Design: Units

loki1232 said:
Okay, some quick comments then off to bed for me.

Orc berserker should be "crazed orc"

Maybe you could give the orc berserker as a UU that is a t3 untis with crazed that has medium strength and upgrades to either a berserker or a beastmaster.

I like this idea. I need a better name than "crazed orc". Any ideas?

Maybe Doviello should get twisted versions of the nature units; beastmaster, druid, and ranger.
The doviello are twisted humans and animals, so it makes sense that their connnection with animals would be twisted as well. The twisted units start with chaos I, and get slightly reduced strength.

Let me think about it.
 
Kael said:
The Grigori are anti-religion, they wouldn't have divine spells.
The flavor of this guy is that he ... ah ... enforces for cassiel. Because cassiel is an angel this guy can use some of the force divine spells. Those are basically cassiel's spells.
On level up, (once he has cassiel's favor) he can buy the force I promotion, and be able to cast the force, div I spells.
 
loki1232 said:
The flavor of this guy is that he ... ah ... enforces for cassiel. Because cassiel is an angel this guy can use some of the force divine spells. Those are basically cassiel's spells.
On level up, (once he has cassiel's favor) he can buy the force I promotion, and be able to cast the force, div I spells.

Cassiel has defied his lord and has lost access to spells himself. From a functional level we could give these guys special abilities that work like spells (as the vampires have), but a civilization that is anti-religion shouldnt have a UU with the divine promotion.
 
Kael said:
Cassiel has defied his lord and has lost access to spells himself. From a functional level we could give these guys special abilities that work like spells (as the vampires have), but a civilization that is anti-religion shouldnt have a UU with the divine promotion.

OKay then. How about the UU has the ability that when it dies one random unit with a lower strength in a 3x3 radius dies for each levelthe UU has.
 
For the Calabim, what about a vampire upgrade? Vampire Aristocrat.

This guy has like 12 strength, and requires a vampire mansion. Same abilities as a vampire, but he can turn any allied unit into a unit that can later be eaten, like a blood pet.

Bannor Units:
Police Monk-
Replaces monk, reduces maintenance and gives +1 happy in cities.

Law Units:
Merchant Guard-
T2 unit that costs as much as a drown, and upgrades to Mercenary and Pikeman. Gives +25% trade route yeild in cities its stationed in. Can travel in Rival territory.
Pirate Hunter-
T3 unit that must stay in your cultural influence. High strength. Enemy pirates in sight of Pirate hunter gain no gold from victories.
 
Elohim: Gaurdian Angel
This guys is high strength but defensive and must stay inthe fat cross of the city that built him. 1 per city, but that can be raised by certain buildings. Available mid-game.

Bannor:
Lawkeepers--
Replaces horseman gets double movement on roads and can learn law spells. starts with divine, sor, I.
 
Hippus:
Elite Mercenary--
Late game mercenary unit.
10 strength, 4 movement

Sheaim:
Grimoire--
Allows building of summonable units.
limit of 3 units of each type
Need nodes for units, level 2 units need 2 nodes
Dimensional Portal--
Allows airdropping units
Units built in city get summoning I. If they have summoning I already, they get summoning II.
 
Cut cut cut. Removed the Giant and Lightning Unit Combats. Giant was only used by 1 unit and with the move of the Air sphere out of Light there weren't any Air units in.
 
Perhaps for the Balseraphs a "Sadistic Peasant"
Available at drama. Replaces worker gets +25% work rate when in a city's radius for each animal pen in that city.
 
Kael said:
Okay, big question. Should a racial unit be its race type or its unit type? So would an Elven Ranger be an elf or a ranger? Is a Dwarven Crossbowman a Dwarf or an archer?

And yes, both would be cool, but right now its either/or.

Kael said:
Its possible but you would have to change all the checks for unitcombats to go look for more values. There is an inherent difference in the way you deal with a single and multivalued attributes from a database perspective. It probably isn't worth the work it would take to make this possible.


Can we add another Attribute UNITRACE to the units? This would allow anti Race and anti Unitcombat promotions to work paralell.


Kael said:
Cut cut cut. Removed the Giant and Lightning Unit Combats. Giant was only used by 1 unit and with the move of the Air sphere out of Light there weren't any Air units in.

To bad. You could have put the Ogres into the Giant Class. And of course I hope to be back at working on my Giant Civilization within the next weeks...
 
Chalid said:
Can we add another Attribute UNITRACE to the units? This would allow anti Race and anti Unitcombat promotions to work paralell.

We could, but then we have to check both for everything.

To bad. You could have put the Ogres into the Giant Class. And of course I hope to be back at working on my Giant Civilization within the next weeks...

I have no problem adding it back in if we have a reason for it. Just, as is, it wasnt justified.
 
Chalid said:
Does Beast of Agares require a Summoning Chamber? If not it should.

No, it requires a Temple of the Veil. I can only have it require 1 building (without doing something special). Do you think the summoning chamber makes more sense than the temple of the veil?
 
Yes Ashen Veil in City and AV state religion are to be required, too.

Kael said:
Quote:
Originally Posted by Chalid
Can we add another Attribute UNITRACE to the units? This would allow anti Race and anti Unitcombat promotions to work paralell.

We could, but then we have to check both for everything.

The more i think about it the more i like it. It should not be an feature of the unit class but be an attribute of each instance. (Like XP and lifepoints. Maybe we could handle it as promotion? - Promotions are checked before calulationg the combat odds so is there a promotion vs promotion check possible? - I'am sure it is...).

Upon upgrade the race should stay the same as before, so you could have elven flurry made from an elven archer and so forth. Furthermore we would have elven riders, elven archers all more vulnerable to their respective promoted enemys. This will be also of benefit for the vampire-mechanism, as infected units can become undead. Oh and there are of course much more possibilities ...
 
Chalid said:
The more i think about it the more i like it. It should not be an feature of the unit class but be an attribute of each instance. (Like XP and lifepoints. Maybe we could handle it as promotion? - Promotions are checked before calulationg the combat odds so is there a promotion vs promotion check possible? - I'am it there is...).

Upon upgrade the race should stay the same as before, so you could have elven flurry made from an elven archer and so forth. Furthermore we would have elven riders, elven archers all more vulnerable to their respective promoted enemys. This will be also of benefit for the vampire-mechanism, as infected units can become undead. Oh and there are of course much more possibilities ...

This idea sounds great. I hope it won't take too much XML.
 
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