Fair nuff. The precise makeup of the group can be decided, but the general concept isn't a bad one, as it actually rewards the player for killing the Barbarians with something other than XP.
Edit: Valk ninja'd me by saying it's already in. Great minds...
What's Up Doc 3 Chislev Warriors are holding a Worker with Medic 1 as a hostage (The unit is a worker so that you can capture the "doctor" afterwards) - No prereqs.
Predators and Prey 2 wolves, spawn on a Pig or Deer space. Very early game, so no prereqs.
The entire group shares the same race promotion. And there is one version of this group for each race.
The only difference between the different versions is that they get a different race promotion and that the adept gets a different magic skill.
In case the race promotion does not change the model use UUs.
Since this is my pet project and the reason why i neglected the Maogata the last few days i will comment on your ideas.
I came up with the idea for spawngroups and it's my job to add them. Yay, I'm contributing to RifE.
1. I don't want to use too many new unique units. The whole reason for the commander and group promotions is that we can have varied spawns without creating completely new units.
I'm not totally opposed to adding new units, but only if it is really necessary.
2. Following this text here is a complete list of groups i added, except the basic groups and the unique ones (to keep some surprises for when it's released). The basic groups are groups that are just 1-5 of those units that is listed as a savage unique unit in the pedia. For example, I won't list "5 Orc Axeman". But groups like this exist also. The comments after the groups are directly from my changelog, and a lot of them are rather silly, especially the ones with names that are pretty descriptive and don' really need an explanantion.
Here we go:
Spoiler:
* Centaur Herd - Are group of centaurs called herds? I don't know. Some different centaurs here.
* Fawns - Since this group is unsing unitclass, there is a chance that it would spawn as Diakonos, even when the Dark Forest option is not toggled. I like that.
* Orc Tribe - A group of orcs lead by a fireball slinging shaman
* Eldritch Cabal - A group of Ashen Veil disciples and adepts lead by a priest. (comes after AV has been founded)
* Unseelie Enclave - Illusionist, Assassins, Nixkin. To make Hidden Nation more viable in multiplayer. There will be more Svart groups coming soon.
* Forest Protectors - Archers and Rangers that spawn in the Forest.
* 2X Skullsmashers - a minor orc clan that i made up.
* Twisted Troupe - A traveling circus of freaks and clowns that will be bad for your culture.
* 2x Mounted Mercenaries - Two groups of Mercenaries... they are mounted by the way.
* Diseased Corpse - Diseased Corpses to spread the joy (and disease)
* Fallen Angels - Fallen Angels, lead by a Dullahan, that appear after erebus starts falling more and more into chaos.
* Doviello Raiding Party - Some Doviello dudes (+ animal friends) that are intend to burn your women, steal your houses and rape your valuables, or something like that.
* Hemah's Nightmares -These are some of Hemah's nightmares that may, or may not be real.
* Escaped Lunatics - They escaped from an asylum somewhere and are batshit crazy!
* Savage Horde - They just call us savage, That’s what I like to be
* Savage Horde - Let them call us savage, Cause that’s what we like to be
* Savage Horde - "Savage" by Helloween - Seriously though, they're just some low level, no requirement savage spawns with slightly different compositions.
* Militia Patrol - Some local townfolks with pitchforks (requires mekara module. if you don't have it, it doesn't break anything. it just doesn't appear).
* Musteval Pack - Another no-requirement group, but this time it's mustevals to create some variation.
* Slave Caravan - Yay! Free Slaves! Well, as long as you get past the mercenary guards. D'tesh and Mekara will love this group.
* Wild Vahua - Ach! Hans, Run! It's the Vahua!
3. Commander: Not every group needs commanders. Basic groups shouldn't really have commanders, except when it looks kinda cool.
Now to your ideas:
When i say i like an idea, or it's okay, it probably will be added in some form, but not necessary the exact version you suggested,
* Band of Thieves: Like it. will be added.
* Nightwatch: Like it
* Necromancer, have something similar already with the eldritch cabal. but this could be an earlier version of it. Will think about it.
* Scouting party. already have something similar.
* Annoying Goblins: already planned to add the muris clan goblins. just didn't get to it yet.
* Escaped Madman: Have that already.
* Lost Crew: It's okay. Will probably add that.
* Ogre Warband: Already have the Skullsmashers Orc Clan. They have ogres.
* Beastman: Yeah, okay early spawn. Will add that. Need to add some racial uniques anyway, if we want to ave some early diversity.
* Dwarven Conqueror. Have a unique groups that is rather similar. But, come to think of it, we don't have a normal dwarf group yet.
* Raiding Party, similar to mounted mercenaries.
* Charismatic Brigand: okay, think it could work better as an adventuring group.
* Bounty Hunters: Already planned something similar. Will add it in some form.
* Slavers: Have that.
* Pirates: Like it.
* Fanatics: Like it.
* Cult of Barbaots: Similar to eldritch cabal.
* Revenge: i really like it.
* Temeluchus' Grandchildren: I have no idea who temeluchus is, but i like the idea.
* Green Men: Funny, will see if spawning near evil civs will work. But the idea is good.
* Lions Tigers and Bears, Oh My!: the idea i like, but they will spawn for the barbarians, since it is not planned to use it for the animal civ. Meh, maybe i will add them regardless.
* Moreaus Rejects: Nice idea.
* The Unburnt: Orc Tribe does basically the same.
* What's up doc: Funny, but probably won't add it.
* Predator and Prey: Same problem as with the Oz group. It's animals, which would spawn for savages.
* Hungry Ghosts: Okay.
* Phantasmal Killer: I can see a whole line of unique assassins that are out to kill you. Similar to the "Revenge" suggestion
* Outcast Warband: Maybe. Have to think about it. Could simply add a group for each major race.
okay, some really god ideas here. Will take some time to add the ones i like, but keep them coming.
Dwarven Conqueror and Necromancer are meant to represent lone persons of questionable sanity who have gained a little bit of power and have been immediately caught up in illusions of grandeur. Would be tyrants and conquerors.
You know, the kind of people who make a good sword, see that it can chop through some wood. And than immediately figure they can go slay dragons with it. Except that not.
Finally, will you be able to see exactly what can spawn? Yes. There is a new 'Pedia page, which will display all (non-bGraphicalOnly) spawngroups! You'll be able to open it up, and check the promotions for that unique group coming at you, for instance
possibility the best about the change.
although the whole idea feels like a big, wonderful overdose of pure atmosphere
my ideas:
Mad Explorers
Description: think of all those scouts driven mad you lost by some lairs ghost/illness, whatever event
Units:3 Scouts with Adventurer, Crazed and Withered, maybe also Demonic Race
early game
Contagioned Seer
Description: a courageous follower of the empyrean infected with vampirism who left his settlement into the desert, finally overtaken by his lust for blood
Unit: 1 Vampire with SunI and Crazed Promo, no deathI (is that possible?)
early game
The Purger(1)
Description: some griogri extremists
Units: 2 Axemen, 1 Medic(?) with Inquisitor and CombatII
early game The Purger(2)
Description: the same, just even more extremistic
Units: 2 Champions (not Dragon Slayers), 1 Ranger with , 1 Luonnotar with CombatI
mid game
and all above units Fire Weakness: i suppose leaving into the wilderness calling the gods unnecessary makes you a good target for some divine strikes
The Postman
description: a bad movie
units: a Horseman with Horselord, BodyI, mobilityI, and SentryI promotions
early game
Hidalgo!
description: uhm...?
units: a horse archer with Horselord, BodyI, Hero and SentryI promotions
mid game
Ive Created a Monster!
description: and here it is
units: a flesh golem with Heavy, Strong, and a random race Promo(is that possible?)
early game
Dracula
description: selfexplaining
units: a vampire with combatII, Withdraw and Flying promotion
early or midgame
The Outlaws
description: like in the western movies
units: 3 Musketmen or Handgunners with DrillI and something that fits desert
mid game
The not-so-friendly Prophet
description: a holy man
units: Lightbringer with Life1-3, Strong, and Water Walking,
early game
From dusk till dawn
description: a group of dark spawns
units: 2 Vampires, 2 Duskbringers, 1 Courtesean, all with Vampirism
Mid game
thats all i can think of at the time, all more or less about funny references
Spiders leave the Mine (as an answer to the spider event):
3 baby spiders with hill defense 1 (and blind)
No Circus today
The Harlequin opened the cages and left with those abominations. What is going on in his sick mind?
1 Harlequin with Weak and Diseased, 2-4 Freaks with mobility.
Braveheart
You will never take his freedom
1 Highlander with bronze weapons and battle-hardened.
Possibly with leash.
You have my sword, my bow and my axe
Swordsman with Conviction, Elven Archer with Archery promotions, dwarven axeman
Fight evil with us
Let those Bannor fanatics think what they want to think.
...
Evil is out there. Help us destroy it. What? You wont support us? Evil is among those people guys! Let's get them
1 Flagbearer and 2 Demagoges and 1 Cleric
Shooting Challenge.
Which weapon works best?
1 Javelinthrower, 1 dwarven slinger, 1 archer all with archery I
Geppetto
A cranky woodcarver claims that he lost his puppet son. He must have lost count
1 Adept with Enchant 1, Creation 1 and 10 puppets appears
Scouting the enemy
They found us. Scouts were seen at the borders
2-4 scouts with sentry and withdraw
The pig-loving dwarf
His wife left him, now the only thing he has left are his beloved pigs
1 Boar rider, 1-3 boars
More guarded landmarks
Not only pristine pass is guarded by this stone creatures
2 weak gargoyles appear
Temeluchus was the "god" of a false religion scam created by Laroth. It's adherents started to mutilate themselves in devotion to the fake god. The religion itself dies out, but Kylorin recognises Laroth's talents. You can read more in the Pagan Temple pedia text.
A couple of Dural professor's rediscover the religion and try to emulate it unsuccesfully. I quite like the idea of Laroth's decpetion having consequences long after everyone has forgotten about it.
Other ideas:
Black Knight - A Knight with +1 Unholy Combat plus his squire (Horseman)
Rustlers - 2 Chislev Warriors that spawn on any tile with Horses.
Rogue Golem - A Golem or some sorts that has gone rogue. Possibly with a Resident Machine Spirit.
Partisans - 5 Warriors with Guerilla I and Woodsman I that spawn after a city is razed.
One tag that might be good would be a "Will not attack" tag that can be assigned to spawn groups so that they only attack specific civs. For instance, Chislev Warriors out for revenge might head staright for Clan Lands, but probably wouldn't raid their own people's lands.
Temeluchus was the "god" of a false religion scam created by Laroth. It's adherents started to mutilate themselves in devotion to the fake god. The religion itself dies out, but Kylorin recognises Laroth's talents. You can read more in the Pagan Temple pedia text.
A couple of Dural professor's rediscover the religion and try to emulate it unsuccesfully. I quite like the idea of Laroth's decpetion having consequences long after everyone has forgotten about it.
Other ideas:
Black Knight - A Knight with +1 Unholy Combat plus his squire (Horseman)
Rustlers - 2 Chislev Warriors that spawn on any tile with Horses.
Rogue Golem - A Golem or some sorts that has gone rogue. Possibly with a Resident Machine Spirit.
Partisans - 5 Warriors with Guerilla I and Woodsman I that spawn after a city is razed.
One tag that might be good would be a "Will not attack" tag that can be assigned to spawn groups so that they only attack specific civs. For instance, Chislev Warriors out for revenge might head staright for Clan Lands, but probably wouldn't raid their own people's lands.
About the XYZ group not attacking XYZ civ: We talked about that already a bit.
The discussion started when the idea for a Mekara Slave Raid Group came up. Why would they attack the Mekara if they were in the game?
For some groups it makes a little bit more sense, for others not so much. Doviello group attacking doviello? sure, why not. I don't see them as very united anyway. The Slave Raid example doesn't work as well.
One solution we came up with was having them only appear if the "parent" civ was NOT in the game, representing them coming from distant shores and giving civs a presence in game, even if they weren't actually in the game.
Don't know if I will really do that.
Most likely you will have to deal with units that are technically from your civ attacking you. They're splinter groups or whatever.
About the new group ideas that were suggested: I'm to lazy to comment on each separate on, but there were a bunch of good ones in it.
I made a list of all the suggestions i like up to know and came up with roughly 28 new groups. Could be a bit more if I decide to split some of them into more groups.
group "Visitors from Arrakis"
late-game spawn
contains: 1 Thopter loaded with 3 champions heavy infantry units named "Fremen"; all with +desert strength promotion
1 Man o' War with commander promotions (you can force a unitcombat_naval unit to take these right? and let them command other domain_sea units?), unique name of some sort
2-3 frigates
Destroying the flagship in direct combat has a chance of giving a technology, make a great person spawn, or give an item to the victorious ship, as per exploring a named dungeon.
Basically, water units never get enough love. More barbarian frigates!
group "Visitors from Arrakis"
late-game spawn
contains: 1 Thopter loaded with 3 champions heavy infantry units named "Fremen"; all with +desert strength promotion
Personally, I hate all the ones that invoke other media so overtly. I mean I invoked something but I did it subtly. You guys are not even hiding the names.
I mean, as much as I love Monty Python I just don't feel the style fits into Erebus.
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