Werewolves

Sarisin

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May 15, 2006
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For me, the key to my Conquest victories is researching Animal Mastery and Feral Bond and getting the Baron.

It is great fun, gold permitting as they require maintenance, to build a second army of Greater Werewolves and send them off led by the Baron to kill raging barbs, destroy AI civs, and pillage.

Here are a couple of lychanthropic questions:

1. What is the limit of werewolves you can have? I see you will eventually see the "Lychanthropy Spreads" message finally stop. And, when one werewolf gets killed you will be able to replace him. What is the limit?

2. How do you get a Greater Werewolf? Getting a Blooded Werewolf is gained by having a Ravenous Werewolf kill any unit. However, it seems hit or miss with the Greater Werewolves. I have had them get stronger in their first few battles. Also, I have several Blooded Werewolves with around 125 XP (I am playing a RAI civ) and they still don't get stronger.

3. Any chance of more promotions for the Werewolves? You can easily run out. Maybe Melee, Archery, Mounted bonuses??

4. When Lychanthropy spreads after you kill a unit with your Werewolf, almost always the poor Ravenous Werewolf is left out to dry on a tile away from the Werewolf who helped produce him. He is often quickly dispatched by an enemy unit. Any chance he could get an extra movement pt. or something to move out of harm's way?

Long live the Baron!!!:king:
 
1. There is a limit, dunno what it is. Or it might be more of just an exponential decrease in spawning odds as numbers increase.
Oh here's an adendum of my own: Is the werewolf limit global or per civ?
2. Greater werewolves come about rarely, about 1 in 10 or 20 wins with a blooded. It's probably in the editor.
3. They used to have these, but they were removed when the wolves were switched to animal types, probably for balance reasons.

I have a balance suggestion, though one that if implemented would sorely effect my current game. Werewolves have too much movement. They can get enraged and two mobility promotions, and I think that they start with two? Anyway, I have greater weres with move of 5, and it makes it quite easy to zip all around a city cleaining up.
 
Chance of producing a new werewolf, if I understand the xml files correctly, starts at 100%, and decreases by 3% for each werewolf.

I think it's good if you run out of promotions with your werewolves. With such high strength, and the ability to create more of themselves, they are quite powerful already. Their animal status is the only thing that keeps them in check.
 
I thought this wasn't possible before, but i tested it out some and it turns out to be. If you lose all your cities after you've gotten werewolves, then you can let them multiply as much as you like without worrying about gold (if you have no cities, then your units do not go on strike even if you have 0 gold and -X gold per turn). That requires 'Require complete kills' to be checked though. Fun time :D
 
Hi,

As Nikis-Knight, i think that they have too much movement. A small group of werewolves can make awesome damage behind the ennemy line and nearly make a city impossible to reach for new troops.

About promo: IMO, giving to them promo such as melee, archery,... would be not logical. They are animals if i well remember. But, why not all "land" promo ? An other idea is "Fear" for Greater Werewolves only...

The Frog.
 
Sarisin said:
For me, the key to my Conquest victories is researching Animal Mastery and Feral Bond and getting the Baron.

It is great fun, gold permitting as they require maintenance, to build a second army of Greater Werewolves and send them off led by the Baron to kill raging barbs, destroy AI civs, and pillage.

Here are a couple of lychanthropic questions:

1. What is the limit of werewolves you can have? I see you will eventually see the "Lychanthropy Spreads" message finally stop. And, when one werewolf gets killed you will be able to replace him. What is the limit?

Grillick is right, it is 100% minus 3% per werewolf and adjustable in the editor. The chance is only based on the amount of werewolves that player has (i didnt want to count all of the units in the world). I assumed that would be okay since only one player will be able to access werewolves but some sneak players found a way around that.

2. How do you get a Greater Werewolf? Getting a Blooded Werewolf is gained by having a Ravenous Werewolf kill any unit. However, it seems hit or miss with the Greater Werewolves. I have had them get stronger in their first few battles. Also, I have several Blooded Werewolves with around 125 XP (I am playing a RAI civ) and they still don't get stronger.

5% chance everytime a blooded werewolf kills a living creature of becoming a greater werewolf.

3. Any chance of more promotions for the Werewolves? You can easily run out. Maybe Melee, Archery, Mounted bonuses??

Thats intended. They are animals after all and arent the most apt for training and learning from experience. Its part fo the balance of the unit that they have pretty limited promotion selection.

4. When Lychanthropy spreads after you kill a unit with your Werewolf, almost always the poor Ravenous Werewolf is left out to dry on a tile away from the Werewolf who helped produce him. He is often quickly dispatched by an enemy unit. Any chance he could get an extra movement pt. or something to move out of harm's way?

Long live the Baron!!!:king:

Doubtful, this is another balance consideration. Newly formed werewolves are intended to be vulnerable. One that grows to a blooded, and then greater takes a bit of luck and some good planning by the player.
 
Nikis-Knight said:
1. There is a limit, dunno what it is. Or it might be more of just an exponential decrease in spawning odds as numbers increase.
Oh here's an adendum of my own: Is the werewolf limit global or per civ?
2. Greater werewolves come about rarely, about 1 in 10 or 20 wins with a blooded. It's probably in the editor.
3. They used to have these, but they were removed when the wolves were switched to animal types, probably for balance reasons.

I have a balance suggestion, though one that if implemented would sorely effect my current game. Werewolves have too much movement. They can get enraged and two mobility promotions, and I think that they start with two? Anyway, I have greater weres with move of 5, and it makes it quite easy to zip all around a city cleaining up.

Blooded Werewolves weren't supposed to have the Enraged promotion, but they are inheriting it from their Ravenous form. I will block it and it will slow them down a bit.
 
How about just blocking Mobility for animals (or maybe limit them to Mobility I so they can keep up with other units without the need for a hasting caster - enraged werewolves already can, of course)?
 
Nikis-Knight said:
12. Greater werewolves come about rarely, about 1 in 10 or 20 wins with a blooded. It's probably in the editor.

It's not in the editor.
 
It is listed in Kael's post 5 above this one, though...
 
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