Hippus Mounted Mage

What do you think in making Hippus arcane line really mount horses?

  • Keep it as it is (just pretty graphical change)

    Votes: 11 26.2%
  • 2 :move: without free promo is fine

    Votes: 18 42.9%
  • Pie, anyone?

    Votes: 13 31.0%

  • Total voters
    42
What about giving them 3 :move: adepts, mages and archmages but with no free promotions and double or triple :hammers: cost? It makes some kind of sense that training an adept who is also a skilled horseman would be much more expensive. Might be fun as well to allow them to upgrade to knights. :)

Some other drawback might be needed as well, like making them a national unit, or require more resources.
 
well, in one modular mod-mod there was a hippus national unit "stormrider" which was unlocked at Sorcery I think, and was a horsearcher with magic iirc.
 
The graphic is already exist, Magister. I reskinned some models. The download is here.

I am curious, if Horselord trait apply to arcane line, wouldn't it also apply to arcane heroes, such as Gibbon and Hemah, if Hippus acquired them? That would be little unbalanced, no? 3 :move: Archmage early?

Yeah, I guess it would.

If we switched from using a civ trait to a default race it would not apply to world units. However, it would apply to all unitcombats, as well as workers. If this were FF based I'd consider giving them an invisible default race that then applies Horselord to units of the right unitcombat.

(Personally I think Gibbon should require Arcane Lore and gain invisibility and the pythonPostCombat call of the Balseraoh Champion UU, but that is a different story.)
 
well, in one modular mod-mod there was a hippus national unit "stormrider" which was unlocked at Sorcery I think, and was a horsearcher with magic iirc.


Yea I used Rabbit, White's mounted wizard unit. Kept them at a limit of 2 per turn because the Hippus are already somewhat over powered in my little modular modmod. They are there for flavor and fun. They start with 2 :move:.

The Storm Riders' Pedia:
Spoiler :
Hippus's Storm Riders (mounted Mage units):
Rhoanna's elite guard are not just warriors, but those that can fight
with weapon and wand while mounted. Traditionally the mages of the Hippus tended to be defenders
of the home land, but with Rhoanna's reforms a select few have been intensely trained to focus the
ethereal while on horse back. Blessed by Tali these Storm Riders are national units that can be
built at sorcery. Though not as fast as their warrior companions they more than make up for it
with their diverse skills.


So if you want to test it out try it for a spell (see my sig). I would suggest limiting them to one or two at a time. A whole line of mounted mages unless restricted to one :move:. (and +1 mobility) could be very over powered. Oh and the mod is modular which means that its easy to install, uninstall, small file, etc... That is when you get tired of it just delete the file and start a new game. No starting a new file with a new/additional install of FFH (or Wild Mana)
 
The Hippus are plenty strong enough. It's civs like the Sidar and Doviello who need buffs, not one like the Hippus who are already rated as one of the strongest by most players (see tier thread). Giving them mounted mages would put them into "über" territory.

I thought my comment was dripping with enough sarcasm to be obvious. Sorry for the confusion, Hippus need nothing more than a good kick in the pants for ruining many of my carefully laid plans.

also, if you'll notic,e I commented on that thread... :)
 
Yea I used Rabbit, White's mounted wizard unit. Kept them at a limit of 2 per turn because the Hippus are already somewhat over powered in my little modular modmod. They are there for flavor and fun. They start with 2 :move:.

what do you mean by kept them at a limit of 2 per turn? Do you mean distance wise? Or do you mean a National Limit of 2 units. aka can only have 2 existing at one time.
 
I disagree. Hippus are fine as they are. Mages can get Mobility I and Haste for 3 movement, that's enough.
 
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