Ploeperpengel
academic precarity
The question is should we rebase WH on FFH since there a re so many flavorfull features we could use or intregate wanted features seperatly? It might be easier to list here what we don't need instead of what we need but I give some examples. Also please check for updates by me and give suggestions yourselves what we can use and what not. This is a request to the design team(or whole team) please search FFH for spells that fit to WH magic. Please contribute ideas! Here's the Designthread for FFH spells:
http://forums.civfanatics.com/showthread.php?t=159353
Sources:
http://forums.civfanatics.com/showthread.php?t=190381
Wanted:
-Talchas spellsystem. Magic is developed to a high degree in FFH and could be easily adapted for WH. I.e. I don't like the way we handle spellbooks atm as domain air units to load into a "carrier". It's much more elegant and intuitive to use promotions instead. A domain immobile "unit" like a spell book or magic item can be picked up, the itemunit gets destroyed and grants a promotion to the unit that picked up the item. The item also can be dropped tearing of the promotion(which is a spell or any other effect) and recreating the itemunit.
In general we can use FFH mechanics to aquire all sorts of desired effects like increase a units strength via promotion or free unitupgrades(which we thought impossible earlier in our herodesign now we could also mount/dismount a hero)
-We have many spells in FFH already created and known to work so no need to reinvent the wheel.
-Fire: Hellterrainscript and art for our chaos terrain.
-Fire: Armageddon counter - can be used for Winds of Magic since that counter can rise and drop by any kind of event it's much more flexible than a one direction commerce. We can use it to trigger events like warpstorms, deamonspawning, chaos mutations i.e. The counter could rise by building chaosreligionbuilding and chaosgates. It could be lowered by simply casting spell to a small degree, "good" wonders like the standing stones can lower the counter by one each turn etc.
Sheaim will be granted units from gates depending on the Armageddon counter. Very nicely fitting to Chaosdeamons.
-FFH Khazad get certain advantages(mostly happiness) if they hoard gold- very fitting for WH Dwarfes too.
-Barrows create barbarian Skeletons(see coderequest for details how we can adapt part of that but already the initial setup of barrows on the map is very flavorful)
Not wanted:
-Fire: In FFH Fire units are given religious promotions(maybe we can find a use for religious promotions i.e. for deamons too, but) I don't think we can use the mechanic of hell and heaven: whenever a unit dies it's checked if it's got a religious promotion. If that Religion is "good" the unit becomes an angel in the ranks of the mercurian civ, if it has been evil it becomes a mane for the Infernals.
http://forums.civfanatics.com/showthread.php?t=159353
Sources:
http://forums.civfanatics.com/showthread.php?t=190381
Wanted:
-Talchas spellsystem. Magic is developed to a high degree in FFH and could be easily adapted for WH. I.e. I don't like the way we handle spellbooks atm as domain air units to load into a "carrier". It's much more elegant and intuitive to use promotions instead. A domain immobile "unit" like a spell book or magic item can be picked up, the itemunit gets destroyed and grants a promotion to the unit that picked up the item. The item also can be dropped tearing of the promotion(which is a spell or any other effect) and recreating the itemunit.
In general we can use FFH mechanics to aquire all sorts of desired effects like increase a units strength via promotion or free unitupgrades(which we thought impossible earlier in our herodesign now we could also mount/dismount a hero)
-We have many spells in FFH already created and known to work so no need to reinvent the wheel.
-Fire: Hellterrainscript and art for our chaos terrain.
-Fire: Armageddon counter - can be used for Winds of Magic since that counter can rise and drop by any kind of event it's much more flexible than a one direction commerce. We can use it to trigger events like warpstorms, deamonspawning, chaos mutations i.e. The counter could rise by building chaosreligionbuilding and chaosgates. It could be lowered by simply casting spell to a small degree, "good" wonders like the standing stones can lower the counter by one each turn etc.
Sheaim will be granted units from gates depending on the Armageddon counter. Very nicely fitting to Chaosdeamons.
-FFH Khazad get certain advantages(mostly happiness) if they hoard gold- very fitting for WH Dwarfes too.
-Barrows create barbarian Skeletons(see coderequest for details how we can adapt part of that but already the initial setup of barrows on the map is very flavorful)
Not wanted:
-Fire: In FFH Fire units are given religious promotions(maybe we can find a use for religious promotions i.e. for deamons too, but) I don't think we can use the mechanic of hell and heaven: whenever a unit dies it's checked if it's got a religious promotion. If that Religion is "good" the unit becomes an angel in the ranks of the mercurian civ, if it has been evil it becomes a mane for the Infernals.