Ahriman
Tyrant
I probably won't get a chance to look today; maybe tonight.
)like FfH Vampires, Units with the Ogre promotion can sacrifice units in their stack with the Gnoblar promotion, and city population, to gain Exp. (2 unique spells tied into racial promotion
Interesting, will require playtest. Should be ok.Ogres are much bigger and stronger than other races and so deal a small ammount of collateral damage. (10% collateral damage to 1 unit. tied into racial promo)
Ogres are few in numbers compared to most races. all Ogre units should have a national cap.
This sounds like annoying micromagement that the AI won't understand.When a Gnoblar unit wins combat they generate free food, which they must transport to a city to deposite. in addition to this
Maw Pit Replaces Temple of Destruction. required to build Butchers and slaughtermasters. +1 happy, -3 food,
sacrifice slaves for an instant +25 beakers (blessings from the Great maw)
These kind of effects are tricky/messy now with all the races. There are 3 types of elves, 2 types of dwarve, and humans don't even have a promotion. I don't object to the idea, but its probably hard to implement.+30% vs Humans, Elves, Dwarves.
Bombing city defenses? Can hand weapons really knock down castle walls? That feels a bit much. Maybe just a higher ranged strength (remember we have the FF unit bombardment system now)?Leadbelchers (Replaces handgunners). Same stats but starts with Ogre Racial promo. Can bombard City Defences.
National limit 3.Ogre Tyrant:
Just forests. There is no hills terrain penalty, nor should trampling help remove one.No Terrain panlaties from Hills and Forest.
I think the ??? tech is called something like Insatiable Hunger.Butcher (UU, limit 8) Requires ??? tech. Requires Warfare tech
Hmm... sounds complicated. Maybe it just has some sacrifice spells that destroy the weakest unit in the stack when cast?spells cost food? (not sure how to code, will see)
Re the crosseed out heal 15%: we can make the Ogre promotion an OR requirement for Cannibalize promotion. So ogre units can select cannibalize when they gain levels.Ogre: Racial promo. heal 15% after combat.
I thought "gut magic" was canon? Whatever you prefer though.Gastromancy Ogre unique magic. (instead of being called gut magic.
This is a selectable promotion from levelups?Greater Gutplate Requires Ogre promotion AND, Iron Weapons, OR meteoric iron Weapons promotions. +1 defence strength.
It think they should eat Gnoblars for healing, and city pop for experience, like FFH vamps.
Interesting, will require playtest. Should be ok.
I suspect that tier2 core melee will need to remain uncapped. Otherwise we could have big problems, particularly on large maps.
Why don't we just have a slave-capture chance, and a buildnig that lets you sacrifice slaves for food?
I don't really like the -3 food penalty. That would make it not worth building, and woudl go against the entire faction design of having very high food income, used to rapidly repopulate cities or to build the ogre units.
I think each faction should onyl have one slave-sacrifice ability, to avoid duplication. This should probably be food for ogres.
To incorporate the idea of sacrificing people for knowledge, how about the maw temple has -1 food but +3 beakers? And a military production bonus?
I know we agreed on the halfling kitchen before, but I wonder if it has too many effects? They do all seem flavorful, but...
I still really love the gargantuan larder, I am excited to see that in play. Hopefully the Dunewars people will get the SDK changes working without too much hassle.
These kind of effects are tricky/messy now with all the races. There are 3 types of elves, 2 types of dwarve, and humans don't even have a promotion. I don't object to the idea, but its probably hard to implement.
Bombing city defenses? Can hand weapons really knock down castle walls? That feels a bit much. Maybe just a higher ranged strength (remember we have the FF unit bombardment system now)?
Just forests. There is no hills terrain penalty, nor should trampling help remove one.
Re the crosseed out heal 15%: we can make the Ogre promotion an OR requirement for Cannibalize promotion. So ogre units can select cannibalize when they gain levels.
I thought "gut magic" was canon? Whatever you prefer though.
This is a selectable promotion from levelups?
Otherwise, looks good, I think these will be fun to play.
so the Orc and Goblin civs should always refuse contact with the Hobgoblins.
Hobgoblins are known for being the most traitorous creatures in the world. They should have a high rate of backstabbery, recon and stealth.
but i dont want them to step on bretonnias toes in this regard. perhaps more mobile but slightly weaker?
There aren't any canon names?Hobgoblin Spy
Hobgoblin Infiltrator
Harriers to me associates more with harrier hawks, mobile and light. Not really associated with spearmen.Harriers
Aren't Sneaky gitz a recon unit we have for orks? This should be the same unit in both places.Hobgoblin Sneaky Gitz
Hobgoblin Recurve Archers
Hobgoblin Compound Archers
This just seems wrong. plains-roving horsemen shouldn't have handgunners. This slot should really just be for civilized factions. And grenadiers in a cavalry/archer faction?Hobgoblin Grenadiers (Replaces Handgunners)
Wolf Riders(replaces Ancient Cavalry) same stats, starts with Goblin Racial Promo, +vs melee not ranged. +1 move (dosnt obsolete) no terrain penatly from forest.
Wolf Chariot (replaces Chariot) same stats, starts with Goblin Racial Promo, +vs melee not ranged.
Again, these shouldnt' have forest bonuses; just the opposite, they should be good on plains.Warg Lancers (replaces lancers) same stats, starts with Goblin Racial Promo, +vs melee not ranged. +1 move (dosnt obsolete) no terrain penatly from forest. flanking bonus agains siege.
Warg mounted archers, standard horsearcher warband staves with +1 first strike, +10% withdraw. Thats still awesome.Hobgoblin Wolf-archers (Replaces Horsearcher warband). same stats, starts with Goblin Racial Promo. +1 move, +1 first strike chances. +10% withdrawl. no terrain penatly from forest.
Wargs are gunpowder troops, I vote no.Hobgoblin Warg-archers (Replaces Cavalry). same stats, starts with Goblin Racial Promo. +1 move, +1 first strike chances. +10% withdrawl. no terrain penatly from forest.
Really? That sounds like regular gobs and orks, not hobgobs.Suicide Bombers (replaces Catapult)
I don't really like literally building units in the field, that doesn't work well and can get dangerous.Hobgoblin Engineers (replaces Cannon) Strength 3/1. can reduce city defence. can cast 'construct Rock-lobba', 'Construct spear-chukka'.
Ashena, Mother Wolf
No Militia Archers
No Longbowmen
No Knights
Caltrops +20% vs shock cavalry and missile cavalry.
I'd just give them the basic troll. River troll in particular doesn't work for a race in arid steppe/plains.River Troll:
I don't really like this. Are the Orks *really* less likely to have diplomacy with the Hobgobs than they are with dark elves or high elves or the Empire or Lizardmen or Khemri?
I would implement this with a permanent -2 diplomacy modifier, in the same way that we were talking about adding penalties between natural enemies like high and dark elves, high elves and dwarves, araby and estalia, etc.
Sounds fine. I imagine Hobgoblins as being a bit like the Hippus in FFH; mercenary raiders.
With some AI leader parameters, I think I have done a good job of making the Ordos feel very Mercenary in DuneWars; it is very easy to buy them into a war on your side.
I will make some comments on the list, but I think we should still consider this "under construction" and try to brainstorm some more.
There aren't any canon names?
Some good words:
Tumen, instead of warband.
Hordu, instead of regiment.
Noyan, an officer
Khan, a general.
Kharash: basically slaves, forcibly conscripted into fighting to serve as cannon fodder and soak up ranged fire.
Keshik, horse-archers.
For one thing, I think we should probably drop "Hobgoblin" from all the names. Every elven unit isn't called "Elven", every Ogre unit isn't called "Ogre", etc.
Aren't Sneaky gitz a recon unit we have for orks? This should be the same unit in both places.
they could have standard militia archers, and then Recurve Bowmen as Longbow UU.
I don't really like giving withdraw chances to archers; I'd just leave them with extra first strikes or something.
This just seems wrong. plains-roving horsemen shouldn't have handgunners. This slot should really just be for civilized factions. And grenadiers in a cavalry/archer faction?
Are they really all riding wolves and not horses? Just checking.
I'd replace this with a standard ancient cav with a +10% withdraw chance, or a +10% on plains.
A thought; how about we add a horsearcher unit requiring horseback riding and archery? That would be a nice contrast to other factions.
Strength 4, 3 moves, ranged bombardment strength 3, missile cavalry class, no metal weapons (but can get quality bows, wartats), 15% withdraw chance.
Chariots don't feel very mongolly. And chariots are already bonuses vs melee.
Warg mounted archers, standard horsearcher warband staves with +1 first strike, +10% withdraw. Thats still awesome.
Wargs are gunpowder troops, I vote no.
Instead:
Warg Keshiks (replaces knight)
Same as knight, but +1 first strike.
How about instead, a mobile catapult with 2 moves, but no unit bombardment? Mongols were fantastic at mobile siege warfare.
I don't really like literally building units in the field, that doesn't work well and can get dangerous.
I could see them with a cannon, or with sappers, who would be an infantry unit with a city wall bombardment.
How about no militia swordsmen replacement? only spearmen. So they don't have city assault troops.
Werewolves? Is that in flavor? I guess it could be. Seems interesting anyway.
How about we block warchariot, militia swordsmen and crossbows instead?
I have never ever heard of caltrops being used against cavalry. It doesn't really make sense; horses normally wear horseshoes, caltrops are normally used against people where they can stick through the boot.
I'd just give them the basic troll. River troll in particular doesn't work for a race in arid steppe/plains.
What will they get magicwise, and priestwise?
maybe we can uses similar parameters to the Ordos
its open to interpretation. i cant really see them riding horses. huge wolves yeh but not really horses.
hmm thats an interesting idea. although the wolf mounts wouldnt get hindered by forest either so i still propose at least a reduced forest penalty.
I think no warchariot, but I don't mind either way with the basic chariot.true, shall we make hobgobs unable to get chariots?
Yessuspect you mean cavalry not warg there?
Sappers is what i was thinking for the suicide bombers (i just couldnt think of the word sappers)
It will need testing. But I like the idea of hobgob mongols as being awesome mounted mobile raiders, and decent defenders with all their archers, but weak on assault. Neither of the mongol strength (long-range bows and mobile cavalry) are very useful when assaulting a city. I like the idea of them being more vulnerable than normal to city walls; I wonder if there is any way to implement this?hmm im a little dubious about this, but ok.
Yes, but we just block the rifling tech. Only the dwarves and civilized urban factions should be able to research rifling tech.ok (are we blocking handgunners and cavalry as well?)
Well, they'll still be using Destruction religion.... so my assumption was we'd just give them the same WAAAGH! shamans and magic.i havent thought that far ahead... and actually i have no idea
I think its fine for the spider riders and the goblin units, but I'd leave it off for a plains-based mongol-type faction. There are no forests in Mongolia![]()
Sappers arent' suicide bombers. They build a tunnel under walls to undermine the foundation, then burn the timbers holding up the tunnel, so that the tunnel collapses, bringing down the wall on top of it. They aren't in the tunnel when they set it on fire - they have a fuse.
It will need testing. But I like the idea of hobgob mongols as being awesome mounted mobile raiders, and decent defenders with all their archers, but weak on assault. Neither of the mongol strength (long-range bows and mobile cavalry) are very useful when assaulting a city. I like the idea of them being more vulnerable than normal to city walls; I wonder if there is any way to implement this?
Keep in mind: spearmen are still just as good at city assaults as swordsmen; swordsmen have bonus vs melee, not vs city attack.
Also, historically mongol swords were mostly scimitar types for use from cavalry, not for close quarters thrusting in melee.
Late-game, they can just storm with Keshiks.
Well, they'll still be using Destruction religion.... so my assumption was we'd just give them the same WAAAGH! shamans and magic.
But we still need something at Priesthood and Fanaticism for Orks, Goblins and Hobgoblins. And do we for ogres yet? I forget.
i dont relaly like the Goblin fanatics as religious units
i wonder if we should make destruction different by not giving them UUs, and instead having some other benefits to balance it?
I like the beakers from city capture for any Destruction civ (looted tech), but that should just apply equally for all these factions, and it will just be tied into the Destruction religion python code.such as slaves/ science/ food from city capture/destruction
perhaps arcane units could double as clerics due to their magic being that of Gork and Mork most of the time
Should be -1 defense strength, not -1 strength.Militia repeater crossbow (replace militia archer). Same as militia archer, but -1 strength, and +15% vs melee units and blitz.
MoralE, not moral. Completely different words. Along with Rogue/Rouge, this is one of the biggest things on the internet that drive me nuts.senior captain randomly applies the 'Moral' promotion to units in the stack.
Is that even codeable?Religious Fervour Religion spread in borders increases.
Pinch won't help anymore, since we merged ranged/gunpowder. Just give them the +1 first strike and +15% vs ranged units.Arquebusiers (replaces handgunners). Superior gunners, +1 first strike, starts with Pinch. Hammer cost: 100.
I wonder if the earlier designed factions will be weaker than the later designed ones? We'll have to playtest I guess and get feedback.
Darkelves......Should be -1 defense strength, not -1 strength.
If you can think of more tabletop units which would logically fit into our unit slots, lets hear them.
I'd be happy to have a UU knight (Reiksguard?)
MoralE, not moral. Completely different words. Along with Rogue/Rouge, this is one of the biggest things on the internet that drive me nuts.
But improved inquisitors I think will work better than more religions spread.
Lose all the hammer costs; they were messed up, based on looknig at things at the wrong difficulty level (where hammer costs are changed).
Pinch won't help anymore, since we merged ranged/gunpowder. Just give them the +1 first strike and +15% vs ranged units.
How about some Roman flavor as well in the early game?...
For a lot of the nonhuman factions, we have some UUs for the early game, but for many others
Lets try to add some history.
Equites (ancient cavalry replacement)
Tilean Legionaries (axeman warband replacement)
Velites skirmishers (replaces skirmisher warband)
Still no design up for chaos I note.
i think ill make an excell spreadsheet of all the units and if you could would you mind going through and assigning resource and tech requirements and unit costs?
Make sure you leave room to add units.
I'm not too attached to it though.
I notice your metal scheme bronze/iron/steel/meteoric but um, bronze is better than iron
Though if we go to the trouble to make UUs, let's try to make sure there's at least a slight actual gameplay difference.
I still like the idea of their early tribal Swordsmen units being able to use Dyes in addition to metal
maybe Equites have a national cap but don't cost gold upkeep as they're patricians who pay for their own equipment.
Its not unreasonable for them to eventually use gunpowder as Ogres can. In the vein of Kublai Khan or Hulagu Khan who became pseudocivilized and founded dynastic empires, how about developing a slight Mamluk or Ottoman flavor for lategame Hobgobs
Mongols became Chinese much more than they ever became Ottoman. I think hobgoblin Janissiaries would kinda feel weird.
Perhaps we could just let them get normal handgunners.
I could see them with a weak cannon UU with 2 moves, again with city bombardment rather than unit bombardment; that fits in their theme well.