It probably can get more promotions, only it's owner doesn't have the tech. Warfare and Horseback Riding for instance.
Animal strength only escalates while they are in the wild. So there is a payoff to be considered there: Do I leave the animal alone and capture later so I have a strong unit (at the risk of someone else capturing/killing him first), or do I snag him now before he gets out of reach and/or TOO strong?
You're right, and this is especially true with Elephants. I captured one that was 'only' Strength 7 while in my last game I saw them up to Strength 15. The key with the very strong animals is to take an Archer with you.
It's very strange, even for FF, though, in that I have not seen a single Gorilla in 500+ turns. Usually one will spawn at some point. I need one for the Grand Menagerie, but haven't we all heard this before?
Anyway, after my post above, the groups of barbs have seem to settle down the last 200 turns or so. It still amazes me how barb units will lock on to any enemy unit they spot and follow it all over the map.![]()
Pssobile balance issue with how the AI handles the arhosians against a human neighbor. Once I get hunters with subdue animal, I sign open borders with arhosians, then send my hunters through farming all their carefully collected hidden nationality spiders. Relativly easy with the plusses against animals (also, hidden nationality units seem too agressive about attacking against bad odds). Then the arhosians are (almost) effortlessly stripped of one of their primary advantages and I suddenly get a powerful spider army.
Poison ImmunityI think Undead should be given Poison Immunity, Should not be able to become spooked,should have Fire vulnurability, cold resistance, Should not be able to get Bless, and should have reduced resistance to the Sun II spell.
I think Undead should be given Poison Immunity, Should not be able to become spooked,should have Fire vulnurability, cold resistance, Should not be able to get Bless, and should have reduced resistance to the Sun II spell.
cold resistance
bless
Sun II
Dominate spell
Already Immune to Poison (FfH), can't be spooked (requires the unit is alive).
Sun II is "Blinding Light" - arguably the undead don't "see" and wouldn't be affected the same way as the living would. Whilst I don't think there is any specific link/opposition between Sun/Death spheres however, stereotypical undead are considered to be night creatures, so the spell could feasibly still stun them temporarily - so the spell still makes sense, just without a great need for a special vulnerability.
Bless makes sense and would probably require isAlive, except that would block it from Angels too. (EDIT: Could be done using the "BlockPromotion" fields that Xien added). Fire/Cold resistance/vulnerability - could argue that neither would bother undead much (no sense to feel it), but likewise could argue that bones/flesh become brittle when burnt/frozen. Averages out, so again probably doesn't need a special case.
I think it'd make the most sense as a restriction on a per-divinity basis. Some would, some wouldn't. In game I'd assume any blessing put on an Undead has the god's blessing.
Unfortunatelly, my Skeleton summons become spooked when summoned in HL, so, if you say they cannot be spooked it must be a bug...
I feel that the Undead can see, otherwise they wouldn't have eyes and their speed should have been incredibly slower.
I think the effects of the Illian's spells and Tsunami, should be able to be better resisted from beings that have no liquids running in them, while fire is easier to ignite dry "flesh" or bones.
There is no divine for Undead. No god likes them, no divinity would bless them. Demons is one thing, Undead another, IMHO.
I have had Summoned Skeletons get the poisoned promotion after fighting a unit that does poison damage.
<DamageTypeResists>
<DamageTypeResist>
<DamageType>DAMAGE_DEATH</DamageType>
<iResist>100</iResist>
</DamageTypeResist>
<DamageTypeResist>
<DamageType>DAMAGE_HOLY</DamageType>
<iResist>-50</iResist>
</DamageTypeResist>
<DamageTypeResist>
<DamageType>DAMAGE_POISON</DamageType>
<iResist>100</iResist>
</DamageTypeResist>
<DamageTypeResist>
<DamageType>DAMAGE_UNHOLY</DamageType>
<iResist>50</iResist>
</DamageTypeResist>
</DamageTypeResists>