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Racial units

Catwalk Wrote:Are you saying that you have a number of free slots you can use for anything, or that you can somehow attach the righteousness flag to a unit?
If you look at joel schlecht's unit editor, you'll notice that some "boxes" have 8 abilities. This means that all potential flags are fully used. But one or two have only 4 or so abilites. That means there could be some default abilities (probably those simmulating a spell effect or something already present in the game) added for normal use. That is quite fancy, a lot of work - and it probably needs lot more thinking.

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).

Quote:Btw correcting weapon immunity to be +10 is high on my wish list.
I remember that one. And one good news for us both: it's verrry simple.

It'd be really neat to have various creature summons as abilities, same as summon demon.

I revised the warlock again, have a look. He now has strength 8 illusionary attack with 4 ammo, and no doom bolt.

I might suggest that Golems, being automatons, don't require food (if that can be coded). Since dwarves cannot build Animist Guilds, it's one way they can put together a moderately-sized garrison army of halfway decent units. Certainly in vanilla, there's no reason to go up to Armourer's Guilds.

Senatus Wrote:I might suggest that Golems, being automatons, don't require food (if that can be coded). Since dwarves cannot build Animist Guilds, it's one way they can put together a moderately-sized garrison army of halfway decent units. Certainly in vanilla, there's no reason to go up to Armourer's Guilds.

Oooo, I like that idea. Flavor-riffic, but shouldn't be unbalanced. Always my favorite combo.

What's with steam cannons? It is the only ranged weapon of dwarves. Or is there some kind of replacement?

Sorry, was just an oversight. Readding them.

Added magicians, which I'm intending to turn into racial units. Each will be given a unique name and stats.

Revised the warlock unit to 2 figures, strength 7 ranged attack and 4 ammo.

Added a Pegassus unit, turned it into a single figure unit with armour piercing attacks and large shield.

Working on magicians still. Ideas:

Beastmen Evokers
Fireball, strength 5 ranged attack, 6 ammo

Draconian Sorcerers
Caster 40, no ranged attack, fire breath and decent melee

High Elf Enchanters
Caster 20, weak ranged attack and good melee

High Men Magicians
Strong ranged attack, 4 figures (others are 3)

Orc Summoners
Summon Demon, ranged attack

Catwalk Wrote:Working on magicians still. Ideas:

Beastmen Evokers
Fireball, strength 5 ranged attack, 6 ammo

Draconian Sorcerers
Caster 40, no ranged attack, fire breath and decent melee

High Elf Enchanters
Caster 20, weak ranged attack and good melee

High Men Magicians
Strong ranged attack, 4 figures (others are 3)

Orcs
Summon Demon

Yes, I like them a lot!
I particularly like the idea of regular units having spellcasting ability.jive
I feel all magicians should have spellcasting ability.
Really, what's a magician without it?
I've always felt magicians lacked something - now I know what!
It certainly adds a bit of spice to them!smoke
The names are well chosen too!
--I like ILSe



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