Design: Units

Off the current discussion, I was just wondering if there was any chance of Lanun getting Deep One units. After all, their capital is named Innsmouth, and they have the Lovecraftian OO religion... Sure, there are the Drown, but they arent as cool as evil fish people.

Just a random thought :)
 
Quetz said:
Off the current discussion, I was just wondering if there was any chance of Lanun getting Deep One units. After all, their capital is named Innsmouth, and they have the Lovecraftian OO religion... Sure, there are the Drown, but they arent as cool as evil fish people.

Just a random thought :)

If we did make deep one units they would probably be OO units and not Lanun units. The lanun dont have to be OO, though Hannah prefers it. Falamar doesn't have any religious bias.

Innsmouth is just an homage to Lovecraft (you see I call it an homage instead of stealing because it makes it sound like I have class instead of just being lazy).
 
Kael said:
If we did make deep one units they would probably be OO units and not Lanun units. The lanun dont have to be OO, though Hannah prefers it. Falamar doesn't have any religious bias.

Innsmouth is just an homage to Lovecraft (you see I call it an homage instead of stealing because it makes it sound like I have class instead of just being lazy).

Wait are you paying homage? Or making and Omage?
-Qes
 
Kael said:

:P I know what they mean, you didnt say "pay", hence my pseudo-silly challange.
-Qes
 
I hope no-one's suggested any of this before:

1. Make Orthus like the camp unit in the Mongol Horde scenario in warlords

2. Make a scenario like the barbarian scenario in Warlords, so you can play as Orthus and destroy civilisation :D

3. (I couldn't find a specific design a hero thread)

A sorcerer who summons units with the same mechanic that is used to gain units in the barbarian scenario in warlords. Except with a different resource to 'buy' or summon demons.

Maybe this hero could be make like some of the old heros, so a wonder is created with it which gives you this resource, or maybe this resource could be obtained in other ways (battles, sacrificing units, etc.)
And get Loki to write up a nice flavour for him. That's his job right? :)

Basically, I'm suggesting you steal all the goodies from warlords :)
 
Question: do people ever use Paramanders or Crusaders?
They're six strength disciple units.
However you can build priests with only one less strength, but a lot more neat abilities.

Personally I do build strength seven Stygian Guards.
 
Sureshot said:
crusaders rising to 7 might be nice, though i use them anyways mostly for flavour (i dont like attacking with priests, they dont have neat combat animations)
Yes, but i also do build crusaders and paramanders. I find that just a couple of them can act as commandos and cause severe pain to the enemy (with the march promotion of course)
 
As order you get bunch of crusader for free (on religion spread, when you liberate city with order in it, and Im not sure if you get one when you lose city). So I use those at least as garrison to captured cities. But yes their strenght should be increased, or priests decreaded. Their main weakness is not being able to get city raider.
 
Sureshot said:
priests begin lowered to 4 strength would work, atleast then assassins and axemen would be comparable

Done .
 
JuliusBloodmoon said:
Good, I never really understood why Priests (even having divine powers and blah blah blah) were stronger than strong man wielding Axes...

Well they can use magic and have divine powers as you say, but still, I agree with this decision. Priests at strenght 4 is better. It's not their strenght that should be the reason you make them. They are already good on so many levels.
 
Sureshot said:
Maulman (Melee Unit)
Strength 3
Movement 1
1% bombard rate (so theres an early unit capable of eventually breaking down defenders)
Warriors can upgrade to them
Upgrades to Axemen, maybe siege engines too
Requires Masonry and Stone resource

I would see "fire-thrower" or "fire-spewer" as being earlier than catapult seige guys. After all, fire was the main componant of destruction before masonry comes along.
-Qes

EDIT: Also, what is his maul made out of? Not bronze, not Iron, and if its wood or stone, thats essentially a club, which the warriors already have.
 
Maulman (Melee Unit)
Strength 3
Movement 1
1% bombard rate (so theres an early unit capable of eventually breaking down defenders)
Warriors can upgrade to them
Upgrades to Axemen, maybe siege engines too
Requires Masonry and Stone resource
1) 1% is probably too low to be more useful than annoying--back when fireballs bombarded about .5% per turn, I just got impatient and used them to attack.
2) At that point in the game, there are usually some cities around with poor culture that you can manage to take if you're up for warfare. Maulmen would make it easier to take out enemy capitals early, but is that really something we want happening? (note: if yes, try Doviello some more! :D)
 
actually, i was thinking maybe they could get 1% bombarment from attacking (like a special scripted attack thing for maulmen), but didnt write it cause i was lazy heh so they'd attack normally but each one that attacks would lower the culture def by 1%

the good thing about this is its fairly small amount of bombardment, and automatic. also, it would make going for bronzeworking less hit or miss, since thered be two resources early on you could need for an alright aggressive unit (hate playing a game, getting bronzeworking, and having no copper, then going for iron, not finding any iron either, and still having warriors heh - this would add atleast 1 resource you can see from the start).
 
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