Sajberhippie
New Member
- Reaction score
- 30
So, I'm creating quite a big map with more focus on strategy than tactics (more macro than micro, so to speak). I'm going to have three playable races; humans and elves, savages (goblinoids as well as giants, harpies and other mean uncivilized creatures), and a race heavily utilizing undead (haven't decided if they will have anything else yet, though I'm leaning towards only undead and necromancers).
I want all three races to have quite different playstyle, and for the undead it's quite easy to see how that could be done: Undead won't BUILD much units, they will RAISE them. This fits perfectly with the rest of the map as resource management will be heavily reduced into just building certain buildings at certain spots (pre-placed foundations that can be captured and upgraded into units), and for the humans, there will be "peasant's homes" that will generate villagers via a locust spell. These villagers will be a primary source of income as they pay taxes periodically.
Using this for the undead would seem easy - replace the "peasant's homes" with "breeding pits" where humans are grown to be slaughtered and raised into undead warriors. Sounds really nice, except for one thing: I don't know how to do this balanced. There is no "maximum creatures summoned" field on Raise Dead AFAIK, and that means that either I have to make the spells have a limited duration, which I don't want for the bulk of the army summoned from static buildings ("necromancer's towers" that replace barracks), or use resources for the creation.
With gold and supplies (replaces lumber) it would seem logical; the spells require expensive materials. However, it looks extremely ugly to place a "Spell costs X gold and Y supplies" field on the spell itself, and it also means that gameplay won't be so different after all. With food it would be much easier without having it looking ugly, but there is a problem with that too: Skeletons don't eat. It just makes no sense at all. Also, I'd prefer every building to have a certain individual limit of number of creatures to raise, thus forcing the player to capture more villages.
The ideal would be something akin to "maximum number of creatures summoned" but I guess that would be extremely hard if not impossible to do in GUI, and at least quite hard in JASS. Especially since I'd like different maximums for different raise spells on the same building (which anyway means I have to use dummy casters due to conflicting order ID's). So that a single Necromancer's Tower might be able to raise 8 zombies, 6 skeletons, 3 ghouls and a single Vampire.
TL;DR: I want to replace barracks with buildings that transform corpses into creatures and have a maximum amount of creatures summoned from a single building at a single time.
So people, any ideas? Sorry for long text.
I want all three races to have quite different playstyle, and for the undead it's quite easy to see how that could be done: Undead won't BUILD much units, they will RAISE them. This fits perfectly with the rest of the map as resource management will be heavily reduced into just building certain buildings at certain spots (pre-placed foundations that can be captured and upgraded into units), and for the humans, there will be "peasant's homes" that will generate villagers via a locust spell. These villagers will be a primary source of income as they pay taxes periodically.
Using this for the undead would seem easy - replace the "peasant's homes" with "breeding pits" where humans are grown to be slaughtered and raised into undead warriors. Sounds really nice, except for one thing: I don't know how to do this balanced. There is no "maximum creatures summoned" field on Raise Dead AFAIK, and that means that either I have to make the spells have a limited duration, which I don't want for the bulk of the army summoned from static buildings ("necromancer's towers" that replace barracks), or use resources for the creation.
With gold and supplies (replaces lumber) it would seem logical; the spells require expensive materials. However, it looks extremely ugly to place a "Spell costs X gold and Y supplies" field on the spell itself, and it also means that gameplay won't be so different after all. With food it would be much easier without having it looking ugly, but there is a problem with that too: Skeletons don't eat. It just makes no sense at all. Also, I'd prefer every building to have a certain individual limit of number of creatures to raise, thus forcing the player to capture more villages.
The ideal would be something akin to "maximum number of creatures summoned" but I guess that would be extremely hard if not impossible to do in GUI, and at least quite hard in JASS. Especially since I'd like different maximums for different raise spells on the same building (which anyway means I have to use dummy casters due to conflicting order ID's). So that a single Necromancer's Tower might be able to raise 8 zombies, 6 skeletons, 3 ghouls and a single Vampire.
TL;DR: I want to replace barracks with buildings that transform corpses into creatures and have a maximum amount of creatures summoned from a single building at a single time.
So people, any ideas? Sorry for long text.