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January 10th, 2008, 10:41 AM
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Corporal
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Unit and commander powers that could be interestin
g.
Not sure if this should be at the modding section, but I've been thinking that it would be kind of nice to have more unit and commander powers that haven't yet been used by any nation, as of now...
...my ideas would be:
Scale summon (scalesummon <scale> <amount>)
The commander would summon a certain type of unit depending on the scale of the province. Possibilities could be an undead monster generating more undead in provinces with Death, barbarians creating more barbarians in provinces with Turmoil and so on. The scale strength could act as a multiplier for the summon: 1 unit in scale strength 1, 3 in scale strength 3.
Loot summon (lootsummon <unit type> <amount>)
Unit summons units while pillaging.
Water summon (watersummon <unity type> <amount> <depthmult>
Unit summons other units, but only underwater. Depthmult is whether being in deep or shallow sea affects the amount of the units summoned.
Forest Power (pwrforest)
The unit is stronger in forests.
Water Power (pwrwater)
The unit is stronger in water, and the deeper the better.
Death Power (pwrdeath)
Unit is stronger in provinces with Death scale.
Void Creature (void)
The creature is a void creature...immune the insanity effect of LA R'lyeh, can be summoned from Void Gate (if also aquatic or amphibious and not a pretender). Could also be aplied to things like Serpent Fiends which are said to be from Void.
Draws magic (magicrod <amount>)
Acts like a lightning rod for spells with targeting priorities (curse, horror mark). Increases the units "priority" for those spells, offering some shielding against such spells for the rest.
Dome (dome <strength>)
Projects an anti-magic dome over the province where the unit resides in. The dome power isn't cumulative, the highest unit-dome value in the province is used. The strength is the percentual chance of stopping a spell.
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January 10th, 2008, 01:10 PM
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Corporal
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Re: Unit and commander powers that could be interestin
Good ideas there. I personally like Loot Summons the best. Could it be some kind of starvling, huge rat or insect swarm perhaps? : )
I think it would be interesting with some non-spellcaster units with combat abilities. For example, one commander could provide better precision for archers when leading them, and another might provide posion weapons.
Obviously they wouldn't be cheap/easy to come by.
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January 10th, 2008, 01:45 PM
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BANNED USER
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Join Date: Aug 2007
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Re: Unit and commander powers that could be intere
Nice ideas. I personally loved the forest power idea.
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January 10th, 2008, 02:28 PM
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Corporal
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Re: Unit and commander powers that could be intere
Quote:
Dectilon said:
Good ideas there. I personally like Loot Summons the best. Could it be some kind of starvling, huge rat or insect swarm perhaps? : )
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Yeah, that's one possibility. Necromancers reanimating soulless out of the looted victims, barbarian lords capturing slave soldiers, rabble-rousing LA Margiinon revolutionary generals swaying people to join their revolutionary cause and loooooops wrong era, villains creating more villains as unscrupulous people join them for loot etc. The possibilites are great.
Quote:
I think it would be interesting with some non-spellcaster units with combat abilities. For example, one commander could provide better precision for archers when leading them, and another might provide posion weapons.
Obviously they wouldn't be cheap/easy to come by.
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That could be nice. Maybe some sort of Commander Bonus with <atribute> and <amount> commands? Could be very good.
Quote:
Serenity said:
Nice ideas. I personally loved the forest power idea.
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Thanks.
__________________
There was a time/When people were alight/Stop this cold black machinery/Before we kill this mystery
- Leæther Strip
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January 10th, 2008, 03:21 PM
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Corporal
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Join Date: Jan 2008
Posts: 143
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Re: Unit and commander powers that could be intere
Hey, how about a sweetwater unit? Very, very strong but can only be built in areas wher max 4 territorys of water connect, and dies instantly if brought anywhere else. : )
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January 10th, 2008, 05:01 PM
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Sergeant
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Join Date: Oct 2006
Location: Bay Area, CA. USA
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Re: Unit and commander powers that could be intere
I love all the above ideas, but I especially love the "lightening rod" commander/troop. This would be great in that it adds a whole new dimension of strategy to the game. It would be perfect for MA Ulm, like a commander who has been blessed by the god to take upon himself the magical punishment due others.
I also like troop bonuses. We already have standards for morale. I can also see commanders who increase strength, speed, precision, fatigue.
Possibilites are endless, and awesome. It would be cool if abilities were moddable, unless they already are, in which case I'm just an idiot.
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January 10th, 2008, 05:40 PM
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Corporal
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Join Date: Jan 2008
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Re: Unit and commander powers that could be intere
What about as sort of "Runic" spell (if you remember from Final Fantasy 6)? A barrier that turns spells cast on it into magic gems : )
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