Dragonia - New Fantasy Mod

I have already completed implemention of all new units (including ships) for the next beta (43 new units in all). I just have to finish with the unit icons.

Currently I am working on the science advisor screens. Here the first screenshot:
Spoiler Military Research :
military.jpg
 
i love the lines (arrows) you got in there now that makes it looks waay more better i cant wait for that next beta.
one thing why does the dromon upgrade to a pirate ship??
and i also dont like paladorns magic units
maybe these would work?

defensive unit
http://forums.civfanatics.com/showthread.php?t=112797
or
http://forums.civfanatics.com/showthread.php?t=107395

offensive unit
http://forums.civfanatics.com/showthread.php?t=109512
or
http://forums.civfanatics.com/showthread.php?t=109218
or
http://forums.civfanatics.com/showthread.php?t=106958

and why are they using the anceint calvary unit?i think you should use one of these
http://forums.civfanatics.com/showthread.php?t=98533

and i think this should be the sea barbarian
http://forums.civfanatics.com/showthread.php?s=&threadid=84800
 
I'll look into updating the units for Paladorn for the beta release after this one. For this beta 3 I just have to complete the other 3 science advisor screens, and the new unit icons, and then do some bug checking. (and maybe some more civilopedia editing)

Regarding the sea monster...I already have planned to use it as a offensive naval unit for the Silvermarsh Lizards. As for the rest of the naval units, they have been almost completly revamped....so droman will no longer upgrade to pirate ship.;)
 
i just remembered this guy i think its alot more better looking than the regular barrel sub.

http://forums.civfanatics.com/showthread.php?t=124185

and i was thinking since you like to have champoins and stuff why not have a champoin for each civ that acts like a king unit like the shoguns in the japan conquest
 
I just double checked...it is the paddle barrel sub I chose and not the barrel sub as I originally stated.
and i was thinking since you like to have champoins and stuff why not have a champoin for each civ that acts like a king unit like the shoguns in the japan conquest
What behavior of king units are you talking about?
 
What behavior of king units are you talking about?

a king unit that upgrades every so often for example the furn champion

starts off as a 3/2 unit then upgrades at iron working to 7/5 then at magic items to 15/12 but its a king unit so if you lose him you lose and you only have one

i think that would make this mod really cool (cooler than it already is)
 
Today I have decided to add more resources to Dragonia:
  • Cave: The cave resource will replace Mithril for being a requirement for large units such as trolls, ettins, and bugbears.
  • Air Node: Will be used to create aeromancy units with greater power.
  • Earth Node: Will be used to create geomancy units with greater power.
  • Water Node: Will be used to create hydromancy units with greater power.
  • Fire Node: Will be used to create pyromancy units with greater power.
  • Wild Boars: Bonus food resource given with hunting.
I'll create a sample screenie of the resources soon.
 
My idea with the elemental nodes follows this example:
Your civ just learned the arts of pyromancy. Together with this new knowledge, they have learned to conjure up a fire elemental. Soon, scouts from your civ have found the existance of a fire node. By tapping into the energy of that fire node, the pyromancers in the nearby city are able to use more energy into the creation of the fire elemental, forming a greater fire elemental.
But...if you still feel this idea sucks, my next idea is to have a resource called manashards. Manashards would be crystals that when used in the spellcasing ritual, increase the strength of the spell. The manashards would be a rare resource that can appear in any terrain.
 
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