Design: Units

Hi folks, hi Keal, i managed to skin an elven worker, i hope it suits your needs,


and....
i did this thing, cause something suddenly forced me to try something, i had only 10 minutes until i had to leave my computer, (where i can skin) and now i wont have the chance to do any texturing until end of the weekend :(
what i wanted to say is, this thing is a quick recoloring, (couldnt change much, so it roughly looks like the elven axeman) but his ears are more gobblin like. as the text on the picture says, its a style sketch, what do you think of something like that for some greenskins ?! this could be a lite scout or something, but with some more bulky versions, with spikes and armorparts and such we could have some fearsome greenskins ;)

i attach the files of him, you could have a closer ingame look if you want,...
 

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seZereth said:
Hi folks, hi Keal, i managed to skin an elven worker, i hope it suits your needs,


and....
i did this thing, cause something suddenly forced me to try something, i had only 10 minutes until i had to leave my computer, (where i can skin) and now i wont have the chance to do any texturing until end of the weekend :(
what i wanted to say is, this thing is a quick recoloring, (couldnt change much, so it roughly looks like the elven axeman) but his ears are more gobblin like. as the text on the picture says, its a style sketch, what do you think of something like that for some greenskins ?! this could be a lite scout or something, but with some more bulky versions, with spikes and armorparts and such we could have some fearsome greenskins ;)

i attach the files of him, you could have a closer ingame look if you want,...

That looks nice! Finally some elven workers who dont look like humans. :thumbsup:
 
seZereth said:
Hi folks, hi Keal, i managed to skin an elven worker, i hope it suits your needs,


and....
i did this thing, cause something suddenly forced me to try something, i had only 10 minutes until i had to leave my computer, (where i can skin) and now i wont have the chance to do any texturing until end of the weekend :(
what i wanted to say is, this thing is a quick recoloring, (couldnt change much, so it roughly looks like the elven axeman) but his ears are more gobblin like. as the text on the picture says, its a style sketch, what do you think of something like that for some greenskins ?! this could be a lite scout or something, but with some more bulky versions, with spikes and armorparts and such we could have some fearsome greenskins ;)

i attach the files of him, you could have a closer ingame look if you want,...

He is perfect, I was just checking you elven spearman into the warrior slot and your elven dagger guy into the scout slot. The elven units are almost done!!!
 
well, i forgot to add the picture of the "hobgoblin" in the last post, the whole

and... thing was about this guy
 
seZereth said:
well, i forgot to add the picture of the "hobgoblin" in the last post, the whole

and... thing was about this guy

definitly going to use this guy as the orc axeman, he is a perfect upgrade from the t1 version that only has a spear.
 
Mage raft-low strength t2 water spellcaster. Can only travel in coastal territories. Upgrades to arcane barge. Has sor I, channeling I.

Note: Adepts can upgrade to these, but Mage rafts are also buildable normally. However, arcane barges are only upgradable from lvl3 mage rafts.
 
loki1232 said:
Mage raft-low strength t2 water spellcaster. Can only travel in coastal territories. Upgrades to arcane barge. Has sor I, channeling I.

Note: Adepts can upgrade to these, but Mage rafts are also buildable normally. However, arcane barges are only upgradable from lvl3 mage rafts.

I think this would make the water walking redundant, wouldn't it?

On an unrelated note, are priests planned to be made so that you must updrade to them from the basic missionary units, ala mages and adepts? That would make bane divine more fearsome.
 
Nikis-Knight said:
I think this would make the water walking redundant, wouldn't it?

On an unrelated note, are priests planned to be made so that you must updrade to them from the basic missionary units, ala mages and adepts? That would make bane divine more fearsome.

The veil is the only religion that accepts mages as priest.
 
loki1232 said:
Well i was thinking that with water walking you can also target non-mage units and let them water-walk.

That ended up being to powerful, you would have an entire army that did it and ships (and water in general) became useless.

Other methods of limiting the number, or applying a duration were to hard on the AI. How does the ai pick which unit to Water Walk? And applying a duration meant that AI units wandered out to sea and got stuck there when the spell wore off.
 
Chalid said:
Kael which Sphere did you check the FlyEye to? Body would fit ... :)

Divine, Mind 2. It takes the place of the Subvert ability that Loki recommended (you could see everythng in the enchanted units range).

I didnt want it to be an arcane spell because the recon flavor already belongs to the recon units, and i didnt want to steal from that. But making it a divine spell means that only priests of the overlords and their upgrades can cast it so thats not to bad.

Besides, to me that eye looks very "overlordish" so i thought it fit well. And even though I do like the physical connection between body and the eye I think it does a good job of representing mental clairvoyant/farseeing abilities.
 
Kael said:
% = The final art is already in the mod
**
*****+%Tuurngait (skin and model by Ploeperpengal) (replaces scout)
Well, in my game the Tuurngait still looks like a normal scout. Either this is the wrong model or the creator has hidden the changes very good.:D
 
Black Whole said:
Well, in my game the Tuurngait still looks like a normal scout. Either this is the wrong model or the creator has hidden the changes very good.:D

Yeah, the new art was causing CTD's so I had to remove it. I'll update the list.
 
I haven't played as the Hippus yet, but they look like they could use another UU to make them more interesting.
UU proposal: Hippus Mercenary
Same as normal mercenary, except maybe more expensive & doesn't cost less to rush.
Hippus mercenaries work similar to TheLopez's mercenary mod (and probably wouldn't work without parts of that mod being included). Hipus Mercs can be "hired" by other civs. Once hired, the unit can attack any civ the hiring civ is at war with (without causing any change in diplo status with the Hippus). They are also prevented from attacking any unit the hiring civ is not at war with (can't fight your wars, only the other civ's). For each kill a unit makes while hired, the Hippus civ receives a fee from the hiring civ. Hippus also receive 50% of any plunder.
Problems: requires the mercenary mod and probably heavy modding of it. Does the mercenary mod allow you to retain control of units you rent out to other civs, or do they get control of the unit? Its only fun if a human player can keep control of his hippus mercenary. Also, would the AI know how to use this unit properly?
 
abman said:
I haven't played as the Hippus yet, but they look like they could use another UU to make them more interesting.
UU proposal: Hippus Mercenary
Same as normal mercenary, except maybe more expensive & doesn't cost less to rush.
Hippus mercenaries work similar to TheLopez's mercenary mod (and probably wouldn't work without parts of that mod being included). Hipus Mercs can be "hired" by other civs. Once hired, the unit can attack any civ the hiring civ is at war with (without causing any change in diplo status with the Hippus). They are also prevented from attacking any unit the hiring civ is not at war with (can't fight your wars, only the other civ's). For each kill a unit makes while hired, the Hippus civ receives a fee from the hiring civ. Hippus also receive 50% of any plunder.
Problems: requires the mercenary mod and probably heavy modding of it. Does the mercenary mod allow you to retain control of units you rent out to other civs, or do they get control of the unit? Its only fun if a human player can keep control of his hippus mercenary. Also, would the AI know how to use this unit properly?

The Hippus are planned to feature the mercenary mod when it is able to be integrated, and they are running a little low on flavor (but not power) right now without it. Once it gets added they will do as you suggested and more.
 
i'm already posted it in another tread, but little late :) so reposting it here just for receiving feedback

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as far as i remember, in all versions of Civ, there was no opportunity to support city in areas with poor-food terrain. Its not realistic for me, so what if, to add a way for food supply to your mod?

Unit: food caravan
Costs: ???
Build by food (may be only by food, if it is possible)
No Strength, can be captured.
Can do "supply" (add ??? food to the target city storage, caravan is destroyed)

USE: build in food-rich city, in a way as worker/settler does, соnsuming excess food, then moved to target city and do "supply", adding fixed ammount of food to city storage if it isn't full or grows up city if food storage is full.

* allow to speed up city grows by costs of stoping it in another
* allow to have not size 1 city in arctic/desert zones (resource cities)
* allow to prevent death of citisens from starvation in case of temporal food lack, as a result of farm pillaging or civic change or other
* allow to create specialized production centers, or GP farm (culture centres) wich do not feed themselfs, but supplyed by other cities (its a country, not a just a group of selfish cities, isn't it? )
* allow to cultivate culture in border cities affecting by foreign culture bomb to get back some of lost land

i do not think this feature will be overpowred, becouse of resourses/GP/production you get from this "donated" city, will be compensated by loosing production in donor city, more than, it can be balanced by caravan cost/supply numbers (30/20 for example).

the only question is how to teach AI to use it?

PS. sorry for my english...
 
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