[MOD] Fall from Heaven

So lets compile this into a list.
What types of ships do you think there should be?
spellcasters
Capital ships
Small capital ships
Fast attack ships
Merchant ships?
Catapult ship?
Ramming ships/Detonating fire ships? (right out of AoE)

Given that the FFH timespan isn't that much, I don't think there should be more than 4 upgrades in each type. What do you think?
 
loki1232 said:
So lets compile this into a list.
What types of ships do you think there should be?
spellcasters
Capital ships
Small capital ships
Fast attack ships
Merchant ships?
Catapult ship?
Ramming ships/Detonating fire ships? (right out of AoE)

Sorry, I had things to do- I'm sure people will find a way to intergrate spellcasters and naval units, just saying that there aren't many stories (that I know of) with wizards on ships. But for the ship names:
The only things I would suggest different from your list are:
Flagship(cap of 1)
Capital ship(cap depending on map size?)
start with ancient ships and go through to larger and larger ships, perhaps to right before iron ships or including the man of war.
perhaps have different building requirements for different ships

And of course, love the mod :)
 
spellcasters - a really neat idea, especially if they could bombard land
Capital ships - ya need capital ships
Small capital ships - maybe, might just be that unit no1 uses
Fast attack ships - it would go well, though perhapes reversing the combat triangle would be good
Merchant ships - what exactly would they be there for? i dunno if this would just be an exploitable thing
Catapult ship - maybe, high bombard, low attack/defense, basically has to be escortred
Ramming ships/Detonating fire ships - the suicide ships would be pretty fun, but it'd be hard to balance, especially in a game centered about fantasy and heroics, since they always lose the battle, even if they beat the enemy

yea so fast ships> capital > spell > fast ships, doing it the otherway, capital would need to be fast to catch the fast ships

-stalinbulldog
 
Sorry 'bout the dodgy quote, it's the first time I've tried quoting someone
 
loki1232 said:
Seems odd and makes perfect sense? I think it would be natural for spellcasters to use boats, and summon while on boats. For one thing it would make sea combat much more interesting.

Whirlpools would be awesome... like portals to other areas, or just a death trap ^^
 
Well capital ships and a flag ship would be like the heros and the uber units (heavy crossbowmen) imo
 
Mytril ships anyone? The whirlpool idea sounds really good too, and minelayers?
 
Stalin_Bulldog said:
1.Spellcasters - a really neat idea, especially if they could bombard land
2.Capital ships - ya need capital ships
3.Small capital ships - maybe, might just be that unit no1 uses
4.Fast attack ships - it would go well, though perhapes reversing the combat triangle would be good
5.Merchant ships - what exactly would they be there for? i dunno if this would just be an exploitable thing
6.Catapult ship - maybe, high bombard, low attack/defense, basically has to be escortred
7.Ramming ships/Detonating fire ships - the suicide ships would be pretty fun, but it'd be hard to balance, especially in a game centered about fantasy and heroics, since they always lose the battle, even if they beat the enemy

8.yea so fast ships> capital > spell > fast ships, doing it the otherway, capital would need to be fast to catch the fast ships

-stalinbulldog

1. Yeah. Once we get the leveling and spellcasting working correctly together, they'll be uber cool.
2. But they would have a cap. Also, one flagship would be allowed. This flagship would be very powerful, with the ability to "bless" units around it.
3. These guys would sort of act as the screen around your capital ships. Cheap, disposable, vulnerable to magic, especially fire. But a high cap. (could the caps be based on the number of costal cities you have?)
4. I was thinking of these guys as sort of being raiders. They'd attack from out of nowhere, detroy something, then retreat. Fast move, high strength on attack, low on defense. I was thinking they'd be great against spellcaster ships because the spellcaster wouldn't have enough time to destroy the entire armada before it destroyed his relatively weak ship. Against capital ships and small capital ships these guys would be somewhat innefective.
5. I was thinking that these guys could give an economic motive for controlling the seas. If you bring a merchant ship to an ally's city, it can do a trade mission. They are cheap to produce, but non-combat units. Also, they would "attract" barb sea units.
6. These guys and spellcasters seem the most useful to attack the shore. And they'd by the only shoice for a civ without reagents.
7. Why? Because it makes combat more interesting. You never know when a ramming ship will come out of nowhere and attack your flagship. Even if it dies, it can turn the tide of the battle.

8. With these new units I have revised the "triangle" into a quadrilateral shaped sphere. JK.
FAS >> Ramming/detonating >> Capital ships >> Small capital ships >> ramming/detontating >> Spellcasters >> Capital Ships >> FAS >> Spellcasters
Now it repeats...

what do you think?
 
And of course Steamships for the Runes :D

'Water Fireball' sounds silly and it would be more obvious that water mages are on ships rather than fire mages. Maybe they could cast 'Tidal Wave' which would act as a fireball on water. Just a cosmetic change.
 
Chammadai said:
And of course Steamships for the Runes :D

'Water Fireball' sounds silly and it would be more obvious that water mages are on ships rather than fire mages. Maybe they could cast 'Tidal Wave' which would act as a fireball on water. Just a cosmetic change.

Of course steamships.

Although admittedly setting fire to a ship could be pretty effective...
 
kevjm said:
Mytril ships anyone? The whirlpool idea sounds really good too, and minelayers?

Minelayers? Hard to code. Also seems a little after the timespan of FFH. Maybe though a spell could act as a mine. ie: only the caster could see it, and anyone else who moved into the square would be attacked by a sea monster.
 
What mean is that the "water sphere" is actually much different fromt he types of spells the water spellcasters use. It is the same as how when we get flying units, first will be used to attack the flying units, event hough it isn't in the air spell.
Also, it would be a cruel and unusual punishment to not let me use sea monsters if I weren't OO.
 
i love ideas of new naval units
Spellcasters, Capital ships, Fast attack ships,Ramming ships/Detonating fire ships can be available for all

steamship for dwarves, some sea-treant (or living ship) for elves, something ugly and powerful for overlords (for example sea monster working like submarine in vanilla), uber capital ship (called temple-ship or Holy Ark) for order and ghost ship or demon ship for veil.
 
Perhaps the smaller faster ships could be more a prelude to more powerful ships? So they'd come sooner on the tech tree? They'd still have their uses if they're faster. Perhaps having the categories:

-Clipper
-Heavyduty ship or battleship (can't think of a great name)
-Ram/Fireship
-Enchanted/mystical (for spellcasters and pirates(EDIT:Ghost ships), again can't think of an appropriate name)
-Creature

Not sure if a tireme would be heavy duty or ram though...

But then perhaps later technologies could improve different ship classes, so as more powerful ships become available, the cutter class may become quicker to stop it becoming obselete.

I like the Runes ironclad :)
 
Great, more and better ships would be awesome. Mithrilships? Yeah!
Ships should definately become more different from one another. I would like to see the kamikaze-ship. Perhaps it has huge kollateral damage and medium strength but dies after one attack. Sort of a submarine for kilmore (wooden handcrafted, hehe) and overlords (seamonster)?
Minelayers sounds good, too. Some kind of seadefense-improvement, buildable by workerboats could balance the stronger becoming shipforces out.

I played a bit longer with the 0.8 version and noticed that teching for all those sweet tier4 units is kinda boring. I know there are some changings planed, but in my opinion the player should have a global national-unit limit of about 12-15(religious limitations are also appreciated). This would be more fun because you have to select between all those extremly strong units. And the building of effective economy-based units like the druids would mean a lack of powerful military force. Btw, the druids are very powerful imo. Players with a lot of swamp\dessert can extremly boost their Cities by vitalizing those fields. I really like the idea though, but it should be slower or the druid should be like a worker who can be captured (of course with no strenghts at all), so he needs to be protected.
I didn´t play the fellowship in 0.8 yet, is there still the possibility of planting and cutting wood in one turn (7 elven archers and 3 workers)?. In my last game on 0.7 I dominated the whole map (difficulty King) with only 6 Cities. I got 80% of the wonders because I was able to build them very fast with those bonus wood.
Oh and the new models are sooo great, I love them.

PS: Please add some message for dummy users (like me) which says:
"If you choose free Religion you loose all your sweet Heroes, I would think about it for one minute......."
 
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