Ruling the sees

I think that you can already give a Frigate the command to sentry the waters near the port so they will attack nearby enemies. You might even be able to do this while in a port.
 
Just messing around with the coastal battery idea... it's by no means balanced, and I have no artsy-type tools to make buttons or models (and no skills in those areas anyway), but it's a kinda fun little building.

National Building (1 / civ). Requires Sailing. Can only be built in a coastal city. If any enemy units are in sea plots within the city's "great cross" it triggers a maelstrom effect, and does ~15% to each of those units.

It's not well tested, in fact, I'd say it's very poorly tested, or even just "kinda played around with for a bit," so definitely don't just drop it into your normal, everyday FfH installation.


I just redid this little guy, and posted it in the mod-mod forum, here. It's now a bonus function of the Rod of Winds, one of the potential rewards from the Adventure event.
 
Having options for defending against an sea-assult is well and nice, but I still think the major issue is about creating alternatives to the ManOwar when it comes to dominating the seas. Even if you can defend your shore with fireball-mages, you cannot dominate the sea with them.

Do anybody have good idees for one or two new ships designs?
 
More ship options, taking into account some of the posts made, could include:

Nautaloid (luri limit 1 UU: ship that is a golem version of a kraken?)
fireships (unit: one-use, low strength, collateral damage, can attack in port)
naptha-thrower (upgrade: gives blitz, available with machinery/gunpowder)
ship mounted catapult/cannon (upgrade)
chains (city upgrade: stops boats attacking the harbour)
 
Fireships should also have an reatreat odds, both in defence and ofensive.
:Then you will have a nasty ship...

Fireships: Str 5, movement 4, collectoral damage, can attack ships at port,
25% retreat odds in both defence and ofensive.

Upgrades: could be like 'weapons' for land units. I enjoy these a lot.
ManOwar should come with 'cannon upgrade' when it is build. If you want
to put in naptha-thrower you would need you will need to drop 'cannon upgrade'.
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Catapult upgrade:+1 attack strength, increased bombardment.

Cannon upgrade : +2 attack strengt, +1 defense strength, increased bombardment.
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Catapults/cannon could be given a "spell" to include appropriate upgrade on a ship.

I'm working on memory for the strength of the ships here.
With upgrades the fregate could start of with a strength of 7 (?), and gradually improved to 9/8 when technology comes into play. Which is fine and good compered to the ManOwars strength of 10.
 
fireship retreat odds? what the hell... Fireships were old scavaged ships that were basically set on fire, and then steered into a collision course towards the enemy fleet, in the hope the fire would spread. There usually wasn't that much left to withdraw :p
 
ah! Did not think much about the reality of the 'fireship', and yes retreat ability doesn't realy fit... Sad enought cuz with retreat ability if would be nasty ...

But could we have a magical fireship which can be used over and over again? An 'imortal' ship, which after it is burned up reappairs in the open sea :)
 
Retreatable fire ships? That would totally defeat the tactical purpose of fire ships LOL. I can picture that being really funny.

"SIR! It's that burning ship again!"
"By the Gods! It is possessed!" :lol:

"Normal" fireships would be an awesome addition though. I'd feel like Queen Elizabeth sinking those annoying spanish who are trying to invade my homeland :D

Al
 
Well, there could be two types of fire ships. One would use "Greek Fire," like the Byzantines did (this would probably just be a normal ship with fire strength and decent withdrawal), while the other would just be a raft packed with explosives (it could use the same function as Pyre Zombies)
 
Well, there could be two types of fire ships. One would use "Greek Fire," like the Byzantines did (this would probably just be a normal ship with fire strength and decent withdrawal), while the other would just be a raft packed with explosives (it could use the same function as Pyre Zombies)

The "Greek Fire" would be a naptha-thrower (no greeks in FfH *grin*). As you say, the other would be a one-shot unit (maybe carried by others) that explodes/burns causing collateral damage in a similar fashion to Pyre Zombies...

Grand Seeker has the idea - maybe make the naptha-thrower an upgrade that gives +1 fire?
 
The "Greek Fire" would be a naptha-thrower (no greeks in FfH *grin*). As you say, the other would be a one-shot unit (maybe carried by others) that explodes/burns causing collateral damage in a similar fashion to Pyre Zombies...

Grand Seeker has the idea - maybe make the naptha-thrower an upgrade that gives +1 fire?

Also Naptha would make a better resource than 'gunpowder'
 
The benefit of 'upgrade' system is that you dont need new graphics, just a promotion-like effekt :)

If we gave the 'naphta-thrower' fire strength, then we should definitivly make some point of the fact that its fire-strength and not normal. For example
some ships should get firewounderability, while others should get a resistance?

On the other hand, I realy enjoy the ability to someone withdrawl and/or blitz to sacrifice strength.

So, let me once again try to put some numbers into the mix:
(note: no ships start with any bombard ability)
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Catapult upgrade: +1 attack strength, 10% bombard ability.
Cannon upgrade : +2 strength, 30% bombard ability
Naphta-thrower : -2 strength, +2 fire strength, blitz, 25% withdraw change
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In D&D one also talks about magical wood. Could we make special ships with magical wood? Could we introduce some of these extraordinary wood with magical properties as a reasorce. Then 'ironwood' ship could get fire-resistance 50% and +1 defence or something?
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Edit: With this setup (ManOwar starts with cannon) we will se a lot more diversity in ships.
 
In addition i would say that all these are fun suggestions:
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UU replacement for arcane barrage with air magic in addition
Nautaloid
Fireship
 
I thought this thread was going to be about how awesome (or not) it is to put a hawk on a hunter and hit peaks for recon all game.

Repeat function for hawks, please!

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In the sea, fireball mages pwn all for vision (cannot get hawks onto ships) and annilation of multiple damaged and/or dead units post-fireball.
 
Um... ironwood... thats actually a spell that gives wood the strength of iron AND it is still burnable... (it is a spell cast by druids so nature and fire spheres?)
 
Lol "sees" as opposed to seas. Hawks are awesome for scouting by peaks! I'm doing this now, and capturing LOADS of elephants for my army :D

Al
 
Shouldn't that mean the thread should be about religions or the Over/undercouncils, FfH's version of the AP (the Holy See)
 
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