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Originally Posted by krellan
1) Sacrifices
You may be able to script a hard hit to public health, when you are recruiting to get negative population growth. Or at least an apropriate redution of population growth. Its also worth considering to have a reducton just for occupying a settlement.
That's not a bad idea, since people would not want to live with monsters. Though the sacrifice option I was planning would let the player choose whether to pay the full price for their troops or choose to kill a few hundred to a few thousand people to get them cheaper.
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2) Summoning/Necromancing
Have you considered making these general traits to be used automatically before or after battle? I know there is a mod that generated militia in a settlement on an attack by script. Sadly i dont remember the name and dont know the specifics. Perhaps some of the following is possible:
If a summoner has space in his army he would get a few additional units for a battle. Number and quality depend on the level of the trait and they disappear after the battle.
If a Necromancer wins, he can get a percentage of the slain and (maybe all) the captured as undead units. Quality again depends the trait level. For example first level gets 10% as zombies, second level get 15% as halberd skeletons.
I'll have to look for the script for the summoner because it sounds like the sort of thing I'm looking for. For the necromancer I'd need a script that would let the general convert a number of the captured soldiers into allied units. I'd then have to modify it so they became undead soldiers.
Though I would like to make summoner and necromancer agents, I think creating summoning and necromancery traits for the generals would be more viable at the moment (especially since I'd need to create new agents and a code that would allow them to take part in the battles).
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Now my comments on your unit rooster. I dont know what your monsters are, but i think city barracks should start with slightly changed townspeople. Playthings or Forlorn might be good names.
Monsters are the equivalent of peasents, basically non-generic creatures that people fear. For slightly changed people how about 'Possessed People'.
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Have you thought about over types of weres either as skin/model variation for a general were unit or as another unit in the barracks tree? IRC bears were historical and rats are a popular modern choice. And for the last level i'd suggest ogres istaed of giants. I believe giants would fit better for 4th and 5th level walls than barracks.
My general unit is a Battle Mage, so I plan to have them look similar to knights. I don't plan to give them the ability to transform.
I choose werewolves because they are well known. Since there are some werebear myths I guess I could use wearbears. Ogres may work better since I'm unsure if I can increase a unit's size to be large enought to be a giant, though they would not be as terrifying.
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For the dragon breeder it might be good to start with cockatrice or basilisk (scares everything, melee, based on wardogs/burning pigs, dont know if they still work). Then go on to big serpents, like a wyrm or lindworm(based on elephant), and finish with a wingless, 2-or-4-legged dragon(based on cannon elephant).
I chose a dragon breader because I wanted to give this faction a siege weapon, even though they don't use a lot of technology. The main reason I choose a bound dragon was because there would only be one dragon, it would explain why it could not fly, and I could based it on existing siege equipment with a crew (a free dragon with a crew is odd). Though if I was basing the dragon on an elephant I could have the cannon elephant as a siege weapon.
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I agree following the "established fantasy setting", ie the modern interpretation of myths influenced by such as Tolkien and D&D, is overdone. But i dont think this really applies here since the aim seems to be the addition of some new factions based on regional myths. Not a conversion to include fantasy realms. And so far the proposed units mostly fit with european myths. Only the serpentman are a little dodgy since AFAIK they are more at home further east.
I shyed aways from the "established fantasy setting" because it did not reflect the fears of medieval people. Christians in medieval times mainly feared witches, demons, the devil, and going to hell. As a result most medieval monsters were mischievious (would hide things, make milk go sour, etc), rather than be evil and actively ploting to rule the world. Of the monsters that were evil they often had a fatal weakness, such as trolls turning to stone in sunlight. Consequently I was left with only a few useable monsters, such as dragons and giants. As such I had to be creative with what was left.
Regarding Serpentmen I choose to use them because the serpent was one of the forms of the Devil, though I doubt anyone would have believed in such creatures. It may be for the best to cut them.
I have not yet researched mythology in the Muslim world so I cannot say what they believed in (I planed to base it on Egyption mythology).
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The actual mythological creatures may differ heavily from fantasy creature of the same or similar name. Though they are generally more accurate with the 'monsters'.
For example elves range, depending on the culture, from uncaring, sometimes benign, woodland spirits to malign beings, for example the erlkönig. IIRC the wild hunt is also elf related. In norse myth dwarves are also called 'black elves' and sometimes 'troll' is used to describe dwarves.
Like I said above this was a large problem, since most creatures in fantasy games were created recently or act in a manner inconsistant with the original myths. Another interesting thing is that the words fairies and witches were used interchangably (Morgan le Fay was decribed as a dark fairy).
New City Barracks
Possessed People-> Orges-> Werewolves -> Werebears-> Goatmen
Basically I replaced Monsters with Possessed People, Werewolves with Orges, Serpentmen with Werewolves, Goatment with Werebears, and Giants with Goatmen. Consequently in towns the units start off human and steadily become less human and more animal. I choose Goatmen as the strongest unit because the Devil was believed to take the form of a goat. Therefore a Goatman would be considered more evil and be feared more.
I may also change the dragons to be more like elephants.