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Grigori+ Special Equipment Suggestions

[to_xp]Gekko

QCT junkie
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Seyda Neen, Vvardenfell
7.30 is going to include the Grigori+ module, which will make them a lot more interesting and fun to play. here: http://forums.civfanatics.com/showpost.php?p=8821449&postcount=1 you can check out the changes already made.

as you can see, Legendary Status for Grigori heroes is going to unlock special equipment. however, none of those have been added so far.

so, got any ideas for some cool special equipment? post them here so that you can help make the next version even better ;)
 
Some random ideas:

-A lifedraining weapon that works ala cannibalize would be nice (or just provide the promotion).
-A one-use dagger that raises the Attack of a recon unit by +X for one combat
-Wand of Fireballs - Provides the Fireball spell to the unit
-Bow of Thunder: (Req. Archery hero) +1 ranged attack, has a chance to displace (ala the Fear ability) units that it strikes in ranged combat only.
-Boots of Speed: +1 movement
-Totem of Reincarnation: When the Hero dies, he respawns as a random creature (from a list).
-Seeds of Yggdrasil - Casts Vitalize on the tile (limited use item)
-Enchanted Rations - Fills the hero's army with health and vigor, providing the Commando promotion to the casters stack for X turns.
-A potion that gives the user the Juggernaut promotion, allowing him to repeatedly Blitz as long as he is wins in combat. Lasts only one turn.
-Volatile Munitions - Single-use item. An enchanted satchel of extremely volatile blasting powder and other explosive compounds which can be flung into battle. Causes severe collateral damage for one attack.
-War Banner - Provides +1 extra first strike and +20% healing to the wielder's stack.
-Enchanted Buckler - Makes the holder immune to Ranged attacks.
-Pegasus - (Req. Cavalry unit) Grants the holder the Flying promotion.
-Commander's Spyglass - Allows the Hero to see clearly even at long range, with in and of itself provides +1 sight radius. Also allows the Hero to carefully examine enemy positions, granting +1 attack and +15% collateral damage from siege weapons in his stack.
 
Sword of the Dragon - +25% Damage vs Dragons
Shield of the Dragon - +25% Defense vs Dragons
Helm of the Dragon - +25% Defensive Strike
Tome of Dragons - Cast Dragon Roar
Suit of the Dragon - Better Defense
Bracers of the Dragon - Acts as the Bounty Hunter bonus when defeating dragons.
Just a set of generic possibilities, add/subtract/change as needed to add Dragon bonuses for the hero.
With plentiful dragons in WM this could be a fun prospect.
 
That also seems to build on the 'Dragon Slayer' units the Grigori have. ;)

Exactly. And with the addition of WM's dragon spawning there should be no shortage of opportunities to use the bonuses.

Maybe with the defeat of a dragon a dragon pelt/scale/hide could appear which could be taken and dropped in a city for some value.
 
It's not in WM, at least for the lessor dragons. How are the bones used in Rife?
 
Happiness bonus, better yields, enchantment mana.

Believe they only spawn from the higher tier dragons, we have multiple levels (Drake -> Drake Flight -> Dragon -> Dragon Flight, may go farther). Gives a good incentive to kill them, as opposed to capture them, as it will only spawn if they were defeated in combat. No deleting the dragon where you want it and getting the bones.
 
I do like the continuing incintive versus a capture limit (number of cities), unless a captured dragon could be sold in a city (varying value vs dragon level).
 
Sephi, were the suggestions posted so far useful to you?

or did the topic get sidetracked by Valk's talk of RifE dragons? :p

got any guidelines for suggestions?
 
Crown of Mindfocus:

Only available for Arcane Units:

+80% Chance of gaining free XP per turn

That sounds pretty much, but even with potency promotion an Archmage won't get free xp after he reached 110 xp as the chance of gaining xp is getting lower with every xp-gain. (thats the mechanics IIRC)

Means:
Archmage with Focus III and Potentcy and "Crown of Mindfocus":

At 110 xp - 80% of getting one free xp per turn
At 111 xp - 79% of getting one free xp per turn
At 150 xp - 40% of getting one free xp per turn

Thus maximum xp-cap: 190 xp.

Maybe +80% is even not enough as level steps are very high later or the Item should give something like:

+1XP from Combat
or
+1XP from dying unit in surrounding tiles/ or won fight in surrounding tiles
or
sth. more creative :lol:

This would make Grigoriarchmageheros ... to real heros ... especially when you have the Arane Mastery Module as we have it in WM.
Also compare:
http://forums.civfanatics.com/showthread.php?t=324171 (Arcane Mastery Description)
http://forums.civfanatics.com/showthread.php?t=351390 (and ideas to improve it in WM)

Greets
 
[to_xp]Gekko;8843847 said:
Sephi, were the suggestions posted so far useful to you?

or did the topic get sidetracked by Valk's talk of RifE dragons? :p

got any guidelines for suggestions?

yeah, sound pretty cool :D
 
I like the idea of more single use items. Might even go so far as to throw out some scrolls and ones of X where X is any given magical effect in the game.

Although...it is starting to sounds a tad micro intensive. I would love to play a Castle of the Winds style game with FFH2, but maybe that should be its own mod...
Has someone made a mod like that? If not, why not? It would be awesome.
 
possibly a tad bit micro intensive, yes, but I find it fits very well with the Grigori and their theme of having a few heroes being the core of your power. equipping them with items adds some roleplaying unique to them that I think suits them perfectly :)

besides, you're never going to have huge numbers of adventurers, so that will keep it from becoming seriously microintensive :D
 
A couple of quick notes here that had been originally discussed in one of the more recent balance threads, but seems more appropriate on this one now.

I had noted that I felt the appearance of other races/units should be more practical driven, and a lively discussion ensued after those initial posts.

Sephi I think you had mentioned you were going to provide a compromise solution, but I can not recall what it was, or if you had a chance to implement that fix to date or not.

I will add these comments and observations to be considered as the Flavor Modules continue to be worked and improved.

Other racial unit creations are currently active from the start (not modified by population or border presence) and easily 50% are non grigori. I tracked this for a couple of days, and there was never more then three grigori or three non-grigori units produced in a row within that 50% margin. Ok my solution to this was to keep the grigori units in my cities, complile the muggle bloods and use them for cannon fodder.. haha

The second observation is more important then the first. If I wanted to train a scout, and if it was produced as a non-grigori unit, it was likely to be a gremlin. Which though technically may be a recon unit. It is of no value to me when i need a scout with scout movement ability. Sure this could be considered a wild card challenge of sorts, but for me its a pain to micromanage the wild card unit creation.

Again I would like to see this be a matter of choice to the player in some fashion, which I think Sephi indicated would be a part of that compromise solution.

Trying not to beat a dead-horse, just wanted to bring these additional observations to the table.....:deadhorse:
 
Sephi I think you had mentioned you were going to provide a compromise solution, but I can not recall what it was, or if you had a chance to implement that fix to date or not.
it's on my list. will add it once I am done with the MAFs.
 
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