[MOD] Fall from Heaven

what, nobody likes my uberunit ideas :/

And I reckon the point of them is that you WIN.
Of course they'd be completely overpowered, if you got to the point where you're the one with the mithril golem, its as good as saying you won :)

but ok what do I know, so not 200 str but 100 at least :)
 
Lightzy said:
what, nobody likes my uberunit ideas :/

And I reckon the point of them is that you WIN.
Of course they'd be completely overpowered, if you got to the point where you're the one with the mithril golem, its as good as saying you won :)

but ok what do I know, so not 200 str but 100 at least :)

Im a small steps kind of guy. I think you are all right that the power needs to be increased, so I will increase some and see how it plays out. Order of magnitude changes frighten me.
 
kevjm said:
Well it would be more of a worker than a military unit (as I see it), and you have also suggested lots of special abilities for the mithril golem (I especially like the metal eating and to a lesser extent the immortal idea). I was thinking it would only have strength 2 or 3 with no city attack bonus, perhaps vulnerable to fire as well.

But the Mithril golem is an avatar, so they get uber abilities and uber strength.
 
loki1232 said:
What spells can it cast that it needs spell extensions?

The Avatar of Wrath casts Meteor Swarm every turn. Only now his meteor swarm is +60% strength and has a range of 6 instead of 3.
 
Kael said:
The Avatar of Wrath casts Meteor Swarm every turn. Only now his meteor swarm is +60% strength and has a range of 6 instead of 3.

Woah.

On a slightly different topic, I really think that you should allow spell casters to get XP when their spells kill stuff.
 
loki1232 said:
Woah.

On a slightly different topic, I really think that you should allow spell casters to get XP when their spells kill stuff.

Definitly. When they can level that is a must.
 
In my game, 20 turns ago the AI used the Blight. Looking at the Stat the unique civ that is recovering is mine, the remaining are flat. They are not making apprentices and druids are fortified in cities without revitalize the terrain, so this need to be fixed. I think this type of effect would be better with a action radius of tiles, depending of the size map (could be around 60 tiles for huge maps and scaling down for the rest). In that case the damage of Bligth will occur in rival´s territory.

One other thing is tedious, if you manage a lot of cities, is to choose the right building to construct in a city in order to get your national units and no repeat innecesarily buildings. Domestic advisor like those present in other mods (sevomod) will be useful.
 
I'm in support of some sort of late game worker unit with some moderate defensive abilities. Maybe it wouldn't come out of the golem family of units, but some sort of construct would be appropriate. I'll be paging through my D&D books this weekend in preperation for a new campaign, so if I see anything approproate I'll be sure to let you guys know.
 
Czar II said:
In my game, 20 turns ago the AI used the Blight. Looking at the Stat the unique civ that is recovering is mine, the remaining are flat. They are not making apprentices and druids are fortified in cities without revitalize the terrain, so this need to be fixed. I think this type of effect would be better with a action radius of tiles, depending of the size map (could be around 60 tiles for huge maps and scaling down for the rest). In that case the damage of Bligth will occur in rival´s territory.

One other thing is tedious, if you manage a lot of cities, is to choose the right building to construct in a city in order to get your national units and no repeat innecesarily buildings. Domestic advisor like those present in other mods (sevomod) will be useful.


Maarak said:
I'm in support of some sort of late game worker unit with some moderate defensive abilities. Maybe it wouldn't come out of the golem family of units, but some sort of construct would be appropriate. I'll be paging through my D&D books this weekend in preperation for a new campaign, so if I see anything approproate I'll be sure to let you guys know.

Interestingly enough, making a late game worker/defensive hybrid unit would solve the AI's lack of workers problem in the late game :crazyeye: .
 
Czar II said:
In my game, 20 turns ago the AI used the Blight. Looking at the Stat the unique civ that is recovering is mine, the remaining are flat. They are not making apprentices and druids are fortified in cities without revitalize the terrain, so this need to be fixed. I think this type of effect would be better with a action radius of tiles, depending of the size map (could be around 60 tiles for huge maps and scaling down for the rest). In that case the damage of Bligth will occur in rival´s territory.

One other thing is tedious, if you manage a lot of cities, is to choose the right building to construct in a city in order to get your national units and no repeat innecesarily buildings. Domestic advisor like those present in other mods (sevomod) will be useful.

I think Im going to have to make apprentices un-upgradeable to get around this. The AI is having a hard time with workers it is allowed to upgrade to non-worker units. It spends the money and upgrades them on creation, then cant use them as workers.
 
Edit: Oops, I didn't mean to post this here
 
Oh Kael what do you think of making the saboteur a non combat unit?
Then you could in war still enter enemy citys, to see what hes doing in there and sabotage production.
And what if you would give saboteur pillage in addition his sabotage?
And maybe Commando from start on so he can use enemy roads...
 
Kael said:
I think Im going to have to make apprentices un-upgradeable to get around this. The AI is having a hard time with workers it is allowed to upgrade to non-worker units. It spends the money and upgrades them on creation, then cant use them as workers.

What about druids?
 
Chip56 said:
Oh Kael what do you think of making the saboteur a non combat unit?
Then you could in war still enter enemy citys, to see what hes doing in there and sabotage production.
And what if you would give saboteur pillage in addition his sabotage?
And maybe Commando from start on so he can use enemy roads...

The problem with the Sab having pillage (he used to have it) is that if your opponent doesn't have a counter unit you can pillage them back to the wildlands and there isn't anything they can do about it. After a few games being pillaged by invisible sab's there pillage ability got taken away.
 
Czar II said:
What about druids?

*cough* *cough*

The AI doesn't actually know how to use druids to vitalize, don't tell anyone. This will be fixed in the phase 2 spell system.
 
Kael said:
The problem with the Sab having pillage (he used to have it) is that if your opponent doesn't have a counter unit you can pillage them back to the wildlands and there isn't anything they can do about it. After a few games being pillaged by invisible sab's there pillage ability got taken away.

Have you considered giving the sab the ability to act like the assasin in that new mod? Its Called the ASSASIN mod.
 
Kael said:
The problem with the Sab having pillage (he used to have it) is that if your opponent doesn't have a counter unit you can pillage them back to the wildlands and there isn't anything they can do about it. After a few games being pillaged by invisible sab's there pillage ability got taken away.

Can you decrease the price for sabotage?
 
Chip56 said:
Can you decrease the price for sabotage?

Are you talking about the cost of the Saboteur unit, or the cost to steal plans or demolish production?
 
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