[MOD] Fall from Heaven

No offense, but could we please stop that Beauty and the Beast story now?
Its wasting room...

Also, I was thinking that one of the military doctrines could be "Necromancy".
It would allow some units to be auto-ressurected, but it would have a high upkeep and ressurected units lose all XP.
 
QuasiEvilScott said:
Part III:

Beast burns with anger over x-beauty.
Beast visits beauty in beverly hills.
Beauty is with new man who is "bonified".
Beast is angry, wishes to remarry beauty.
Beauty rebuffs beast, and berates him again.
Beast leaves beauty and mr. bonified and returns to the wild.
To be continued.

-El Scotto

Part IV (as in Civ IV)

Beast finds barbarians, who speak of beauty.
Beast learns baby boy is barbarian's, not Beasts.
Barbarians and Beast join forces to destroy "bloody world".
Barbarians and Beast come over a ridge to see a big city.
Barbarians say city is impregnible, beast bellows laughter.
City defenses and townsfolk abandon city.
Beast and Barbarians capture city.
A Beautiful Maid journey's in.......

The End

-El Scotto
 
loki1232 said:
No offense, but could we please stop that Beauty and the Beast story now?
Its wasting room...

Also, I was thinking that one of the military doctrines could be "Necromancy".
It would allow some units to be auto-ressurected, but it would have a high upkeep and ressurected units lose all XP.

It's done....but the idea had a life of its own.
 
loki1232 said:
Also, I was thinking that one of the military doctrines could be "Necromancy".
It would allow some units to be auto-ressurected, but it would have a high upkeep and ressurected units lose all XP.


Thats not a bad idea - but then there comes a problem that EVERY unit is a necromantic unit...would they be considered demonic? So that monks etc would get bonuses?

-El Scotto

EDIT: I suppose if you can keep it (as you said) limited to certain units they could have the "immortal" trait. THough, personally id like some tangible difference between the immortal heros late game and the crawling death of skelions and zombies. Perhaps instead of the same unit with 0 expereince, you could gain Skeliton and Zombie units (or whatever) every time you lose a basic unit - maceman, archer, etc. Perhaps even require a building for the new units to be placed in (e.g. a graveyard) or some such thing.
 
QuasiEvilScott said:
Thats not a bad idea - but then there comes a problem that EVERY unit is a necromantic unit...would they be considered demonic? So that monks etc would get bonuses?

-El Scotto

If you want, i was just thinking that the fighting is normal, but like 50% of units killed would be brought back at level one.

Btw, I just noticed that huge post of yours one page back. I'll let Kael deal with it, but I'm sure there are lotsa of good ideas in it.
 
loki1232 said:
If you want, i was just thinking that the fighting is normal, but like 50% of units killed would be brought back at level one.

Btw, I just noticed that huge post of yours one page back. I'll let Kael deal with it, but I'm sure there are lotsa of good ideas in it.

See the edit above for further comments on your cool necromancy idea.

LOL yeah, my posts are big :blush:

-El Scotto
 
QuasiEvilScott said:
EDIT: I suppose if you can keep it (as you said) limited to certain units they could have the "immortal" trait. THough, personally id like some tangible difference between the immortal heros late game and the crawling death of skelions and zombies. Perhaps instead of the same unit with 0 expereince, you could gain Skeliton and Zombie units (or whatever) every time you lose a basic unit - maceman, archer, etc. Perhaps even require a building for the new units to be placed in (e.g. a graveyard) or some such thing.

I wasn't thinking the immortality promotion at all. LoL. I thought that they'd be resurrected in the same space at full strength. Maybe, a building like the graveyard could make the ressurection ratio at 75% when inside the city's radius.
 
I tend (when playing fantasy genre strat games) to either use controlly magic, or death magic - just my style, so the use and caretaking of appropriate necromantic effects is of due interest to me.

I like your idea about the necromany being a civic (the mroe i think on it) That would allow for players to use common units and get access to specialty units. The biggest problem with imputing necromancy, is that the basic idea stems that the dead are raised from a battle ground or graveyard, and generally not "produced". So if we can keep necromancy from simply being another method of producing units in a city, that's the best. *Crosses fingers*

-El Scotto
 
loki1232 said:
I wasn't thinking the immortality promotion at all. LoL. I thought that they'd be resurrected in the same space at full strength. Maybe, a building like the graveyard could make the ressurection ratio at 75% when inside the city's radius.

Not a bad idea, but is there a way to create a system that wouldnt use % chances (necromancy just doesnt seem random to me)?

Perhaps a buff that the necromancer places on units in a stack, for EVERY unit that gets killed by a buffed unit, a undead unit is produced, if the BUFFED unit is killed, a undead unit is produced. Sorta like how haste works, only units would be produced on death. Undead units should be weak - to prevent its being overpowering. I would also suggest that undead units with the buff - if killed - wouldnt become undead units again, but anything that they killed would.

-El Scotto
 
QuasiEvilScott said:
Perhaps a buff that the necromancer places on units in a stack, for EVERY unit that gets killed by a buffed unit, a undead unit is produced, if the BUFFED unit is killed, a undead unit is produced. Sorta like how haste works, only units would be produced on death. Undead units should be weak - to prevent its being overpowering. I would also suggest that undead units with the buff - if killed - wouldnt become undead units again, but anything that they killed would.

-El Scotto

I like it, but it seems nearly impossible to teach the AI to use. :goodjob:
 
There is an Armageddon spell planned called Knell of Darkness. Any living unit that dies within your cultural boundries is raised as an undead unit. Its a similiar mechanic to what you are saying. I like the idea of having it as a wonder because the fact that it is only used defensivly gives it an interesting synergy with civs that tend to be hated and dogpiled.
 
QuasiEvilScott said:
Hrm...how do we teach the AI to use Haste? Could it not be in similar situations?

-El Scotto

The AI casts haste every turn, no matter who or what shares the tile with it. It isnt the most efficient use of the spell, but its okay.
 
On the topic of spell duration, rooting, and killing the caster:

what do you think of a drain effect for spell casting. The drain would apply a negative modifier to health. So say you want a spell to have a max 5 turn duration then apply a -20% of max health mod to the caster and prevent them from healing. In 5 turns if they kept the spell going they would die. If they stopped after 3 turns it would take them a while to fully recover if in enemy lands to cast the spell for a full duration again.

While a spell is cast it prevents other spells from being cast so the level up won't restore health.

If it's a particularly nasty spell or a death sphere you could apply a -health mod to all units in the stack to simulate draining the life force of caster and out of the area.

Another way to do it would be to make the caster -50% str while casting since his energy is diverted elsewhere. this makes him easier to kill if not protected and still decent strength while not casting.
 
Would game mechanics allow artifacts or equipment to be created by cities and then given to existing units?

For example I create a "staff of twincast" and then move my mage to the city. The staff of twincast using a promotion "bestow twincast" which then improves a unit of my choice granting the promotion.

You could make the more powerful artifacts/equipment national/world units to limit overuse.
 
kopaladin said:
On the topic of spell duration, rooting, and killing the caster:

what do you think of a drain effect for spell casting. The drain would apply a negative modifier to health. So say you want a spell to have a max 5 turn duration then apply a -20% of max health mod to the caster and prevent them from healing. In 5 turns if they kept the spell going they would die. If they stopped after 3 turns it would take them a while to fully recover if in enemy lands to cast the spell for a full duration again.

While a spell is cast it prevents other spells from being cast so the level up won't restore health.

If it's a particularly nasty spell or a death sphere you could apply a -health mod to all units in the stack to simulate draining the life force of caster and out of the area.

Another way to do it would be to make the caster -50% str while casting since his energy is diverted elsewhere. this makes him easier to kill if not protected and still decent strength while not casting.

Yes, we thought about this and I actually love the idea, but the AI doesn't understand it. It would cast itself to death, or if limited, cast when there are no victims and then be unable to cast when its time to fight.
 
kopaladin said:
Would game mechanics allow artifacts or equipment to be created by cities and then given to existing units?

For example I create a "staff of twincast" and then move my mage to the city. The staff of twincast using a promotion "bestow twincast" which then improves a unit of my choice granting the promotion.

You could make the more powerful artifacts/equipment national/world units to limit overuse.

It will be just as easy an any other equipment. I like that idea though.
 
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