WH Discussion Thread

mrtn said:
But, when they have a specific tech, you just make the SW require a specific building (Temple, maybe).

But wouldn't this make the "Assassin Houses" basically available at religion, rather than at assassination?

would it be worth putting a very cheap improvement, such as "scout tower" or something at assassination and make the SW require that to be built?

mrtn said:
The Revenge of the Spelling Nazi
He's back, and he wants your letters...
Ninjutsu, not jitsu.

well, this is the Revenge of the Grammar Nazi! :D

mrtn said:
Me and my girlfriend are playing a Beastman game, we hit the city roof (i e had to build New Darkwald) even before the first war, on a standard map, so we need more city names.

You should've said "My girlfriend and I" :mischief: :lol:

Araby is a Monarchy, so make the Hashish House require Monarchy to build and you solve the problem with Ind building it.

I guess that Nippon will need to lose its Domestication
 
@Hikaro: I might take one of those English names, but I'm not keen on using Japanese names (and not only because it could mean "your mother is a hippo" for all I know :D). I'd probably add the Japanese to the pedia text, though.

@fe3333au: I knew you liked good music, remembered it from the album cover thread. ;) BTW, an aaglo post in that thread got me interested in a Finnish band called Kingston Wall, check them out. :)

@LMR!: That would force me to say "I are", which, AFAIU, is an abomination. But then it's not my language. :p
Araby is Despotic since a number of patches back.

I'm playing a "assassin" filled game (i e featuring Loren, Slann, Nippon, Naggaroth, Chaos Dwarves and me, Araby) now, where I've made them invisible. I've come to the Dark Ages, but I'm still the only civ with Assassination. When the other civs get it I'll see what happens, hopefully they'll not flood the map with the little buggers...

I'm interested in diversifying Ind and give them a different starting tech. Maybe they'll get a special "Temple of the thirty million gods" wonder, or something...
This way the fundamentalism wonder The Holy War can be turned into a small wonder, which would be much better...
Or maybe just give them a usefull starting tech instead of Arabyan Tradition? :)

Oh, I'll change the Tilean spearman too, to the Hoplite. Still 2/4/1 stats, of course.
 
Of course the dwarves get the coolest units, because they're the coolest race. :D (unlike skaven, who only get ugly units :p ).

and here he is, mrtn advertising kingston wall again.... :lol: (you should hear our band play kingston wall someday ;) )
 
The vanilla one. That will be the spearmen that later inspires the Alcatani Fellowship (or whatever their name was ). ;)
The assassin testing seems to go well; most civs in my game have Assassination now, and I've only seen Sneaky Gits yet, and that's because they're the best attackers for the Chaos Dwarfs as they don't have any iron. My capital is great, btw, Great Forge and 4 or 5 other wonders, and wine in city radius. 68 shields per turn, IIRC.

I feel something should be done about the CDs though, if they don't get iron they only have 5-attackers in the first era, that's no good...
Ideas for this would be welcome. What we've thought about is either to change the hobgoblin wolf scout to attack 6, or maybe move the Whirlwind to the chariot spot...
 
mrtn,
how can you have seen sneaky gits, if they're invisible ;)
Or are you playing on debug-mode?
But why don't the AI build those assassins at all?? are they too expensive or too cheap - or doesn't the AI just like assassins or what...?
Is there an "invisible" option in "AI build strategy"-section ;)

I'm in favor of moving the whirlwind from 3rd to 1st era (with lower stats of course). One option is though to make the tenderiser (similar to the whirlwind, but with hammers instead of scythes/chainballs) - and I think I might not be willing to make that. I think.
 
I built Magicians, and sent them over in a boat. :rolleyes:

Hm, on second though, the Whirlwind should require iron, presumably, and not an animal (I think? Or should we have Bull Centaurs require beasts?). But I want a unit that don't require iron, but require an animal. :crazyeye:
 
That's my argument too, you know. ;)

I've spent a while fixing skaven stats... We need a Giant Rat unit, but I heard that could be forthcoming... I thought I'd add that as 5/2/2 at Pottery. :wow:
 
Stormrage said:
Why pottery?
Because everyone knows that when you start building granaries you get lots of giant rats. :D
Well, it should be an early tech (comparative to Ballistics, but that doesn't fit rats...) with room for a unit.

skavenunitstats.gif

This is not finalised, but is what I have atm.
I've also made ugly c'n'p tech trees, and pasted small pedia icons to see how it would look, and what unit goes where.
 
so you haven't added units that haven't been made yet, right?

looks good, i have to say, it's a nice spread over the four eras too. i forget where this was said, but someone suggested that the warpfire thrower be pure artillery at adv. siegecraft

i would also like to suggest what odin suggested in the Skaven thread:
-have two skaven workers, aaglo's and his

this is my suggestion:
-odin's skaven worker as the slaverat, 75% work rate, able to be sacrificed (like the amazons)
-aaglo's as the skaven worker, 100% or 125% work rate, can't be sacrificed

whaddya think?

Edit: ATAR is All Terrain As Roads
 
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