WHFB Leader Traits

well, could we make hidden give woodelf units a trait called (insert name here) which makes them move through forests faster, and is also a prerequisite for a promotion called 'stalker' which is unique to woodelves, and is only avaliable after the unit has 'combat 3' and '(insert name here)' and makes the unit invisible in forests?
so the units dont start with the forest invisibility, but are able to gain it after much fighting.
 
Psychic_Llamas said:
well, could we make hidden give woodelf units a trait called (insert name here) which makes them move through forests faster, and is also a prerequisite for a promotion called 'stalker' which is unique to woodelves, and is only avaliable after the unit has 'combat 3' and '(insert name here)' and makes the unit invisible in forests?
so the units dont start with the forest invisibility, but are able to gain it after much fighting.
They can move faster in forests as soon they get 2 experience! I think this really is enough and if Kael finished the code for hidden I think they get some sort of invisibility in their own territory. As Duke said this is in danger of getting unbalanced. I don't want to add much more to them right now.
 
To get really sarcastic now (and I´m excusing myself already before I post this):

Why not give Orc Units something like "ignore Psychology except animosity and Whaagh! promotions" and give them something like +200% strenght when attacking?

I´m really Sorry if this sound too harsh/sarcastic, but I get the impression that we start to think more about what some races should be like, rather than thinking what could make them outstanding gameplay-wise while keeping the balance.

All ideas you pointed out are right concerning fluff PL, but civ is not only about fluff, it´s also about keeping some balance to the game - without balance there isn´t anything like a good gamingexperience IMO (that´s also why I have to vote against some civs having three settlers and some not. And I´m also against the different number of starting techs - although I appreciate that you raised the number of starting settlers Ploe, that makes a better earlygame IMO).

@PL: please don´t understand me wrong, you´re one of the most important persons to this mod, because without your deep knowledge of the fluff-stuff this mod would probably be halve as fun - but as I said before: sometimes we will have to compromise the fluff to get better results for the gameplay and I think as far as Woodelves are concerned we got them worked out as "fluffy" as we can get (own improvements, own trait ...) maybe we (with your ideas for starting) should begin to "fluff out" other civs (go for the Greenskinz and Undead next, because they are far to cool in WH).

Long writing, short meaning - enough for the Woodelves, we should get to other civs for now (maybe just my opinion).
 
-some of these are really more Race boni rather than leaderhead boni but 'meeh'-

Maybe give the Empire/Imperialist +happiness for number of cities, then you have to move against maintance vs happiness

Chaos - reduce science but create a chance that a unit just built from a nieghbouring civ spawns in your capital under your control and with a choas spawn promotion. So in theroy you don't need to research all the units, but it's risky to rely on random spawning. Maybe also, boni for produced units from polluted tiles, so cities stay low but units are stong

Dark Elves/Slavers - Notorious slavers, so maybe a trait to bonus to rush production from slavery, or allow a small XP for capturing slaves / workers

Undead/War hungry - something that reduces War Weariness by 100% but reduces some othr good bonus. Undead really shouldn't be bothered by dying

Dwarves/Mountain Folk - Miners, increase chance of resource spawning from mines. -1 food from forest, +1 food form hills.

Human/Trader - small +% on trade route gold

Regimental - give Flagbearer/Standard promtion instead of the combat 1 promotion as free. Give a flat bonus if number of units in a stack above a certian size

Skirmisher - Give units (or a class of units) a bonus withdrawal %

Healer - give medic promotion free, + production on certain health buildings

Magic hunter/hater - promtion against magic users/magic resitance, negative bonus with building magic buildings so they take more to buld opr produce +unhappy people

Horsemen - give horse units defensive bonus but do something detrimental for other units
 
El Loco Mono said:
-some of these are really more Race boni rather than leaderhead boni but 'meeh'-

Maybe give the Empire/Imperialist +happiness for number of cities, then you have to move against maintance vs happiness

Chaos - reduce science but create a chance that a unit just built from a nieghbouring civ spawns in your capital under your control and with a choas spawn promotion. So in theroy you don't need to research all the units, but it's risky to rely on random spawning. Maybe also, boni for produced units from polluted tiles, so cities stay low but units are stong

Dark Elves/Slavers - Notorious slavers, so maybe a trait to bonus to rush production from slavery, or allow a small XP for capturing slaves / workers

Undead/War hungry - something that reduces War Weariness by 100% but reduces some othr good bonus. Undead really shouldn't be bothered by dying

Dwarves/Mountain Folk - Miners, increase chance of resource spawning from mines. -1 food from forest, +1 food form hills.

Human/Trader - small +% on trade route gold

Regimental - give Flagbearer/Standard promtion instead of the combat 1 promotion as free. Give a flat bonus if number of units in a stack above a certian size

Skirmisher - Give units (or a class of units) a bonus withdrawal %

Healer - give medic promotion free, + production on certain health buildings

Magic hunter/hater - promtion against magic users/magic resitance, negative bonus with building magic buildings so they take more to buld opr produce +unhappy people

Horsemen - give horse units defensive bonus but do something detrimental for other units
I like many of this ideas except Chaos they need science since they will need many magic techs. Also I think we need a thread for promtions to discuss this in more detail. We also should start threads for Dwarf, undead and Chaos design soon. I will consider this suggestions in more debt after release;)
 
Back
Top Bottom