Orc and Goblin Unitstats

DutchJunkie

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Orc and Goblin Special Rules

Ignore Goblin Panic: Orcs expect the smaller greenskins to run away and it doesn’t really surprise them when they do. The sight of fleeing Gobbos and Snotlings simply reminds the bigger and bolder Orcs why they are best. Consequently, when a Goblin unit, Snotling Swarm or Snotling Pump Wagon is destroyed, breaks or flees past, Orc units do not need to test for panic.

ignore Greenskin Panic: Black Orcs and Giants expect normal Orcs and Goblins to run away and would be disappointed if they didn’t. Consequently, when an Orc or Goblin unit (of any type), a Snotling Swarm or Snotling Pump Wagon is destroyed, breaks or flees past, Black Orc units and Giants do not need to test for panic.
 
:bump: well seeing as people want to focus some more on orcs and gobbos at the moment, i though id give this thread a pit of a nudge.

so far i think there is the animosity trait,
the Whaaagh! promotions,
posibly a 'Well Disiplined' promotion that makes that unit immune to animosity (needs a better name)
terrain that can influence what units can be built.
a mushrooms resource which gives night goblins some benefits.
 
I was certain we were going to include mushrooms, but I guess not yet? Maybe Well Disciplined can become Calm to be immune to Animosity?
 
Soothed? Controlled? Contained? Drugged? Brain-washed?

The trouble with Animosity as a word is that the opposite is always not going to describe an Orc. ;)

Maybe Animoisty should be changed to Riled up, In-fighting, or feverpitch?
 
Maybe a small standard +% on attack and -% on defense for orcish units? Or maybe reduce bonus of defense of mountains and forests as they are not known as "tactical genius's"
 
I think I just go with the defense malus since they already got +20 str. due to thick skull-good way to put a little more balance to it imo.

name for the counteranimosity promotion could simply be "discipline" that's what Black orcs are - disciplined.
 
I understand wanting to keep the str of def and att the same, but if you only apply % on attack you get some strage circumstances. eg. A spearmen with his long pointy horse killing weapon, is only an advantage when you charge. In theory they're even more deadly in defence but to keep the normal civ att/def bonus this is not represented.

So if a Orc gets a %str, does a goblin get a -%str?

Because the main difference is the more tribal attitude of the orcs. Maybe the major differences (apart from the +%str) should be in the buildings and civics allowed. Not necessaryly the units.
 
I've almost finished the Animoisty module but while I'm doing the code I was wanting to put the check in for the "quell animosity" from other units. But I need to know which we're after, Unit ability Quell Animosity, or a promotion (automatically given to some units) to Quell Animosity.

That or i could just finish the code without this check for now
 
El Loco Mono said:
I've almost finished the Animoisty module but while I'm doing the code I was wanting to put the check in for the "quell animosity" from other units. But I need to know which we're after, Unit ability Quell Animosity, or a promotion (automatically given to some units) to Quell Animosity.

That or i could just finish the code without this check for now
I'd like it to be a promotion "discipline" we can grant automatically to certain units.
 
Ploeperpengel said:
I'd like it to be a promotion "discipline" we can grant automatically to certain units.

OK, but does this mean a new promotion tag that is True / False, that quells animosity (so it could be applied to any promotion), or are we going to set a global value or tuple with promotions we decide will quell animosity within the Animosity Python, set to "discipline"?

The first case will need a couple of small C++ and XML schema changes while the 2nd option will require the global to be changed if we change the promotion name or which more promotions to do the same. Either way is easy, just would be easier for me to do it now rather than later.
 
Lord Olleus said:
I would go with adding a new xml tag. It is a lot 'cleaner' than doing it in python and makes it easier if we want to do sub mods later.

Well it's done and uploaded. I used an optional promotion attribute and put the XML tag readers in the code. So if animosity works how everyone hopes, maybe the strength bonus can be increased/lowered correseponding to the animosity percent that is set.

Also, any units with the Disipline promotion for free, should cost a little more simply because of the effect of the promotion keeping a moving army together
 
Nomadic civs.

There should be a way to give nomadic (orc dominated goblinoid) civs survive the loss of all their cities.
Giving all units of a civ that adopts 'the horde' the ability to start a city would be too powerfull (and prone to misuse!).
How about a free settler unit that is always spawned when the player loses his capital?
(Spawned under the largest friendly stack.)
Or follow the warlords-vanilla-barbarians mod? and let the horde have a mobile home? (that can also build settlers, at high cost)
 
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