Nox Noctis suggestion

Nameless One

Endarkened Despot
Joined
Sep 6, 2007
Messages
151
Location
Belgrade, Serbia
Here's an idea to fix the annoying Nox Noctis invisibility. Many people have complained that having all your units invisible on your own territory makes it impossible to defend the countryside and forts, and "if you don't like it, don't build it" just isn't the right answer for this.

I think the simplest solution is to exclude Archery and Melee units from this effect. Those are the units that are mostly used to defend. Other units, that benefit the most from invisibility, would keep the benefit: Recon and Mounted units can strike and disappear, and Arcane and Disciple units would still have nothing to fear in their own territory.
 
I think Nox Noctis should add a Hide spell for yours unit in your territory, anytime they are in cultural border, but if they go out, spell and effect should be removed.
 
I think Nox Noctis should add a Hide spell for yours unit in your territory, anytime they are in cultural border, but if they go out, spell and effect should be removed.

That would be a perfect solution but the idea came up a lot of versions ago and it still isn't implemented so I guess it was rejected.
 
Aside from the fact that Nightwatch then wouldn't be affected (Archery), that idea could work. Naval units would also need to be exempt.
The idea I like is to exempt tiles that have Forts or Fishing Boats on them. That way you can still defend important locations but the general effect of Nox Noctis remains unchanged.
 
Fall Further already solved this. You can switch the invisibility on and off at will. Now we just have to bug Kael as long as it takes for him to steal it.
 
I don't think Kael will do that, because it would mean adding several FF mechanisms to handle potentially processor intensive fields like AutoAcquire, MustMaintain, WithinBoarders, etc.


I think I'm leaning towards removing the invisibility effects from Nox Noctis and Dies Diei, instead making the wonders give out Stealth and Perfect Sight, respectively, to units in the city (perhaps even onMove). That way units built in (or perhaps those who ever visited) the Esus holy city could turn invisible/visible at will anywhere, and units built in (or having visited) the Empyrean holy city could see invisible units and have a bonus against Illusions.
 
That is another solution. But my units will become visible after attacking. It is so much fun to let the enemy stack in and then close the border citadels in mountain passes (tectonics). Then you can keep feeding xp for whatever unit you want. Usually AI does not pillage if it does not have faster units stacked with slow units. And invisible workers own big time. Though, if after the change I can still get invisible workers, that's pretty nice too.

But there are two major issues with your system. It would make founding both Empyrean and Council of Esus a major no brainer. And then making absolutely sure no other player ever gets an unit in those cities (if it gives it for visiting the city). Furthermore, it would be stealing the uniqueness from ghosts (sidar assassin uu).
 
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