EugeneStyles
Prince
- Joined
- May 21, 2007
- Messages
- 307
The Myu Collective - Psychic Dwarves
I have started this thread for a module I'm working on. Looking for any feedback you would like to give. Note that I'm new to modding, so if you make a suggestion that is super cool but involves too much work, I probably won't do it. I'm posting this now because I've convinced myself that I'm not too stupid to add a civ. I currently have them working as a new civilization, however the only unique thing they have on my current version is their Palace, the Psychic trait, and the Psionic promotion. And since I haven't fixed anything else, the Psionic promotion does nothing particularly useful.
Some of my design plans are included below. More info as I figure it out and/or implement it.
Note that this is likely to take me a while to finish, as I have a full-time job and a 1 month old baby. So it's been tough squeezing in time to work on it. It's coming along decently though... the hardest part, as always, is going to be finding/creating art.
8/27 - Added Sentinel (Fort Commander UU), removed Medium (Warrior UU) because I changed how access to spheres is granted, gave Telepath (Axeman UU) free Mind II, added Mind/Shadow/Psionic spells (castable by Recon units).
8/23 - added Fortune Teller and Crystal Works UB's, Crystal Weapons promotion.
8/22 - a bunch of stuff changed and/or finalized. Most importantly, 4 psionic spells are now implemented, including Mutable Landscape, which was kind of a monster.
Fortune Teller
Replaces Pagan Temple
+1 with Gems, +2
Allows 1 Priest specialist. Training bonus applies to arcane units instead of disciple.
Crystal Works
Requires Alteration
+10% from Gems, +5% from Gold, +5% from Mithril
Sells Crystal Weapons for 25.
Crystal Weapons give +1, +10% vs. Iron Weapons, 2 per battle won.
Overwrites Bronze Weapons, overwritten by Iron or Mithril Weapons (not that any Myu can get Bronze or Iron). Available to Melee, Mounted, Arcane, and Commanders.
Mud Golem
Replaces Worker - same as Luchiurp unit.
"Whether unable or unwilling to do the manual labor themselves, the Myu have learned to shape mounds of the earth into tools for tilling and harvesting itself."
Dwarven Slinger
Replaces Archer. Same as Khazad unit.
Removed Medium (Warrior UU), because it was basically just there so I could give it Earth I. That's handled with an autoacquire promotion for all melee units now. Medium is now the name of the Adept UU.
Telepath
Replaces Axeman.
Currently 2, +2 Lightning.
Free Promotion: Mind II.
Veteran
Replaces Champion - Free promotion Channeling II (which in turn allows Mind II, Force II, and Earth II).
Currently 3, +3 Lightning. May even reduce to 5.
"Although all Myu have some innate psionic talent, only one in every thousand Myu warriors has the physical and mental prowess to become a Veteran. Their full title is, Veteran of a Thousand Psychic Dwarves."
Crystal Guardian (changed name)
Replaces Fort Commander - UnitCombat_Adept, Free promotion Channelling I & II. Starts with a 4/45%/1 ranged attack, with collateral damage (considering removing collateral or reducing it). (Originally had Drill I and Archery I promotionallows, which I've removed, because I forgot that Commander I gives +10% ranged damage limit anyway. This fort commander can get a kill-capable ranged attack by level 4, with Force I, Mind I, Force II, and Commander I.) In return for this, the fort commander loses his first strikes, bonuses vs. melee and mounted, and collateral damage limit is much lower.
Medium
Replaces Adept. Free Promotion Mind I. Starts with a 1 Str, 1 Range, 25% ranged attack.
Mentalist
Replaces Mage. Free Promotion Mind II. Starts with a 1 Str, 1 Range, 35% ranged attack.
Omnipath
Replaces Archmage. Free Promotion Mind III. Starts with a 2 Str, 1 Range, 55% ranged attack. When combined with Mind I, Force I, and Force II, this becomes 10 Str, 3 Range, 100%. Ouch!
Will need to add a tier 4 melee UU (Transcendent), and a tier 3 and tier 4 Recon UU (Grey Seer? Shadow Tamer? Skull Hunter? I dunno...). Tier 3's get Channeling II, Tier 4's get Channeling III.
Blocked Horseman, Horse Archer, Knight.
Blocked Longbowman.
All have been successfully implemented at this point.
Telekinesis
Req Mind 1, Force 1, Psionic
Gives the unit a weak ranged attack. Currently 1 range, 2 str, 20% damage cap. Stacks with other ranged attacks.
Collapse Walls
Req Mind 2, Force 2, Psionic
Gives the unit a 20% bombard. Seems a little weak?
Shoot Stones
Mind 1, Earth 1
Summons a shooting stone. Similar to fireball. 2, no collateral damage.
Mutable Landscape
Req Mind 2, Earth 2, Psionic
Can "pick up" Mithril, Iron, Copper, Gold, Gems, Obsidian, Stone, Salt, Gunpowder, or Sheut Stones from neutral or own territory. I don't see a way to get the caster on top of Obsidian, but it's in there for completeness - all non-organic resources other than mana. The resource can then be dropped anywhere. You may not "cover up" a visible resource in your own or neutral territory. You may not cover any resouce, visible or not, in rival territory.
Shadow Jaunt
Req Mind 1, Shadow 1, Psionic
Similar to Divided Soul's ability, except that the Penumbral Form has only 2 move and is only a single turn summon. In return, he is also not blind, so he can scout. And like the Divided Soul, he can summon the caster to himself. Which I'm afraid might be overpowered since it in effect gives all of your scouts 2 extra movement that ignores terrain, though it does require two different sphere promotions and a mana type that you don't start with... (planning to have the summon effect stun the caster for a turn, so you can get 2 extra movement this turn at the cost of losing movement and casting next turn. or you can just summon the Penumbral Form and send him in one direction while you send your Scout in the other direction, scouting an extra couple of squares)
Coalesce
Req Mind 2, Shadow 2, Psionic
Damages all hidden, invisible, and illusion units in a large radius around the caster. Currently also works on Hidden Nationality, but considering whether I should remove that. Currently the damage is Physical 30%, max 75% - will probably be Psychic damage if that ever gets added in. Thinking I should bump up the damage limit to 100%, since it would still require 4 mages to kill a unit (in one turn, at least), and only damages hidden units... It's only castable when there is a valid target in range, so it also works as a limited Detect Invisibility. I do not intend for it to declare war, for the same reason that attacking an HN unit doesn't, although I'm not sure if calling the damage effect on a unit might auto-declare war anyway? Will have to test.
I have started this thread for a module I'm working on. Looking for any feedback you would like to give. Note that I'm new to modding, so if you make a suggestion that is super cool but involves too much work, I probably won't do it. I'm posting this now because I've convinced myself that I'm not too stupid to add a civ. I currently have them working as a new civilization, however the only unique thing they have on my current version is their Palace, the Psychic trait, and the Psionic promotion. And since I haven't fixed anything else, the Psionic promotion does nothing particularly useful.
Some of my design plans are included below. More info as I figure it out and/or implement it.
Note that this is likely to take me a while to finish, as I have a full-time job and a 1 month old baby. So it's been tough squeezing in time to work on it. It's coming along decently though... the hardest part, as always, is going to be finding/creating art.
8/27 - Added Sentinel (Fort Commander UU), removed Medium (Warrior UU) because I changed how access to spheres is granted, gave Telepath (Axeman UU) free Mind II, added Mind/Shadow/Psionic spells (castable by Recon units).
8/23 - added Fortune Teller and Crystal Works UB's, Crystal Weapons promotion.
8/22 - a bunch of stuff changed and/or finalized. Most importantly, 4 psionic spells are now implemented, including Mutable Landscape, which was kind of a monster.
Spoiler Background :
More detail to come, but here's a rough idea of their lore: The Myu succumbed to the influence of Mammon during the Age of Magic, giving in to a lust for power and discovering forbidden secrets of the mind. When the Age of Ice hit, Kilmorph cursed them to wander the ice while her more loyal subjects took refuge underground. But when they were decimated by frost and starvation, they begged her for mercy. She could not stand to see any of the dwarves suffer, because they have always been first in her heart, and she took pity. She banished them to the very depths of the earth, where they would live as ascetics and reflect on the evils of greed. Long after the Age of Ice ended, they emerged again, finding a world bursting with life and sunshine, but also harboring a growing evil.
Spoiler General Stuff :
Civilization Trait: Psychic
Free Psionic and Channeling I promotion for Melee, Recon, Archery, Mounted. Debating whether to also add it for Arcane.
Damage type: Psychic
New damage type. Debating whether to modify existing promos to give resistance to it. For instance - Combat I - V might each give -5% resistance to Psychic. Sentinel might give +20% resistance to Psychic.
(Note, may not work, and also some people are calling me stupid for wanting to include it at all.)
Promotion: Psionic
25% resistance to Psychic damage. (may change to 10% magic resistance)
Blocks ability to gain Bronze Weapons, Iron Weapons (Mithril no longer blocked)
Allows promotions Mind I and Force I.
Allows Earth I with Melee. (handled with an autoacquire promotion)
Allows Shadow I with Recon.
(Planned - Allows Air I with Archer? Allows Dimensional I with Mounted?)
(Removed Psychic damage from Psionic trait. May still have it on individual UU's.)
Promotion: Accelerated
(i.e. created by the Accelerate spell; comes from base RifE)
Added +50 workrate. Considering increasing this. Note this affects Luchiurp as well.
Myu Palace
Standard Palace. Mana types currently Mind, Force, Earth.
Hero
Master Zho, an Archmage-type hero
Most of the pedia text for psionic spells will be Master Zho quotes.
Currently comes in at Divination (early, I know), 0/5 starts with Channeling 1/2/3, Mind 1/2/3, Dwarven. I'm thinking of a couple different ways to spice him up:
a) Gains Mind 3 at the end of each turn... Totally obliterates the one drawback to Mind 3, so could be tough to balance. If I did this, I think I'd cut back his strength to 0/3 and require Arcane Lore. Would that be enough?
b) Change unit combat to Commander (undecided on whether to let him command units, but probably yes - otherwise the unitcombat would be mostly because it makes sense and so he can use Crystal Weapons without being Melee or Adept), keeps Channeling 3 and Mind 3, gains Shadow 1, Earth 1 (and any other spheres that I make psionic spells for). This would block him from most spheres but still allow 3 levels in psionic spells.
"Looks can be deceiving, my student. Now I appear as an old dwarf, now an old human, now an orc."
"Can you appear as a young lass, master?"
"Hush, child."
World Spell
Actually I have no idea right now. Thoughts include "reveal map", or "add building in each of your cities".
Free Psionic and Channeling I promotion for Melee, Recon, Archery, Mounted. Debating whether to also add it for Arcane.
Damage type: Psychic
New damage type. Debating whether to modify existing promos to give resistance to it. For instance - Combat I - V might each give -5% resistance to Psychic. Sentinel might give +20% resistance to Psychic.
(Note, may not work, and also some people are calling me stupid for wanting to include it at all.)
Promotion: Psionic
25% resistance to Psychic damage. (may change to 10% magic resistance)
Blocks ability to gain Bronze Weapons, Iron Weapons (Mithril no longer blocked)
Allows promotions Mind I and Force I.
Allows Earth I with Melee. (handled with an autoacquire promotion)
Allows Shadow I with Recon.
(Planned - Allows Air I with Archer? Allows Dimensional I with Mounted?)
(Removed Psychic damage from Psionic trait. May still have it on individual UU's.)
Promotion: Accelerated
(i.e. created by the Accelerate spell; comes from base RifE)
Added +50 workrate. Considering increasing this. Note this affects Luchiurp as well.
Myu Palace
Standard Palace. Mana types currently Mind, Force, Earth.
Hero
Master Zho, an Archmage-type hero
Most of the pedia text for psionic spells will be Master Zho quotes.
Currently comes in at Divination (early, I know), 0/5 starts with Channeling 1/2/3, Mind 1/2/3, Dwarven. I'm thinking of a couple different ways to spice him up:
a) Gains Mind 3 at the end of each turn... Totally obliterates the one drawback to Mind 3, so could be tough to balance. If I did this, I think I'd cut back his strength to 0/3 and require Arcane Lore. Would that be enough?
b) Change unit combat to Commander (undecided on whether to let him command units, but probably yes - otherwise the unitcombat would be mostly because it makes sense and so he can use Crystal Weapons without being Melee or Adept), keeps Channeling 3 and Mind 3, gains Shadow 1, Earth 1 (and any other spheres that I make psionic spells for). This would block him from most spheres but still allow 3 levels in psionic spells.
"Looks can be deceiving, my student. Now I appear as an old dwarf, now an old human, now an orc."
"Can you appear as a young lass, master?"
"Hush, child."
World Spell
Actually I have no idea right now. Thoughts include "reveal map", or "add building in each of your cities".
Spoiler Leaders :
Zeriadh - female, neutral good, Philosophical / Creative. Adds to the fact that the Myu get good early-game growth benefits by discounting some early buildings, increasing cultural spread, and doubling the GP benefit from Mind I.
TXT_KEY_UNNAMED_EVIL_LEADER, emergent, male, lawful evil, Controlling / TXT_KEY_UNNAMED_TRAIT that gives Psionic promotion to Divine units. Planning to develop some additional psionic/divine spells, possibly with random chances to summon hostiles as the gods punish your hubris.
TXT_KEY_UNNAMED_EVIL_LEADER, emergent, male, lawful evil, Controlling / TXT_KEY_UNNAMED_TRAIT that gives Psionic promotion to Divine units. Planning to develop some additional psionic/divine spells, possibly with random chances to summon hostiles as the gods punish your hubris.
Spoiler Unique Buildings :
Fortune Teller
Replaces Pagan Temple
+1 with Gems, +2
Allows 1 Priest specialist. Training bonus applies to arcane units instead of disciple.
Crystal Works
Requires Alteration
+10% from Gems, +5% from Gold, +5% from Mithril
Sells Crystal Weapons for 25.
Crystal Weapons give +1, +10% vs. Iron Weapons, 2 per battle won.
Overwrites Bronze Weapons, overwritten by Iron or Mithril Weapons (not that any Myu can get Bronze or Iron). Available to Melee, Mounted, Arcane, and Commanders.
Spoiler Unique Units :
Mud Golem
Replaces Worker - same as Luchiurp unit.
"Whether unable or unwilling to do the manual labor themselves, the Myu have learned to shape mounds of the earth into tools for tilling and harvesting itself."
Dwarven Slinger
Replaces Archer. Same as Khazad unit.
Removed Medium (Warrior UU), because it was basically just there so I could give it Earth I. That's handled with an autoacquire promotion for all melee units now. Medium is now the name of the Adept UU.
Telepath
Replaces Axeman.
Currently 2, +2 Lightning.
Free Promotion: Mind II.
Veteran
Replaces Champion - Free promotion Channeling II (which in turn allows Mind II, Force II, and Earth II).
Currently 3, +3 Lightning. May even reduce to 5.
"Although all Myu have some innate psionic talent, only one in every thousand Myu warriors has the physical and mental prowess to become a Veteran. Their full title is, Veteran of a Thousand Psychic Dwarves."
Crystal Guardian (changed name)
Replaces Fort Commander - UnitCombat_Adept, Free promotion Channelling I & II. Starts with a 4/45%/1 ranged attack, with collateral damage (considering removing collateral or reducing it). (Originally had Drill I and Archery I promotionallows, which I've removed, because I forgot that Commander I gives +10% ranged damage limit anyway. This fort commander can get a kill-capable ranged attack by level 4, with Force I, Mind I, Force II, and Commander I.) In return for this, the fort commander loses his first strikes, bonuses vs. melee and mounted, and collateral damage limit is much lower.
Medium
Replaces Adept. Free Promotion Mind I. Starts with a 1 Str, 1 Range, 25% ranged attack.
Mentalist
Replaces Mage. Free Promotion Mind II. Starts with a 1 Str, 1 Range, 35% ranged attack.
Omnipath
Replaces Archmage. Free Promotion Mind III. Starts with a 2 Str, 1 Range, 55% ranged attack. When combined with Mind I, Force I, and Force II, this becomes 10 Str, 3 Range, 100%. Ouch!
Will need to add a tier 4 melee UU (Transcendent), and a tier 3 and tier 4 Recon UU (Grey Seer? Shadow Tamer? Skull Hunter? I dunno...). Tier 3's get Channeling II, Tier 4's get Channeling III.
Blocked Horseman, Horse Archer, Knight.
Blocked Longbowman.
Spoiler New Spells :
All have been successfully implemented at this point.
Telekinesis
Req Mind 1, Force 1, Psionic
Gives the unit a weak ranged attack. Currently 1 range, 2 str, 20% damage cap. Stacks with other ranged attacks.
Collapse Walls
Req Mind 2, Force 2, Psionic
Gives the unit a 20% bombard. Seems a little weak?
Shoot Stones
Mind 1, Earth 1
Summons a shooting stone. Similar to fireball. 2, no collateral damage.
Mutable Landscape
Req Mind 2, Earth 2, Psionic
Can "pick up" Mithril, Iron, Copper, Gold, Gems, Obsidian, Stone, Salt, Gunpowder, or Sheut Stones from neutral or own territory. I don't see a way to get the caster on top of Obsidian, but it's in there for completeness - all non-organic resources other than mana. The resource can then be dropped anywhere. You may not "cover up" a visible resource in your own or neutral territory. You may not cover any resouce, visible or not, in rival territory.
Shadow Jaunt
Req Mind 1, Shadow 1, Psionic
Similar to Divided Soul's ability, except that the Penumbral Form has only 2 move and is only a single turn summon. In return, he is also not blind, so he can scout. And like the Divided Soul, he can summon the caster to himself. Which I'm afraid might be overpowered since it in effect gives all of your scouts 2 extra movement that ignores terrain, though it does require two different sphere promotions and a mana type that you don't start with... (planning to have the summon effect stun the caster for a turn, so you can get 2 extra movement this turn at the cost of losing movement and casting next turn. or you can just summon the Penumbral Form and send him in one direction while you send your Scout in the other direction, scouting an extra couple of squares)
Coalesce
Req Mind 2, Shadow 2, Psionic
Damages all hidden, invisible, and illusion units in a large radius around the caster. Currently also works on Hidden Nationality, but considering whether I should remove that. Currently the damage is Physical 30%, max 75% - will probably be Psychic damage if that ever gets added in. Thinking I should bump up the damage limit to 100%, since it would still require 4 mages to kill a unit (in one turn, at least), and only damages hidden units... It's only castable when there is a valid target in range, so it also works as a limited Detect Invisibility. I do not intend for it to declare war, for the same reason that attacking an HN unit doesn't, although I'm not sure if calling the damage effect on a unit might auto-declare war anyway? Will have to test.