Kael said:
I kinda like them wandering around in the jungels. Whose to say a giant cant go anywhere. I was thinking about blocking chariots, catapults and such from being able to enter jungles and forests.
I just kind of imagine a jungle being to a giant somewhat like a briar patch would be for a human. Not exactly impassable, but not something one would "wonder around" in.
I blame tolkien for this.
actually, its more of a "If hillgiants can, why can't the Treants?"
plus it could potentially appease the elf lovers with
some for of seige weapon
There is only 1 giant in the game so it didnt make much sense to carry the promotion (or the unitcombat that the old promotion used to be based on).
Its just so unfullfilling to expend the resources to defete a hill giant. At least the animals can be captured eventually.
[quite]The ai is a bit daft at using units that can both fight and perform as workers. It was origionally the plan that mud golems would be weak fighters, but the ai was so bad with them I had to take it away.[/quote]
Such a shame. The smarter AI gets the dumber it seems when it has trouble with things like these.
Hmm... thats an interesting concept. I like the idea of the phoenix spell doing something with city ruins. But its not enough to just clean them up. We need more. Maybe we could make it into a new city. Anyone got any other ideas of what to do with a city ruins when the phoenix spell is cast on it?
Making a new city could be interesting.
Nikis-Knight said:
Do you mean with or against? Don't use them as defenders, but as scouts or to pick off enemy stragglers. As for against, they don't roam much, so just remember where they were.
I mean against. They're viciously wicked. As Kael implied, they're great for game play. Just a the right amount of frustrating. They are somewhat usefull to keep around if captured.
Otherwise, cast on city ruins, lose the priest, create a city with a special building that does... something good. Free immortal promotion to the next unit built? 10% chance to convert attackers?
Loosing the caster would be a good trade. I think summoning a phoenix would be enough of a perk that the city wouldn't need anytihng extra.
OK then, I have more random thoughts, this time. . .
From the back of an envelope:
Goblin combat - kind of long (It seems that the goblin combat animation it somewhat annoyingly long, even when its a no contest situation)
Svartalfar - elven promotion (I assume this is something that will come along as the civ is implemented, but its on the back of the envelope, so. . . )
vampire - channeling II (I think I noticed that normal vampires get this, but losha doesn't but I don't know where I was going with that info. I should probably be more detailed with my notes.)
sphener - law I or II (having only the life promotions makes sphener seem like like kind of a dunse of an angel, and he gets summoning promotion, but has nothing to summon. spirit II would help with peace time usefulnes.)
mercantilism = meh [+TR yield] (I think loosing foreign trade routes potentially kills any gains one might get from this, like additional merchants[not that there arent plenty of buildings that enable them as it is, anyways]. Maybe increased trade route yields could make this better.)
pacifism - support cost ruins it [mil too imp.] (A strong, and diverse military is so vital in this mod that pacifisms +1:coin: per military unit seems too heavy a burden for the bonus it provides. Maybe this could be restricted to away/enemy territory support costs or soemthing like that. )
militray discipline - increase mil-unit production[25?] (Im at a blank for what it provides now off the top of my head, but I guess I want to suggest that it provide a 25% boost to military production.)
spell[or ablity{hero?}] - cripple - reduces strength until in city or healed (I noticed that there are a lot of buffs, but the only debuffs seem to be disease type things. Maybe some second tier sorcerer or hero could be able to dish out debuffs to enemy units, maybe even throw in +1 terrain movement costs to hinder a retreat.)
water mana node - provide fresh water (Im not sure if there is an effect associated with creation of a water mana node like there is with fire and entropy, but maybe it could be set up to provide fresh water for irrigation or a city next to it. {This seems like it has to have been sugested already, but I dont know.})
floodplains - chance to destroy improvement (this is probably a bit too much on the work/reward scale, but it seems like there should be some risk involved in loading a bunch of flood plains up with villages.)
law bringer - weak (for being limited on what it can attack, the lawbringer seems a bit weak. {the descriptions says its stong. . . } Maybe its just that sand lions are stronger that makes them seem weak.)
the end
