The Luchuirp

Chalid said:
Thats a problem I could solve...

Is that what we want though? Mud Golems would be expensive worker/defender hybrids. I still don't understand why I couldn't build Dwarven Soldiers.
 
woodelf said:
Is that what we want though? Mud Golems would be expensive worker/defender hybrids. I still don't understand why I couldn't build Dwarven Soldiers.

I agree with wood elf, id rather just keep them non-combat.
 
What if they had two early golems.

Mud golems and Rock golems. The mud golems would be the workers and the rock golems (using that earlier model that kael rejected as stone golem) would be like 3 strength warrior replacements.

Why-
1. This gives them an early game unit that can still be used later in the game. It would tide them over until the wood golems.
2. It would also remove the problem of having warriors upgrade into golems.
3. Also, of course the rock golem would not be upgradeable to archers since golems don't become humans.
4. The rock golems could also cast some basic earth spells.
 
loki1232 said:
Of course. How hard is it to find rocks lying around? Especially when you've been livng in caves for 2000 years.

:)

Very hard when you want to build the Pyramids I've found.
 
I just added the Luchuirp hero in and Im really happy with how they are working now. We may do some refinement when they are in the new tech tree making sure they get new units in a timely manner but I think we did a good job.

Barnaxus is an axeman level unit, a wood golem. He doesn't have the hero promotion. Instead he has 2 abilities.

1. He is a "living" golem, he is able to think, adapt and therefor earn xp and level (as a melee unit).

2. Barnaxus's Combat I - V promotions are shared with all of the golems in his empire.

It was really fun to go out hunting with Barnaxus to build him up and buff my empire. I think the player will enjoy it and it fits the "enchantment" theme well. Killing Barnaxus will be critical to winning a war against the Luchuirp.
 
Barnaxus sounds excellent! Have you done a write-up for him? A write-up for a "living" golem could be quite amusing, I imagine his story would be something like that of the Millenium man (the Asimov story, not the God-awful movie based on it)...

I had a quick idea about bone golems. Bone golems are, in essence, evil. After all, they're based on the remains of dead stuff. How's about making them only buildable if the Luichurp adopt the Veil as state religion. In fact, how about making one unique golem for each state religion?
 
wilboman said:
I had a quick idea about bone golems. Bone golems are, in essence, evil. After all, they're based on the remains of dead stuff. How's about making them only buildable if the Luichurp adopt the Veil as state religion. In fact, how about making one unique golem for each state religion?

A unique golem for each religion sounds cool. What would be the OO one? A seaweed golem? Maybe coral? That would be nifty.
 
Water Golem? No... Salt! A salt golem, perhaps.
For Leaves it would have to be some kind of hard core wood golem.
Kilmorph should get a gem golem or something similarly precious.
The Order would need a Guardian Golem of some type, maybe not resource-specific.
But this would be a lot of work, peut-être?

Question: Can golems become infected with the Dragon Cult? 'Cause that seems... Kinda wrong. Also, making them immune would give the Luichurp an edge against the Dragon Cult. Dwarves of an artistic disposition are not exactly famous for their close and loving relationship to wyrms.
 
wilboman said:
Barnaxus sounds excellent! Have you done a write-up for him? A write-up for a "living" golem could be quite amusing, I imagine his story would be something like that of the Millenium man (the Asimov story, not the God-awful movie based on it)...

Nope, and his real story isnt all that interesting. One of the most talented enchanters dissapeared forever. No one ever did figure out what happened to him. When they went to check out his place they found Barnaxus, a golem unlike any other that the enchanter had built as a helper.

Feel free to write a new story from scratch for him.

I had a quick idea about bone golems. Bone golems are, in essence, evil. After all, they're based on the remains of dead stuff. How's about making them only buildable if the Luichurp adopt the Veil as state religion. In fact, how about making one unique golem for each state religion?

I dont see the Luchuirp as particuarly religious. Ideally I would love to have a t4 golem for most of the mana types. Because they are enchanters I see that they would be more dependant on mana nodes. But for now what we have is good, I don't want to stretch the art resources to thin.
 
woodelf said:
That's great to hear. Is the next release internal or 1.3 public?

Probably public, is there any advantage to internal releases?
 
Kael said:
Probably public, is there any advantage to internal releases?

If they catch silly bugs then yes. If you want a wider testing pool then public is the way to go. I didn't think you liked the little patches that are needed the same day of release, that's why I asked.
 
woodelf said:
If they catch silly bugs then yes. If you want a wider testing pool then public is the way to go. I didn't think you liked the little patches that are needed the same day of release, that's why I asked.

Yeah, you are probably right. Lets shoot for the **** for an internal 0.13 and the **** for a public 0.13. Don't commit these dates externally, I don't like missing dates so I like to be 100% before I commit publically about them (im still miffed I had to push 1.0 more than a month).
 
Did a little more tweaking with the Luchuirp last night. Someone (I wish I could remember where) noted that there is a design flaw with them. Their adepts start with the enchanted blade spell but are unable to ever cast it since all of their melee units have been replaced with golems.

I thought about it and didn't like being able to cast enchanted blades on golems (who are already enchanted). So I may a new ability, Repair, which you have to have enchantement1 and be a dwarf to use.

Basically Heal was changed to only effect living targets and Repair does the same thing for golems, siege units and ships. I figured exposing it to all dwarves meant the khazad could use it on their big seige units too.

Because I tied it to dwarves I had to make dwarven adepts, so they will no longer be hiring human mages to be the dwarves for them (and we will eventually need a dwarven mage graphic).

I also reduced golems heals rates from 15/10/5% in allied/neutral/enemy territory to 5% regardless of where they are.

Let me know what you guys think.
 
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