Design: Units

loki1232 said:
I think that the lanum should have a ship that can enslave other ships.
Also, they should have a unit with amphibious that can attack enemy ships if it is carried by one of their ships.

Agree and agree, let me see what I can do.
 
loki1232 said:
I love that pirate raider, but i think it should be called boarding party.

You right, thats a much better name.
 
I think anyone with a dimensional node should have all spellcasters start spell extension I. These guys can send their spells through other dimensions, you think they can't get you because you're hiding behind a rock?
 
I think that there should be a level 4 drown as well. Twisted Warrior?
like 14 strength demon with the drown's abilities.
 
Yeah, I tenatively put in upgrades for all the religion specific units in the tech tree. So there would be teir 4 elves and dwarves as well as drown if it's implemented.
 
Quick clan of embers UU-Burning warrior
like a warrior, but more powerful and with fire casting abilites (also can remove forests)
 
Here's a hippus UU. Wind Knight. Replaces a knight and has all of the abilities but ignores all movement costs and is a flying type unit instead. ALso gets limited air casting abilities.
 
No one seems to be responding, but here's more UUs:

Grigori: Grigori Inquisitor--Inquisitors that are immune to spells.

Kuriotates: Disciple of Creation--A Prophet replacement that can "move resources" and gets +1 movement. Upgrades keep the "move resources" ability.

Malakim: Lightbringer--Replaces priest. Starts with sentry and mobility I.

Clan of Embers: Firethrower--Replaces catapult but is more powerful, starts with accuracy 1, and fire 1.

Luchuirp: Golem Slave--Replaces worker. Works twice as fast to build mines, workshops, windmills, and watermills.
 
loki1232 said:
Here's a hippus UU. Wind Knight. Replaces a knight and has all of the abilities but ignores all movement costs and is a flying type unit instead. ALso gets limited air casting abilities.

I like the Wind Knight. He won't be an "Air unit" as the AI has specific definition of what air units (airplanes) are. An air unit can be intercepted, can only land on airfields, bombards, etc. None of which we would want for a wind knight.

But I do agree with the concept of the unit. I will add it.
 
loki1232 said:
No one seems to be responding, but here's more UUs:

Sorry about that, I think you are going to be impressed with everything that will be added in this weekends update, I am adding stuff like mad. Trying to get in as much of the stuff as we agreed on in brainstorming as possible. Its a slow process (especially spells) as a lot of stuff I am adding has unique code written just for it.

Once I get the base stuff in I will be bact trying to fill design gaps again. But in the meanwhile definitly keep sending out the ideas and I will keep trapping them and checking them in if they seem appropriate.

I tend to not respond if I don't think an idea fits. I need to change that and say that i dont like it, otherwsie you don't know if I even saw it. I'll try to get better at that.

Grigori: Grigori Inquisitor--Inquisitors that are immune to spells.

Checking in. This may become a completly unique unit, Im going to call it the Luonnotar, which in FfH were a sect similiar to the Grigori who beleived the gods weren't gods but were little more than petulant children. The Luonnotar were immune to divine magic so its very similiar to what you are suggesting.

Kuriotates: Disciple of Creation--A Prophet replacement that can "move resources" and gets +1 movement. Upgrades keep the "move resources" ability.

I dont know about the move resources. I dont know how we will get the AI to do it well and if it is "fun"

Malakim: Lightbringer--Replaces priest. Starts with sentry and mobility I.

Im going to add it with the bonus sentry 1 promotion. we may give these guys another minor perk later.

Clan of Embers: Firethrower--Replaces catapult but is more powerful, starts with accuracy 1, and fire 1.

Dwarves have the big siege weapons, but I wouldn't mind giving the clan a cheaper catapult that has the same stats. Hopefully we can get forest fires in "fire" and then these untis could start those too.

Luchuirp: Golem Slave--Replaces worker. Works twice as fast to build mines, workshops, windmills, and watermills.

Im really not into the idea that the Luchuirp have golems of all shapes and sizes. Maybe a handful of special golems that help them out, but not replacemensts for common troops.

So I wouldn't mind have a "worker" golem, but it should be later game golem that is a super worker as well as being a decent fighting unit.

Can you give me 3-4 special Luchuirp specific golems?
 
I updated all of the civ specific units in the first post.
 
Vampires: Yes, get immortality at level 10? Have you ever tried to kill Dracula? Also, they should be able to cast escape.
Also, I think that the Calabim should get a Thrull--warrior replacement, has the same abilities as blood pet.
Moroi should be able to get vampirism at level 5, because they are half vampire already.
Also, I think the calabim should get a "Hunting Vampire" Replacing assasin. It has the same abilities as a normal vamp, but is only as strong as an assasin and can't gift vampirism.
 
UU's:
Tali's riders-replace priest for hippus, get +2 moves and have horse rider anim.
Pirate Mageship-replaces arcane barge for lanun. Can carry 2 units, and starts with combat I.
Cassiel's Enforces-replaces knight for grigori. Increased strength. Starts with divine 1, can choose any spehre at level up.

Node units:
Hunting Demon. Replaces war chariot for any civ with both nightmare (hell horses) and an entropy node. Anim is of a demon flanked by his two hell horses. Much more powerful, starts with entropy I.
 
Okay, their golem units:
1. Mud golem. All land terrain vulnerable to water, 3 strength, buildable with agriculture, can build roads and forts.
2. Magic Golem. Given with arcane techings (that thing for hemah). Medium strength. Casts a random level I spell each turn that you have a node for.
3. Steel Golem. Requires armory and iron. High strength, can build any improvement at 75% speed.
4. Soul Golem. Gains the immortality promotion each time it killls an enemy. With omniscience, high strength. Multiple immortalities stack.
 
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.

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.
 
loki1232 said:
Vampires: Yes, get immortality at level 10?

K, Ill add it.

Have you ever tried to kill Dracula?

Does my mother-in-law count, they have the same hair.

Also, they should be able to cast escape.

They will have access to some spell spheres so they can buy spells at level up, ill make sure dimensional is one of them.

Also, I think that the Calabim should get a Thrull--warrior replacement, has the same abilities as blood pet.

The blood pet will be their warrior placement.

Moroi should be able to get vampirism at level 5, because they are half vampire already.

Good idea, Ill add it.

Also, I think the calabim should get a "Hunting Vampire" Replacing assasin. It has the same abilities as a normal vamp, but is only as strong as an assasin and can't gift vampirism.

I would rather have a human assassin that we can give vampirism to, than a hunting vampire that already has it. I would like to keep "the Vampire" (and possible a vampire hero) as the only source of vampirism. That way the introduction of that unit has a dramatic effect on the Calabim empire.
 
loki1232 said:
UU's:
Tali's riders-replace priest for hippus, get +2 moves and have horse rider anim.

There are 5 seperate priests, one for each religion. To do this I would need to make a hippus version of all 5, which I dont think is justified for this effect.

Pirate Mageship-replaces arcane barge for lanun. Can carry 2 units, and starts with combat I.

I like this idea. If I had my choice I would love to create a promotion or tech that increased the carry capacity of ships. I will have to look at what it takes to do that.

Cassiel's Enforces-replaces knight for grigori. Increased strength. Starts with divine 1, can choose any spehre at level up.

The Grigori are anti-religion, they wouldn't have divine spells.

Node units:
Hunting Demon. Replaces war chariot for any civ with both nightmare (hell horses) and an entropy node. Anim is of a demon flanked by his two hell horses. Much more powerful, starts with entropy I.

Good idea, I'll add it.
 
loki1232 said:
Okay, their golem units:
1. Mud golem. All land terrain vulnerable to water, 3 strength, buildable with agriculture, can build roads and forts.

Sounds good, illl add.

2. Magic Golem. Given with arcane techings (that thing for hemah). Medium strength. Casts a random level I spell each turn that you have a node for.

Sounds good, I may have this be a random spell from a small list of spells that seem appropriate.

3. Steel Golem. Requires armory and iron. High strength, can build any improvement at 75% speed.

This will probably be the Stone Golem.

4. Soul Golem. Gains the immortality promotion each time it killls an enemy. With omniscience, high strength. Multiple immortalities stack.

I love this idea. I dont think it should be a golem though. But I could definitly see this on a powerful undead creature (maybe the vampire hero) that get a free immortality each time it kills a living creature.
 
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