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Racial units

Updated all resistance values, gave a bonus of 0 to 2 crosses in most cases (beyond what the basic units get), a few got more.

I may have to scrap the magician idea, seems that a normal unit can't be made a spellcaster.

I'll likely drop the unique magicians, at least for v2.0. I've added costs for all other units, please comment.

Looking pretty good so far. I look forward to testing to see if golems are worth that hefty price tag.

In place of the no food upkeep idea I decided to give dwarves the most expensive and (potentially) powerful unit. It has huge shields smile

I have some ideas about the dwarves. They already have cannons, so why not muskets? It´s possible to change the halberdeers into dwarven musketeers, with 4 raged attacks, and the same number of swords as the swordsman, but less defense. There is precedent for this concept in warcraft, so, why not add this flavor to MoM?

Also, why not change the hammerhands into dwarven warpriests? You would need the temple and the armourer´s guild to build them, they would have the same attack as a halberdeer and healing spell. They could use the healing on themselves when the battle is going bad for them, or cast in another unit if needed.

Dwarven engeneers could have one dwarven pistol, and a single weak ranged attack. The secret of their fast building could be the fact that dwarves uses explosives, and the final test in becoming a dwarven engeneer is to build it´s own flinch pistol and shoot with it. The dwarven hero could have one as well... but rely more on melee attacks...

Zephirus Wrote:I have some ideas about the dwarves. They already have cannons, so why not muskets? It´s possible to change the halberdeers into dwarven musketeers, with 4 raged attacks, and the same number of swords as the swordsman, but less defense. There is precedent for this concept in warcraft, so, why not add this flavor to MoM?

Also, why not change the hammerhands into dwarven warpriests? You would need the temple and the armourer´s guild to build them, they would have the same attack as a halberdeer and healing spell. They could use the healing on themselves when the battle is going bad for them, or cast in another unit if needed.
I think the problem with both of these is that it's reducing the uniqueness of the units. If every race had priests/shamans then there's little to differentiate the races. And in terms of the more thematic elements, it would undercut the idea of the dwarves as hardy yet pragmatic.

Quote:Dwarven engeneers could have one dwarven pistol, and a single weak ranged attack. The secret of their fast building could be the fact that dwarves uses explosives, and the final test in becoming a dwarven engeneer is to build it´s own flinch pistol and shoot with it. The dwarven hero could have one as well... but rely more on melee attacks...
This I could kind of get behind. Rename the engineers to sappers, give them stronger melee attacks, and make the weak ranged attack grenades (which definitely existed in the time period MOM would hypothetically be in).

The dwarven warpriests will not rave ranged attcks... only healing spell and melee...

zombieflanders Wrote:I think the problem with both of these is that it's reducing the uniqueness of the units. If every race had priests/shamans then there's little to differentiate the races. And in terms of the more thematic elements, it would undercut the idea of the dwarves as hardy yet pragmatic.

This I could kind of get behind. Rename the engineers to sappers, give them stronger melee attacks, and make the weak ranged attack grenades (which definitely existed in the time period MOM would hypothetically be in).

I liked the sappers... but they are too overpowered for the engineer cost... They should be more expensive and need more buildings to be done...

Very nice ideas, I'm open to those. Keep them coming!

kyrub Wrote:The other possibility is: to hardcode paladins to have righteousness on them in every combat, but that would have ugly effects, like it can be dispelled etc. And overland effects... I don't know. Still, a common 'righteous' unit would make stuff like Petrify or Ice bolt interesting.

EDIT: On the second thought, I could quite simply make Righteous affect only the black and red magic damage (spells), only to Paladins... (or even probably only to those "new ability" units). But should it become an ability, it would have required an icon, a helptext -- there we get back on the sci-fi level).

Isn't there already a Death Immunity ability that Death units have? We can give that to Paladins, not as good as Righteousness since there's no Chaos protection, but no need for hardcore hacking either. We can increase their shields somewhat to compensate for not being immune to ranged magic attacks.



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