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Myrran retort

Are you open to having more unique religious units? Witch Doctor (Orc) and Druid (Nomad) would be awesome. Both for flavour and for creating more interesting units.
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Not sure. For now we are just brainstorming ideas. What would these units do that makes them not a basic priest/shaman? Not that Nomads need more units, they have above average selection and versatility already.
Orcs don't but their design concept is being average so that's fine.
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I adore the firebreather idea, but I wouldn't make it linked to armorers' guild - I'd love the idea of giving draconians (and dark elves!) an earlyish caster unit. Making it end game is pointless, as these units wouldn't be able to stand up to wizards anyhow.

I therefore support the plan:
- remove d. archers - yes, they're the only problem.
- add medium tier caster melee draconian unit which mostly depends on high firebreathing.
- add medium tier caster dark elf

I'd give these medium tier casters 5 or 10 mana or whereabouts. Just to cast some minor buffs in combat, and perhaps the ability to be pumped a bit by focus magic - given the cost of the spell I don't think that'd be an issue.

No need to add a unit to give this to dark elves btw - I'd see it p. fit to give dark elf priests this ability, as the race is imbued with magic, and that seems an easier solution in terms of implementation.

On dwarven priests or nomad druids I'm ambivalent - these races are already powerful. I'd rather buff beastmen and some stuff never used in arcanus (I like the orc witch idea!)

On scouting: please don't make the game slower. Scouting by the draconians is fine, they're a slow growth/no economy race they need the early advantage. Rather, if you think that's too much advantage, then give it to a lesser extent to other races as well by making spearmen even worse in melee stats but with movement terrain/scouting bonus.
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Caster only comes at 20 or 40 on nonhero units.
Priests having caster would prevent them from using their "healing spell" ability or caster ability whichever is triggered first.
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I also like having a firebreather unit to replace draconian bowmen. Other ideas above are fun but less important, if you want a simple change then just stick with that.
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More draconian brainstorming. What if?
*bowmen removed (appears to be quite the consensus here in the forum)

*fire-breather being merely mid-tier, requiring just sage's guild
80 cost / 2 upk
6 figures
3 melee
5 firebreath
2 armor
2 hp
3 move
20 caster (suggest removal of fireball spell though)

End result:
*draconian's early game less ripe for abuse, but still worthy of myrran. Rushing to Sage's guild (an economic building) and you not only get +8 research, but an early 20 caster unit. One thing - you'd better make sure you have decent combat spells.

I'd like to remove the ranged shots of dark elf halberdiers in place of caster 20, but given the standard recruiting of this unit, it could result in low strategic combat value and make dark elf AI weaker.

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Magicians have a dangerous ranged attack its true. But the caster 20 is often the important part of having them. I don't think caster 20 can be a 'cheap' unit. Its too good. Basically they each get to do a common spell before the opponent goes (when on defense), which can have a huge influence on the combat.

I'm kind of sad that normal units have to be caster 20/40. To me it means that any caster unit must cost at least 100 (probably 120) just for the caster ability.
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Yes, caster 20 is unfortunately a lot on a cheap unit.

Another option - although I like it less - could be to give them some trademark spells. While less creative it's also much less open to abuse. I'd see on the firebreathers a selection of firebolt, fireball, maybe warp creature, flame blade. The dark elves version could have death spells instead.

For flavour, I'd make them between 2 and 4 figures though - 6 figures seems a mass unit.
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Yes that limitation is very unfortunate and is the main reason why we have two spells that cost 41 mana (as the units in their realm can only have Caster 40 when they'd do fine with 35 or 39).

Any change that involves removal of a unit, bowmen, spearmen or otherwise is something I'll only decide after playing several games with the race.

I think the current consensus is we don't need an armor reduction, and we need to make bowmen weaker (even if it might end up removed afterwards, tho I'm still very much against that), not sure about population growth, probably unchanged for now, these are the kinds of changes I can and am willing to do before trying the race. The rest has to be done later...but first, dwarves...

As has been already stated I can't give them different spells, they aren't hero units. Every nonhero normal unit with caster has fireball only as though it was a magician. (unless there is a lot of free space there but as far as I remember that's not the case)
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Damn. Could you maybe create an ability (minor caster, apprentice...) that gives units -10 MP, and then make these new units have base 20 and that ability?
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