What don't you like about Clan of Embers?

it might be interesting to have a non-barb/scorched earth Clan leader.

I doubt a CoE leader with no Barbarian and Scorched Earth trait would have any CoE flavour unless some new traits are created.Actually with Sheelba and Jonas Endain you have a perfect feeling to play as a barbarian.
 
If you try the last version of RoM, all leaders with barbarian trait become even stronger.

Hehe, I've read three threads and in all three of them you're advertizing Rise of Mania. :lol:
I sometimes feel the urge myself to post "Just play RoM" after every balance problem people report, but I guess that would start to annoy Kael. :mischief:
 
I agree that traits go beyond the leader but they are the structure for how the leader views their own society...what society they wish to make for their people. While it may be difficult to stop orcs from razing a town it would not be impossible, especially if the orcs knew they would be slaughtered for doing so.

@MagisterCultuum: I see Sheelba as wanting revenge against the civilized world for the percieved wrong done to her by her "father" and his people. She had been "tamed" by her fathers love and when that had been crushed she turned to her inner "savage" as an orc to see her through.

@Kael: Thanks. I had a couple ides I wanted to try and although I don't know python, I think I may try to muddle through (unless I find someone to help me).
 
just as a random idea, it might fit to allow the Clan to always access Slavery... at least as long as they are evil
 
Interesting that you mention that. The idea that I am looking at attempting is based around the forced survitude of the Goblins. The barbs are currently dominated by orcs and the goblins (who are weaker) do all the crap jobs. My thought is: what would happen if enough of them refused to be subjagated and banded together to form a "clan" of their own?

One of the features of this new clan would be that certain goblin units would be able to "convert" (for lack of a better word) barbarian orcs. For instance, a captured orc spearman would turn into a lesser unit called "orc skirmishers". So the 3 figure 2str orc spearman would be absorbed into the clan as a 2 figure 1str orc skirmisher unit.

I have smoothed out the Goblin scout upgrading to a Warg Rider by introducing a 3 "stage" upgrade. The flow would look like this:
Goblin Scout - 2 figure 1str 1move unit +100vs animals
After 1st wolf attacked:
Goblin Tracker - 2 goblin figure, 1 wolf figure 1str 2move unit +100vs animals
After 2nd wolf attacked
Wolfmaster - 2 goblin figure, 2 wolf figure 2str 2move unit +50vs animals
Any of the three units would then be upgradeable to warg riders when horseback riding is researched.

Edit:
I have also modified the hunter a bit:
Goblin Hunter - 1 goblin figure, 1 wolf figure 2/3Str 2move unit +75vs animals
After lion attacked
Huntmaster - 1 goblin figure, 1 lioness figure 3Str 2move unit +75vs animals, comes with Subdue Orc promotion

Subdue Orc Promotion: If victory over Barbarian Orc Spearman (Renamed "Orc Warrior") then creates Orc Skirmisher unit for you
Orc Skirmisher - 2 orc spearman figure, 1str 1move unit. Upgrades to Goblin Spearman (the goblin warrior)


Since Goblins are inherantly weak, I am toying with the idea of giving them a special trait or promotion which gives them a bonus to defence as they would definately not be taking on a superior enemy face to face. I see this clan as having to adopt a series of tactics which force the enemy to fight on their terms. They are stealthy trapbuilders, for example. So far I have their traits at Barbarian and Raiders. I also am planning to replace all the lizards.

Edit: I have created a new trait for them called: Elusive. It gives +15% defence and immunity to first strikes for Melee, Archery, and Recon units.
 
I hate to play CoE because of the scorched earth trait. Its ok for me to raze most of the citys but not for citys with wonders in it - this is such a waste of wonders. :wallbash:

Darklor
 
Maybe instead of razing a city, the city is effectively raised...

It loses 90% of the population, 1's and 2's are destroyed outright. And perhaps some other adverse effect. Like double length of time on riots.
 
prehaps instead of razing it turns into a special city ruins that turns clan of embers in a few turns but will have a few problems with it but i hav eno ideas for the problems
 
Maybe instead of razing a city, the city is effectively raised...

It loses 90% of the population, 1's and 2's are destroyed outright. And perhaps some other adverse effect. Like double length of time on riots.

I think the CoE dynamic is to always require the use of a settler to expand.
soo... what if, every time a city was razed by the clan, a special kind of city ruin appeared. Then, when an orc settler built a city on that ruin, any wonders from the previous city would remain but all other buildings and population would be destroyed. That way it's still a pain in the ass but doesn't result in wonders being lost forever...

or, another idea:
When a city is razed by a scorched earth leader, any wonders present are (or have a chance of being?) turned into units (like when you raze Acheron's city). Then, the wonder could be transported to another city and rebuilt there, (possibly for a cost... production, gold, or even beakers).

Of course, this stuff might not even be do-able from a programming standpoint :crazyeye:
 
I can already see a giant, anthropomorphic Great Lighthouse walking from the ruins of one coastal city to another.
 
It would be nice if buildings and wonders would stick around in ruins for a while, for everyone. It should be possible for any city built on the ruins of another to gain its buildings more quickly, since they should only need to repair them, not start from scratch. Perhaps ruins could store a certain number of hammers towards each building and wonder, which would gradually decrease. This isn't an improvement to the Clan per se, it would be more useful when retaking cities from the barbarians. Unfortunately, this might be too hard to code.
 
It would be nice if buildings and wonders would stick around in ruins for a while, for everyone. It should be possible for any city built on the ruins of another to gain its buildings more quickly, since they should only need to repair them, not start from scratch. Perhaps ruins could store a certain number of hammers towards each building and wonder, which would gradually decrease. This isn't an improvement to the Clan per se, it would be more useful when retaking cities from the barbarians. Unfortunately, this might be too hard to code.

Excellent idea. This would make some sense and help to preserve 'the cultural value' of the city. Make it random and decay in time till a settlers arrives.
 
hello,

just one question, do you not think that I maybe just keeps the AI a little to busy to keep track of all ruined buildings in all ruined cities ?

I mean the mechanic is awesome, we could even extend it to conquered cities where we can introduce the possibility to repair broken buildings instead of buildings them new .. but this is definitivly a few functions too many that have to be called each round ..
 
I hate to play CoE because of the scorched earth trait. Its ok for me to raze most of the citys but not for citys with wonders in it - this is such a waste of wonders. :wallbash:

Darklor

Well, they are barbarian orcs. Do they really care of someone else' wonders ? I doubt it. Besides, if you're strong enough to raze cities with wonders, you probably don't need their bonuses in addition to your current power, do you ? :king:
 
It all depends on the statement you are trying to make...would it be more of an insult to the Bannor if you possessed their capital with all it's wonders or simply burned it to the ground?
 
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