Warlock 2: the Exiled

Warlock 2: the Exiled

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Tougher Transports
   
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Apr 30, 2014 @ 11:20pm
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Tougher Transports

Description
Buffs transport health to 100 and removes their attack completely.

This should help with the AI suiciding its tough units and heroes by moving them on to water.

Removing their attack prevents them from being free dangerous naval units.

Note that their higher hp does mean that they can be abused to take down water creatures more easily by acting as shields or stealing water lairs, but I consider that the far lesser evil than the AI losing its best units to 12 hp transports...

This also means you can embark a damaged unit and have it 'gain' health, as a 3/12 unit will become a 25/100 transport, but this takes all of its movement, it has no attack, and it has no defenses beyond the transport default (slight life resist, no others).

Test it out, see what you think. Does it help the AI deal with water in your games? Think the health or defenses should be raised? Let me know.
3 Comments
skycrow May 1, 2014 @ 3:31am 
I will give first visit to the editor to test its effect,thanks.
CuteFuzzyBunny  [author] May 1, 2014 @ 2:48am 
Invis isn't a bad idea, although suddenly having an enemy army appear on your doorstep would be... disconcerting.

I'm not sure that fixing the lair luring is worth giving invis and lowering their hp though, because I seriously doubt the AI would use it properly, plus if their only defense was invis instead of hp, as soon as you get true sight, you're right back to murdering the AIs strong units in flimsy ships.

Shame there isn't a 'invis to monsters only' spell in the game, that would fix it pretty elegantly.

Raising their upkeep costs a bunch would cause all sorts of weirdness if you did need to embark an army and cross an ocean, you'd suddenly have a big econ drain just from moving troops around.

Don't hesitate to tinker yourself - this mod is really easy to recreate yourself. Go into the editor -> Units -> modify all five 'Transport X' ships and the 'Cairth' ship, you can adjust their properties as you see fit.
skycrow May 1, 2014 @ 1:17am 
It looks like simple but great, to be examined.

It inspired me to some thoughts below.

Give these transports natural Invisibility ability
> This might avoid most aggro

Further suggestions:

reduced HP
> 100 HP is too high, if they have natural Invisibility ability and won't rush to sea mobs,

high melee resistance
> High melee resistance may prevent human players from using invisible transports to
lure away Leviathan/Kraken from their lairs.

high mana/gold keep
> High mana/gold keep is intended for balance. Basically human players know how to make use of these invisible transports to get lair rewards,
and i think AI mightn't build the harbor in early stage, but they should cheat to get high gold/mana resources so that they could afford these upkeep in later stage.

+1 vision/movement/both
> Expect AI transports to land early