I havent had time to dl the newest version, but i think i heard somebody say that animals are around till end of game or all the territory is discovered, so...
Animal Ideas!
Have the hunter be able to "catch" animals (not convert like beastmaster) The caught animals would not have to be killed, but once you used the ability with any unit, you would have to wait a certain number of turns to use it again, with any unit. Anyway, the animals are still technically barbarians, but they are carried behind you, i.e. they move to the spot/follow the path of your hunter last turn (movement speed is like 99, so doesnt matter any promotions...). The captured animal can be tamed in a city, or even bred (since there should be a male and female in one unit) and made into an improvement which is like a resource (a preq, if you will) like
"Wolf Cage"-->"Wolf Pen"
The hier you go, the more of the animal you can breed within a certain amount of time, either lowering the shield...hammer cost of the animal unit, or lowering the cooldown time between builds (for... purposes). Once you have three of a any different animal pen types, you can build the beastiary, which makes all animal units built in the city have the "trained" promotion, which allows for more advanced promotions for animals. Other animals are still "tamed" and therefore have access to a few promotions. The preqs for both tamed and trained would have to be the "never gonna happen" tech, so they have to be given.
Now, you may be thinking "Animals aren't that strong, why would I want to build them?" Well the answer lies in a bit of scripting and quite a bit of new artwork (and models). The answer is this: Animal riding! Rather than having units that start riding an animal, you build the animal and the unit, and then in the field you combine them, making one fast, strong unit. Perhaps certain units get bonuses for combining with certain animals, like dwarves and rams go good together, axemen and bears (?), etc., and all units combine well with horses. Now, as you can see, I think that all animals should be units and move around, but some should be pacifists (like horses and cows and sheep and deer and rams, but not bears). I also think that the units could still be counted as mounted, but get the movement of the animal (or higher, cause they're trained). Animals should be able to get speed/movement promotions a lot, becasue that's their use. When combining to units, all promotions should go together. If you wnat to be able to separate the animals and units later, then you would have to say something in the script like:
(Note, this is in human, not python)
"All promotions pertaining to units being combined of unit type animal are to be calssified as "AnimalPro" All others to be classified as "NonAnimalPro"
On unit separation give animalpro to animal and nonanimalpro to nonanimal"
Now, with that down on an electronic database, I'll move on...
To animal ideas!
Red Whelp->Red Drake->Red Dragon or Enraged Lizard
All should be able to breath fire, and the first three can fly (they are land, but move on both land and water and ignore terrain cost) Engraged Lizard is strongest because it is enraged because it's wings were ripped off.
Mustang->Horse->Stalion or Fel Steed
These get faster as they upgrade, and then stalion is for order and dwarven religion and fel steed is for Viel and OO. Fel steed gets both the demonic and animal types, and when combined, becomes a mounted and demonic. They recieve both advanatages and disadvatages. Elves I'm sorry but.. they can get both! Yes the neutral religion! (also the strongest...)
Note: You tame mustangs, the wild horse, and upgrade to the horse.
Just that line of thought... I'm sure someone could branch it out.
Hmm... Oh yes, special stuff!
Vampires should be able to change from vampire to bat, right? And then back again. But they should anly be able to spread lupinidous parisiticous or whatever it is, in vampire form, right? And since bats can fly, wouldn't they be able to move father, and have the same thing as the drown ('cause what are the chances of a bat flying acroos an ocean?). That would be cool.
Werewolves can be killed more easily by units with the "Silver Weapons" promotion, which basically means they are commited to fighting werewolves and vampires, cause silver is rather plyable and therefore less strong and in that sense weaker, but holy and therefore good VS werewolves, vampires and demons (like a demonhunter).
Spells, although I think you have this...
Holylight: Damages demons a lot and heals allied units for same strength of attack (double use).
Death coil: Damages units and give 2/3 of strength lost to caster. Can be used on own units as well.
Swift or Blink: Teleports the caster a short distance, allowing to move over peaks, across rivers (one tile water separation), and maybe just away form combat (I understand that the AI wouldn't do so well with this...)
Waterwalk: allows the caster to move across water for the next two turns (rubberband effect. If movement of caster is 4 or higher, than one turn)
Frost: damages target unit and slows movement by one (rubber band. if movement is 4-6 then two, and 7+ is three)
Burn: damages target and gives the "on fire" promotion, which spreads to all adjacent units within the first turn, then on next turn, before spreading occurs, the burned promotion takes effect and destroys "on fire" promotion, to prevent spreading. Burned promotion lasts three turns and reduces strength by 4 (strength returns upon the leaving of the promotion) Perhaps it could start at 4 and then add 1.5 strength, then 1.5 strength next turn, and then add 1 strength upon leaving. Could be upgraded to add strength, maybe.
Note: Also lights target square on fire, so if there's a forest or improvement (one made of wood, not a fortress) then it goes up in flames. forest fires should have a chance of spreading to adjacent forested tile. Also I think that this would be ok if a random event is having forests grow on unworked tiles. It would balance it if the forests gradually grew, and then every once in a while a large portion is up in flames, which would be bad for elves. HAHA!!!
I did it! I found a way to kill the elven religion! Yes!
Natures Wrath: Can be targeted on either forest or hill (and maybe water). If on forest an ent or treeling is formed and the forest goes away. If on hill then a rock golem or earth elemental appears and the hill goes away (perhaps after a couple of uses. Maybe first and second time it destroys the improvement on it, but never a city) If targeted on water, then water elemental appears, but water stays. Hmm.. what if there is a unit already there? What happens? An immediate fight? Is that possible? Who knows. Oh well...
Beast Summoning
Beastmasters become even better! First off, beast that they convert can also be bred like the captured animals, if you just take the mto your city. But now the real juicy part.
Once you have converted or tamed an animal, it has the promotion "converted" or something. You can use a special ability to "Learn" the animal. The animal that you learn is an exact replica of the one you tamed, after lvling it, promotions and all. You ca nwait, and get a stronger one, or do it early and use the animal sort of like a tank, shield, or even a decoy. Anyway, when the converted animal dies, you have to wait a few turns, and then you can summon it. Guidelines for summoning are as follows:
A summoned unit does not lvl. Beastmasters are limited to having one animal to start, and can gain a promotion that allows for two. They can also learn to shorten the number of turns between summoning, or learn buff spells to use on their beast, such as heal, or spirit link (distributes damage to the beast master and the beast evenly, taking half of any attack strength and giving it to the other. Only one beast can be summoned at once. Beastmasters can also carry birds, but why not other small animals... Beast masters would also get bonuses for riding their animals. A summoned animal stays until it dies, but you must wait x number of turns before revive. Beasts that were summoned can be unsummoned. Summoning a beast reduces strength slightly. If the beast master dies the animals he tamed become barbarian.
That's all I got for now, and if you use just one of my ideas I would be thrilled.