This post continues the process of constructing a Grey Elf mod. I suppose it’s time to do a National Summary, so here it is:
National Summary
- Hippogriffs and Large Eagles, Storm Riders and Storm Knights, skilled archers, stealthy flyers, and Windships. Wind Dancer and Guard Griffin sacred units.
- Air and Water spells. Powerful Mages with strong magic.
- Average priests.
- Starting sites and gems: Citadel of Frozen Crystal, Raven Vale, Air 3, Water 2.
Grey Elf Unit-Type Variations
Before going on to the actual stats, here are a number of unit type modifiers I used to get things going. I also crosschecked the preliminary stats these generated with stats of existing (human) units to check on balance and help assign gold/resource costs.
Citadel Guard: +1 hp, +1 att, +1 def, +2 mor
Storm Knight: +1 hp, att +1, +2 mor
Storm Rider: +1 mor
Militia: -1 hp, -1att, -1def, -1 prec, -2 mor, stratmove 1
Fighter Ldr: +1 hp, +1 mor
Major Mage: -1str, -2 att, +1 prec, +4 mr, mor +2
Minor Mage: -1str , -2 att, -1def, +3 mr, mor +1
Priest-type: -1att, +2 mr, +1 mor
On to the stats for new units!
New Weapons
#610 Elf Blade: Dam 6, Att 0, Def 0, Def 1, Len 2, Res 4; Special: Magic
#611 Citadel Elf Spear: Dam 3, Att 0 Def -1 Len 5, Res 3; Special: Magic
I really didn’t want another magic weapon. If I thought the unit would choose to use an Elf Blade where appropriate, I would have equipped the Citadel Guards with it, but it just seems easier at this point to bite the bullet and make a magic spear. This is a nation-specific (actually unit-specific) weapon and won’t be available to non-Grey-Elf nations, including other elves (remember the Grey Elves are the most advanced and most magical of their kind).
New Armor
#255 Elf Chain Cuirass: type=5, def=0, prot=10, enc=0
#256 Elf Chain Hauberk: type=5, def=-1, prot=12, enc=1
#257 Elf Full Chain: type=5, def –2, prot=15, enc=2
Figuring these is just straight mathematics, using the def +1, prot +1, enc –1 modifiers for Elf Chain. Type 5 is body armor, as per the modding manual.
New Units
I’ve run the numbers through the unit screen. All stats in this post are rendered as they appear on that screen.
Glitch! I noticed that even though the Composite Bow has a precision +1, this did not show up on the unit screen when I left-clicked on “Precision.” Seemed odd, but the same (lack of) effect happens on the T’ien Ch’i unit screen for their composite bow archers. So is the mod ignored, or applied but not noted on the screen?
#2350 Elf Militia
gcost=10, rcost=9, size=2, hp=9, prot=10, mor=9, mr=11, enc=5, str=9, att=8, def=10, prec=11, mapmove=1, ap=10
Weapons: Spear, Javelin
Armor: Helmet, Full Leather Armor, Round Shield
#2351 Elf Militia Archer
gcost=8, rcost=6, size=2, hp=9, prot=4, mor=9, mr=11, enc=3, str=9, att=8, def=10, prec=10, mapmove=1, ap=12
Weapons: Short Bow, Short Sword
Armor: Helmet, Leather Cuirass
#2352 Elf Militia Commander
gcost=30, rcost=11, size=2, hp=10, prot=10, mor=10, mr=11, enc=5, str=9, att=8, def=11, prec=11, mapmove=1, ap=10
Weapons: Elf Blade
Armor: Helmet, Full Leather Armor, Round Shield
Specials: ok leader (25-0-0)
These are generic elf units for province defense. They are not Grey-Elf-specific. The basic set-up I envision is 1 point of province defense yields 1 militia spear + 1 militia archer, somewhat similar to the Arcoscephale pattern. This needn’t change, regardless of elf nation or Independent status, though more alternatives could be added. Incidentally, the Grey Elf nation can’t buy these militia units—lack of cheap fodder is a national characteristic of the Grey Elves.
#2353 Hippogriff
gcost= -, rcost= -, size=4, hp=30, prot=5, mor=12, mr=12, enc=4, str=15, att=12, def=9, prec=10, mapmove=3, ap=15
Weapons: Claw (29), Bite (20)
Specials: Animal, Flying, Mountain Survival, Waste Survival.
This is a generic Hippogriff, which is a mythological beast with the head and forequarters of an eagle and the hindquarters of a horse. (They appear in the French romances—the curious can pull up Bulfinch and check them out
here) The Grey Elf mount has these stats, which are here rendered separately so they can be used for summons, other mods, and so on.
#2354 Large Eagle
gcost= -, rcost= -, size=2, hp=10, prot=2, mor=10, mr=8, enc=3, str=10, att=9, def=10, prec=9, mapmove=3, ap=6.
Special: Animal, Flying, Need Not Eat.
These are basically scaled-up Black Hawks. After some consideration, I decided to give them the “need not eat” special, since they are natural foragers and have a huge range. I may have to change this if an eagle-spamming strategy is too effective. Without this ability, they should have at least Mountain and Forest Survival.
(These eagles are about a size smaller than giant eagles from current D&D Monster Manual 3.5. Those would be capable of carrying human-sized riders—these are not.)
#2355 War Eagle
As the Large Eagle, but configured as a commander: Ok leader, 2 misc item slots.
It would be handy to have a
mod tool that would restrict the number of gems carried by monsters like this one (maybe 5 gems total, or maybe even 1!).
#2356 Wounded Storm Mount
As Hippogriff, with a few changes: hp 20 (it’s wounded), berserk 3, nametype 108
The wounded Version builds in the hippogriff’s fierce loyalty. 1) Its rider isn’t going to die until the beast has taken at least a few hits. 2) If the beast survives, grief will distract it so that it will be slightly easier to kill, albeit subject to rages. The nametype is Arcoscephale female, which gives Grey Elf mounts distinctly non-Grey-Elf names. While not all hippogriff mounts are female, this strikes me as a good flavor touch (and gets some more use out of the female name lists).
#2357 Windship Captain
gcost=600, rcost=550, size=2, hp=10, prot=2, mor=14, mr=14, enc=7, str=10, att=9, def=10, prec=9, mapmove=3, ap=8.
Weapon: Elf Blade
Armor: Helmet, Full Elf Chain, Tower Shield
Special: Flying, Mountain Survival, Magic 1A, Expert Leader (75-0-0), Supply Bonus 75, Research Bonus –999. (can it go this low?)
This entry is disabled until the unit can be modded. The general idea is that only the captain’s graphic actually shows up on the battlefield. The Windship suffers the captain’s fate, which makes it very vulnerable to attacks that target commanders.
I see Windships being of greatest use in the mid-game, when they provide unequalled mobility, especially on closed Boards like Cradle. Once late-game magic kicks in, they will be too easy to target, and a real resource sink for those crazy enough to buy them then. In the early mid-game, the Grey Elves will have turned a major corner in their development when they have enough gold and resources to start building these units.
Grey Elf Units Overwriting Caelian Units:
Caelian units overwritten: #127-132, #358, #414, #418-421, #484, #202-204
Not sure exactly what’s going to overwrite what yet, but the above units are targeted.
Grey Elf Archer
gcost=12, rcost=18, size=2, hp=9, prot=11, mor=11, mr=12, enc=3, str=9, att=9, def=11, prec=11, mapmove=1, ap=12
Weapon: Composite Bow, Elf Blade
Armor: Helmet, Elf Chain Cuirass
Special: Mountain Survival
Grey Elf Warder
gcost=14, rcost=18, size=2, hp=9, prot=16, mor=12, mr=12, enc=5, str=9, att=10, def=13, prec=11, mapmove=1, ap=10
Weapon: Spear, Javelin
Armor: Helmet, Elf Chain Hauberk, Round Shield
Special: Mountain Survival
You might have noticed that both these units have a stratmove of 1, even though their equipment is light enough for a strategic move of 2. This is a function of national preference and tactics. When the ground troops want to go somewhere, they take an airship. Overland marches and logistics are not topics Grey Elf commanders normally consider; they are neither trained nor practiced in them. This makes coordinating a Grey Elf campaign especially challenging in the pre-Windship period (or in Windship-era game before such vessels can be constructed).
Citadel Guard
gcost=25, rcost=27, size=2, hp=11, prot=19, mor=13, mr=12, enc=7, str=10, att=11, def=11, prec=11, mapmove=1, ap=8
Weapons: Citadel Elf Spear
Armor: Helmet, Elf Full Chain, Tower Shield
Special: Mountain Survival, Capital Only
The fact I have two unit-producing capital sites, dovetails nicely with the two capital only units I have planned. I’ll probably overwrite the Temple Guards with these.
Guard Griffin
gcost=100, rcost= 6, size=5, hp=44, prot=7, mor=15, mr=13, enc=4, str=16, att=13, def=7, prec=10, mapmove=3, ap=15
Special: Animal, Female, Holy, Flying, Mountain Survival, Waste Survival, Capital only, Fortress Defense bonus*, Nametype 108 Arco female
As a capital-only unit, I’ll probably overwrite the Wingless with this. *Maybe we’ll get a
mod tool for the Fortress Defense bonus…
Except for the specials and costs, this is the same as the standard griffin. I have no idea what resource cost to assign monsters, but if Greyhawk modding continues, some sort of algorithm is needed. The resource number used here is just the difference between the Amazon Griffin Rider and the resource cost of her weapons and armor. One alternative I considered (since this mod is an adaptation) was to run an RPG-based algorithm, like HD-1=resource, or HD/2 (round down)=resource, or (Height in feet/6) – 1 = resource; but I really haven’t found one of those I’m happy with.
Anyone have some informed feedback on this one?
Storm Rider
gcost=50, rcost=46, size=4, hp=10, prot=13, mor=12, mr=12, enc=5, str=9, att=11, def=14, prec=11, mapmove=3, ap=15
Weapons: Composite Bow, Elf Blade, Claw (236), Bite (237)
Armor: Helmet, Elf Chain Hauberk
Specials: Mounted, Mountain Survival, Secondshape 2355 (Wounded Storm Mount)
The elves get a sizable cost break on this unit, as it is the core unit of their army. I was a little confused at first about why the defense was so high, but apparently a mount adds +3. Gold cost assumes the listed value.
Another interesting issue is the claw/bite attack. The difference between 29/20 (monster claw/bite) and 236/237 (mount claw/bite) is that the latter are set up as bonus attacks and also rendered no-strength-added. Although it’s not an issue in this mod (since the hippogriff and griffin are close enough in size to ignore the difference), as we hit more monster work going forward, the lack of scalability in mount damage may become an issue. A monster griffin will probably have a monster hippogriff for lunch, but as mounts, their damage-inflicting ability seems to be the same.
Storm Knight
gcost=80, rcost=60, size=4, hp=11, prot=20, mor=13, mr=12, enc=6, str=10, att=11, def=16, prec=11, mapmove=3, ap=15
Weapons: Lance, Elf Blade, (Claw 236), (Bite 237)
Armor: Helmet, Elf Full Chain, Kite Shield
Specials: Mounted, Mountain Survival, Secondshape 2355 (Wounded Storm Mount)
No comments beyond issues noted above.
Large Eagle
gcost=20, rcost=2, size=2, hp=10, prot=2, mor=10, mr=8, enc=3, str=9, att=10, def=9, prec=8, mapmove=3, ap=6
Special: Animal, Flying, Need Not Eat, Stealthy 0
Only the large eagles allied with the Grey Elves exhibit stealth behavior. Giving the eagles Pangaea male names underlines the fact that these are allies. Eagle costs are deliberately high in comparison to other troops of this nation. I see them as economically a bad deal that you buy if you want their capabilities.
Wind Dancer
gcost=30, rcost=16, size=3, hp=9, prot=10, mor=11, mr=11, enc=4, str=9, att=10, def=9, prec=11, mapmove=3, ap=8
Weapon: Scimitar x 2
Armor: Elf Chain Cuirass
Specials: Ambidextrous 4, Holy, Female, Flying, Mountain Survival, Fly in Storms*
Costs here inflated somewhat so the Storm Riders can’t be outbuilt 3:1. The ambidexterity rating is deliberately ramped up to make these mini-bladestorms. Not sure how balanced they are, but they ought to be fun. (*Maybe we’ll see a
mod tool that allows this…)
Winged Elf Scout
gcost=30, rcost=3, size=3, hp=9, prot=11, mor=11, mr=11, enc=4, str=9, att=10, def=9, prec=11, mapmove=3, ap=8
Weapons: Scimitar
Armor: Elf Chain Cuirass, Buckler
Specials: Flying, Stealthy +0, Mountain Survival, Leader (0-0-0)
I considered adding Patrol +5 to this, and giving the War Eagle equal cost, but decided against it. Note the minimum resource cost of individuals wearing elf chain is 3. This is true of all individual non-fighting leaders that wear armor.
War Eagle
gcost=35, rcost= 2, size=3, hp=9, prot=10, mor=12, mr=14, enc=4, str=8, att=9, def=9, prec=11, mapmove=3, ap=8
Special: Flying, Need Not Eat, Stealthy 0, nametype 108 (Pangaea male)
Cost here is high to make the Winged Elf Scout more attractive as a scout. The hardwiring of genders is mostly for the purpose of having interesting names assigned. It’s also likely to have amusing and unintended effects if those files are modded into something else.
Wardmaster
gcost=45, rcost=22, size=2, hp=10, prot=16, mor=12, mr=12, enc=5, str=9, att=10, def=13, prec=11, mapmove=2, ap=12
Weapons: Elf Blade, Javelin
Armor: Helmet, Elf Chain Hauberk, Round Shield
Special: Mountain Survival, Leader (25-0-0)
Cost is boosted a little to make the Storm Rider Captain a more efficient commander buy for the money.
Storm Rider Captain
gcost=80, rcost=46, size=4, hp=11, prot=13, mor=13, mr=12, enc=4, str=9, att=11, def=14, prec=11, mapmove=3, ap=15
Weapon: Composite Bow, Elf Blade, Claw (236), Bite (237)
Armor: Helmet, Elf Chain Hauberk
Specials: Flying, Mounted, Mountain Survival, Leader (25-0-0)
Storm Knight Lord
gcost=120, rcost=58, size=4, hp=12, prot=20, mor=14, mr=12, enc=6, str=10, att=11, def=16, prec=11, mapmove=3, ap=15
Weapon: Lance, Elf Blade, Claw (236), Bite (237)
Armor: Helmet, Elf Full Chain, Kite Shield
Specials: Flying, Mounted, Mountain Survival, Leader (50-0-0)
Acute readers may have noticed the absence of Secondshape for the leaders’ hippogriffs. I’m not putting it in for now, because I’m not sure how much damage triggers the change, and I’d rather not be in the position of making an army rout through leader loss if it just happens after a hit or two.
Any advice from those who know more about how this type of change works? (Machaka spider shapes spring to mind, for example.)
Storm Mage
gcost=180, rcost=3, size=4, hp=9, prot=10, mor=13, mr=16, enc=4, str=8, att=8, def=12, prec=12, mapmove=3, ap=15
Weapons: Elf Blade, (Claw 236), (Bite 237)
Armor: Elf Chain Cuirass
Specials: Female, Flying, Mounted, Mountain Survival, Research +1, Magic 3A/2W, Ldr (10-50-0)
This is mostly the Caelian mage with the serial numbers filed off, modified for nationality. I ended up giving the mage an Elf Blade. I didn’t like the idea of a mounted quarterstaff, and a dagger seemed a strange choice for someone riding a hippogriff.
Storm Mage Initiate
gcost=100, rcost=3, size=2, hp=9, prot=10, mor=12, mr=15, enc=3, str=9, att=8, def=9, prec=11, mapmove=2, ap=12
Weapons: Elf Blade
Armor: Elf Chain Cuirass
Specials: Female, Mountain Survival, Research +1, Magic 1A/1?, Ldr (10-10-0)
This cheap mage is a major advantage for the Grey Elves. The elf blade might be too much, but I can’t help feeling that if it encourages a player to commit the unit to melee, the problem is likely to be self-correcting.
Wind Temple Priestess
gcost=110, rcost=3, size=3, hp=9, prot=10, mor=12, mr=14, enc=4, str=8, att=9, def=9, prec=11, mapmove=3, ap=8
Weapons: Scimitar
Armor: Elf Chain Cuirass
Special: Female, Flying, Holy, Mountain Survival, Shockres=50, Magic 1A/3H, Ldr (10-10-0)
Possibly a little pricey. Making this a capital only unit might be overly restrictive, since this is the only Holy path magic user available to the Grey Elves.
Further Notes
Incidentally, a lot of work has been done with Tolkien’s Sindar as a language. I found the Sindar Dragon Flame
dictionary in particular a useful inspiration for the Grey Elf name files.
While I’ve had fun with names, it might also be nice to have a unit
mod tool #femname <number>, where the number is 0-10, each representing a 10% chance of a female name. Thus, #femname 5 is a 50-50 name balance, while #femname 1 is a male-dominated group with a few females, and #femname 10 is Amazonian in its exclusion of males. This has no real game effect, but does add to the immersion factor, particularly with respect to multi-cultural alliance nation mods. (A Themiskyra/Pythia alliance mod, anyone?)
Final Thoughts:
So these are the Grey Elves. Tough but pricey, considering their lack of access to Earth magic. Short on cheap cannon fodder and trouble to coordinate, but with some interesting special units. Powerful magic, not quite as cheap as Caelum, but a bit better protected. Definitely needs high Order and Productivity scales for best effect.
Anyhow, that’s it for the stats—what do you think?