwarf subtype, for example. An elven mounted unit would probably work better as a mounted subtype, but the various elven archer types work better as elves.
Another possibility is to look into what makes the anti-racial promotion work in the first place. Is it some enchantment? is it a certain type of training based upon how they fight? Is it possible to change a unit's type based upon what terrain they are in? For example-> Elven Marksman is elvish in the woods, but a regular Marksman anywhere else, because the anti-elvish combat promotion is a study of the specific way the elves use the forest to their advantage and a specific counter to those tecniques.
Another possibility is to get rid of the elven and dwarf slwaying promotions, and make the units all their regular type. Personally, I could never see their logical justification. An elven horseman is going to fight very differently than an elven archer. Consider this- the computer never goes any other path than combat1-combat2-combat3, etc. The difference in combat should come from their various special abilities.
Lunargent said:Bannor(Loki)
Enforcers: Warrior replacements that reduce maintenance in cities they are stationed in. +50% versus barbarians.
Cavalry of Law: Horseman replacement with the same abilities as enforcer. +1 movement on roads.
Malakim(Loki)
Desert Nomad:
+100% on desert. Chariot replacement. Double movement on desert.
Glowing Golem:
Golem type with bonuses against undead, demons, and shades. Requires sun altar but no metals.
Lanun
Worker Boat.
This work boat can build improvements indefinately and enter ocean squares with optics.
Cutter- Late game ship that starts with the march promotion.
Hippus
Lanceman-replaces Knight
+50% versus other mounted units.
Raider. Replaces Horseman
4 moves per turn, strength 4.
Sheaim
Phase Knight- swordsman that starts with dimensional1 (escape), can learn dimensional2
Phase cannon. Bombardment has a chance to remove a defender from the city and send them to a random location or even hell.
Amurites
Firebow-Archer that can also cast fire1- replaces archer, basically a mage with the city garrison promotion available for defense of cities.
Flamebow-upgrade of Firebow that starts with fire 2-replaces longbowman.
Spelleater-swordsman that starts with the magic resistance promotion.
Spell Golem- replaces the iron golem. Golem made of pure magic force that does not need iron. Has a chance of auto-casting anit-magic shell when destroyed.
Balseraphs
Acrobat-replaces scout. Recon unit with a high withdrawal rate.Checked in.
Trickster-replaces Maceman. High withdrawal rate, can move in enemy lands. Doesn't require iron. has a chance of converting defeated units.
I dont know about this. Maybe Ill make a national unit that has a chance of making defeated units into lunatics instead.
Calabim
Blood bomb-Suicidal unit brainwashed and magically charged by its vampire masters. Can detonate for collateral damage on all units in adjacent squares. Replaces Catapult.
Im going to steal this idea for a Sheaim unit.
Human Cattle-Replaces Warrior. Has extra health which can be either used to survive or to feed their masters.
I dont like this name, but i do like the concept of having a weak calabim unit that is a better source of food for the vampires (heals them more than normal, etc) so this concept will probably be used.
Flesh Golem-replaces other golems. Dark experimentation on the discarded corpses of the vampire's victims has created these. They are created using city population plus production.
I think we will have a spell that creates a flesh golem out of two living units.
Chalid said:This might not be exactly an Unit proposal, but as we can have only three of every kind of national units each of them should be named. At the time the unit is build (or better upgraded) it should get a name based on the building city and an integer.
So the first Shield Wall you upgraded in Athingar would be named Athingards Shieldwall I and so forth. This might not be to complicated to code with phyton but would add some more flavour to the national units and somehow point out that these guys are some kind of special force.
Lunargent said:You wouldn't need a new model for the spell golem, just a new skin, and maybe an effect like the demons have. Give it a translucent blue skin, with a halo similar to the entangle spell, and your good to go.
Not sure how you'd implement a suicidal callateral damage bombard unit (blood bomb) for the Sheaim. Suicidal doesn't sound like them to me. Maybe they could have a Hemah like unit. Spellcaster that can either cast fireballs or bombard directly. But that sounds more like the Amurites.
It would be cool if all of the Amurites units were replaced with magical equivalents. A Hemah like seige unit instead of a catapult. Magic carpets instead of horses. Spell golems instead of iron golems. The advantage would be that they wouldn't need as diversse of a resource base, only mana nodes. The disadvantage would be slightly lower strength against recon units.
Human Cattle- change name to Thrall.
Kael said:How that effects us here is that we can decide if we want a unit to be civ specific or mana specific. In general the mana specific ones will be available to that civ, and anyone who creates a node of that mana type. Just gives us another option to play with.
For example we could make a zombie that explodes for fire damage when killed, but not tie it to a civ. Instead it is an upgrade for a diseased corpse if the fire resource is available (native to clan of embers, other civs will need to do something to earn it).
Kael said:How that effects us here is that we can decide if we want a unit to be civ specific or mana specific. In general the mana specific ones will be available to that civ, and anyone who creates a node of that mana type. Just gives us another option to play with.
For example we could make a zombie that explodes for fire damage when killed, but not tie it to a civ. Instead it is an upgrade for a diseased corpse if the fire resource is available (native to clan of embers, other civs will need to do something to earn it).
Lunargent said:This was brought up in the main thread, and I think we should add the spearman and the swordsman back in.
The spearman would be available pretty early, and provide an upgrade for the warrior for civs that don't have access to copper. It should be available with bronzeworking, and be strength 2, +25%plains strength, +25% versus mounted units, and +50% versus barbarians. That way the axeman is still a big upgrade, but if you don't have copper, you have something a bit more advanced to fall back on.
The Swordsman would be available with the same tech as the Maceman, but be strength 5 (weaker than crusaders), and have no bonuses or penalties, nor would it require iron.
loki1232 said:I personally think that now with our system of separating sphere from civ UU's, i think that the Bannor UU's that reduce maintenance in their cities should instead be available as upgrades to anyone with a law node.
Kael said:I could go for that. Let me make some changes.
loki1232 said:Here's another example:
Mercurian UU is Hunting Angel. Anti undead that can move quickly but loses battles against archers. Like an assasin but angel type.
A life sphere unit would be a Life Giver. Angel type that heals units around, both friend and foe. Also relativly non-comabatant.