Grey Fox said:That would be way too powerful. Would mean they instantly got 4-5 free promotions only requiring 17 xp, or 17 turns.
I believe Sureshot meant that the unit would also lose the promotions it had earlier.
Grey Fox said:That would be way too powerful. Would mean they instantly got 4-5 free promotions only requiring 17 xp, or 17 turns.
Hypnotoad said:I think the problem here is with the Tower of Mastery, not the hammers. If you have all of the Mana and the four lesser towers, you should be able to finish the game relatively quickly. It took me over 80 turns with my best production city...
I just built Genesis in my main production city in about 25 turns. I assume that's about what they want, if not a bit slower.
ya, in "reset it back to level 1" i thought that it would be obvious itd lose all its promotionsXuenay said:I believe Sureshot meant that the unit would also lose the promotions it had earlier.
Unser Giftzwerg said:In my ongoing game (coolest game of FfH I've played yet by far) naval units have played a significant role. Long story short ... if I were a FfH naval architecht tasked with designing a ship to carry invasion forces to hostile shores ... and I knew about the Arcane Barge and the prevelence of fireball-tossing mages living on shore ... then I would find some way to give these ship fire defenses.
I therefore suggest the Queen of Battle be given the combat promotion against Fire units. It will make invasion forces more survivable as they plod closer to hostile shores.
Kael said:Okay, Naval units have the ability to learn the magic resistance and fire resitance promotions if they desire.
Unser Giftzwerg said:1) Change the Summoning trait from one unit per cast that lasts three turns, to two or three units per cast, that last only one turn. This will still allow the Sheaim to swarm an enemy city, but only enemy cities reasonably near the border.
2) Remove the ability for summoned units to earn promotions. This would have no effect at all on non-Sheaim civilizations, because their summonings last only one turn. For the Sheaim, it would prevent, say, Chaos Marauders from attacking on the first turn, then promoting itself with a couple City Assault promotions on turn two. Even if a Chaos Marauder is wounded badly on its first attack, a couple City assault promotions can heal it back up into a powerful city attacker on turns 2 and 3. Preventing promotions would at least cause Sheaim summonings to get worn down if they fight every turn.
3) Prohibit summoned units from pillaging. If summoned units can be sent a dozen tiles deep into enemy territory, they shouldn't be able to strip the land bare as well. That way it's either attack a unit or a city or do nothing. And attacking a city means risking a Ring of Warding.
The ideas are listed from least-reccomended to most.![]()
Chandrasekhar said:This would actually make them stronger. Currently, they still get only one summon per turn, but can save the summons from two previous turns. With this, they'd bet getting two or three per turn, every turn. Sure, the units wouldn't be able to move as far, but the mounted line shows that a movement advantage can only be so useful before it's redundant.
Chandrasekhar said:One word: Einherjar. Well, maybe two words, but I can't remember the other summon. In any case, this would make them non-functional.
Chandrasekhar said:It seems like a lot of work for a simple issue. I guess summons were never meant to get promotions in the first place, except for those win-and-stay types. Really, just stopping summoned units from pillaging will weaken the Sheaim quite a bit. As is, summoned units tend to be the primary crop in experience farms, only really doing damage when controlled by a clever player or in doublewin situations.