Design: Units

Black Whole said:
I've got some questions:

1) Will the Malakim unique units have some special abilities?

Nothing speced yet. But the controversy between the the Malakim and the Svartalfar is the heart of "Shadow" so they may get more later.

2) Will the Svartalfar and Mercurians have more unique units?

Yes. Mercurians arent scheduled to be detailed until "Fire". The Svartalfar will be covered in "Shadow".

3) Is the Pyre Zombie supposed to be an additional unit or should he replace axemen?

Additional.
 
Hey Kael. First I have to say I love the mod! Just wanted to know if there will be any centaur or griffin or manticore or chimera or minotaur units in the future? Also i think that treants shouldnt be visible while in forest or jungle tiles since people wouldnt think they were anything other than trees.
 
Have some suggestion how to ballance the calabin vampires (mostly taken from white wolf's vampire the masquarade...)

- New born vampires are "weak" and have to prey on easy victims(animals barbarians and other lone wandering units) to gather power. I would say strenght 3 and no spezial abilities, but come with an earlier tech. I think they are called Fledgelings or something similiar.

- Upgrading the vampires works the same way as adepts, maybe with different (higher) level caps. So now you have a older vampire with str. 5 or 6 that has some of the abilities the vampires have now.

- The last upgrade would come in the endgame -> the vampire turns into a Methusalem (a national unit with str. 8 - 11, no idea when it would be overpowered). This should be the only type that can erease the population from towns in their endless bloodlust, because this ability is very easy to abuse (In my last game two vampires took continents alone leaving only unguarded pop 3 cities.
 
More Vampire balance ideas:

- Have their strength/health slowly decrease each turn. They could even die if not fed for a certain amount of turns.

- No regeneration by fortifying. Only way to 'heal' would be through feeding.

- Not sure what the general consesus on the 'feast' ability is, but a quick fix would be to limit 1 feast per turn until. The way it's implemented now is just ridiculously overpowered.
 
I have yet to run into a Vampire since 1.10g, but the Calabim are simply overrunning everyone in all of my games. 3 games and in all 3 they are 50% ahead in score of number 2. Go Alexis! :drool:
 
We pointed out some Balacing for the Vampires earlier. I do not know if Kael had included them through.

Our idears were:
-Unhappiness for feeding like for poprushing (maybe only 5 turns per feed on normal)
-Slightly reduced number of XP per feed.
-Vampires have as prerequisite the Governors Manor
-Basic Vampires should be National units limited to 6.

-Governors Manor: Improves Engineers and Merchants only in the City it is built.
 
Did our SG balancing get included in FfH2? Are they still pow8 with level 16 potential? Damn, I wish I had played the Calabim recently.
 
This is probably stupid, but hey, more ideas the merrier....

One of the things that really made me enjoy this mod to begin with was some of the hokey stuff....chicken itza, Monty references, etc..

Most of that stuff is pretty much out eventually I'm guessing, so I propose an Orthus type animal unit....

The killer rabbit...with horns like a, and fangs like a....could be a fun quest to, and pay homage to some of the fun goofy stuff in 1.0?
 
This isnt a big idea or anything but i was wondering if you could make the cannon look more "primitive" or have a fantasy tone to it.

It doesnt look right with the civ vanilla flavor to it.
 
Chalid said:
We pointed out some Balacing for the Vampires earlier. I do not know if Kael had included them through.

Our idears were:
-Unhappiness for feeding like for poprushing (maybe only 5 turns per feed on normal)

I like this idea best. Or maybe make vampires more expensive. Or maybe make their be a limit of one vampire per 1 city you own?
 
I think we should have cumulative unhappiness penalties. So you could still let your vampires do a feeding frenzy, but it would take a looong time before the city would get decent growth again, as the time for unhappiness would also stack.
 
Just a random idea from a random guy, but since you guys are triyng to create a sort of ''dark fantasy'' mod, maybe, in your units, you could have dragon riders or something! You know, early age flight units. Of course, you'd also have to create a similar ressource, dragons...
 
William12123 said:
Just a random idea from a random guy, but since you guys are triyng to create a sort of ''dark fantasy'' mod, maybe, in your units, you could have dragon riders or something! You know, early age flight units. Of course, you'd also have to create a similar ressource, dragons...

Lol we're going to get lots of flying units in later, but only 3 dragons.
 
Chalid said:
We pointed out some Balacing for the Vampires earlier. I do not know if Kael had included them through.

Our idears were:
-Unhappiness for feeding like for poprushing (maybe only 5 turns per feed on normal)
-Slightly reduced number of XP per feed.
-Vampires have as prerequisite the Governors Manor
-Basic Vampires should be National units limited to 6.

-Governors Manor: Improves Engineers and Merchants only in the City it is built.

Im going to do the following to address this, if its not enough we can look at it again:

1. Vampires iCombat reduced from 8 to 7.
2. Vampiric Governor reduced from +2 trade,+2 hammers and +1 culture to +1 trade, +1 hammer and +2 culture.
3. 3 turn unrest follows vampires feasting.
 
Kael said:
Im going to do the following to address this, if its not enough we can look at it again:

1. Vampires iCombat reduced from 8 to 7.
2. Vampiric Governor reduced from +2 trade,+2 hammers and +1 culture to +1 trade, +1 hammer and +2 culture.
3. 3 turn unrest follows vampires feasting.

Is unrest of additional feast added to the existing unrest?
Unrest as in rebellion after conquering? That might actuall not be a so good idea as a city in unrest does not cost you money. so if you conquere the world and throw each city in unrest you will actually save gold.

Can you set the counter that is used for poprushing up, (and poprushing unhappiness) so that only the people get unhappy (and you actually loose gold as the poppulation/city still costs.)

Or can't you feast while the city is in unrest. That might even be more effective as it will not allow you to feast in newly conqquered cities :)
 
Chalid said:
Is unrest of additional feast added to the existing unrest?
Unrest as in rebellion after conquering? That might actuall not be a so good idea as a city in unrest does not cost you money. so if you conquere the world and throw each city in unrest you will actually save gold.

Can you set the counter that is used for poprushing up, (and poprushing unhappiness) so that only the people get unhappy (and you actually loose gold as the poppulation/city still costs.)

Or can't you feast while the city is in unrest. That might even be more effective as it will not allow you to feast in newly conqquered cities :)

I thought about blocking feasting while the city is in unrest, so you cant hit multiple times in a turn. I wasnt sure. I kinda like that you can choose how much population you want to kill for xp. I would tend to want to lower the xp if used on unrest cities before I would want to remove the ability to "mass feast".

Ill check and see what poprushing uses and see if i can switch to that.
 
Yeah i will switch to the hurry anrgy timer.
 
Did we discuss giving captured workers a tag that allows them to be feasted on? I think that should cause happiness!
 
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