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Rapporter et oversættelsesproblem
Also - if you don't mind, here is the basic design of the unit. Please let me know if any of these should be changed:
- A max of 6 units
- Stength: 25, Move: 2, Cost: 250 gold / 500 Faith
- Becomes available at Gunpowder
- Obsolete at Electronics
- Upgrades to the Great War Infantry
- Requires a Temple in the city
- Can build a Fort
- Can construct a Holy Site, which expends the unit
- Generates Faith from kills
Here is the Civilopedia entry:
The Gun Mage is a Renaissance era specialized unit that provides leadership bonuses to nearby friendly units, but also has significant combat capabilities by itself. It is available at the discovery of Gunpowder. Its capabilities include the ability to provide the Great General bonus of +15% combat strength to land units within 2 tiles, earn 50% of opponents' strength as Faith for kills, build Forts, and frighten adjacent enemies, reducing their combat strength by -15%. May create a Holy Site, which expends the unit. Gun Mages may also move after combat, capture defeated enemies, and receive +10% extra defense against both melee and ranged attacks. The Temple building is required to build this unit, and each civilization may only build 6. The Gun Mage is replaced by the Great War Infantry unit upon the discovery of Electronics.[NEWLINE][NEWLINE]Gun mages are frequently found in fantasy milieux representing the dynamic that portrays the often awkward transition from traditional magical capabilities to more modern, gunpowder-based combat capabilities.
In Dungeons and Dragons, Gun Mages are magic-users capable of infusing their Magic Guns with arcane magic, allowing them to perform awesome feats of accuracy. These trickshot mages are contemplative wanderers in desolate worlds, using the pinpoint accuracy to put enemies six feet under. Their arsenal of skills has been honed by years of training in both the magical and ranged combat. Standing in front of a full blast from one of their Magic Gunz is likely to land you in a grave six feet under.[NEWLINE][NEWLINE]According to the Warmachine Wiki, Gun mages are trick-shooting elite troops who kill infantry stone cold dead - but against hardened targets are normally reduced to trying to push them back and out of range with knockback shots. A good unit at what they do, with an officer who is primarily an interesting Jack Marshal. In the early stage of Mk3 they were considered to be a marginally useful unit due to their limited utility against swollen battlegroups. Now, the 2017 SR scenarios and the growing popularity of the infantry oriented theme lists, such as Ghost Fleet, Legions of Dawn, Operating Theater, Infernal Machines, Dark Host, etc., which generates an increasing demand for them.[NEWLINE][NEWLINE]The Gun Mage appears as a dressphere in Final Fantasy X2 and Final Fantasy X2: Last Mission. It is obtained in the Moonflow either in Chapter 1 after completing the mission to escort Tobli's caravan, or in Chapter 2 after completing the mission to sell at least six tickets. It is a variation of the series's recurring Blue Mage job class. Gun Mage's special skillset, Fiend Hunter, allows them to deal more damage to various creature types with specially charged bullets. Silence does not inhibit the Gun Mage's innate abilities like with the other mage-type dresspheres.
Provides Great General Leadership bonus. Frightens adjacent enemies, reducing their combat power 15%. May move after combat and capture defeated enemies. Provides 10% additional melee and ranged defense.
Just Some Ideas: I don't want to impose.. If you want to them that would be nice.
If you want to do the other one:
Obseletes at Penicilin, So that one can enjoy them, and watch the age of magic end.
I don't need any other special pre-industrial mage as the Fire Emblem Unit Pack adds 3 of those and a Pegasus Knight.
If your interested you can continue reading
If you want to make a line of Magicians, then you can ask them to use theirs for the Medieval Era. For the Renasiance, you can use the Neverwinter Civ's Sorcerer, with permision from them.( you know, still useful for milatary, but more focused on science.) The Gun Mage , for Industrial. The idea mentioned above for the gun mages modern upgrade.
For the classical era you can use the Missionary Unit graphics, and them have have a similar attack to the Fire Emblem Mages, but weaker and with only one range (symbolizing their lack of magical understanding).
Here are some mods that add magical units, you can attempt to ask their owner for permision to use them.
Tevinter Imperium: Blood Mage (Crossbowman
The Dalish Elves: Keeper (Great General with ranged attack)
Neverwinter: Sorcerer (New)
Circle of Water: Water Mage (New)
Prince Lyon of Grado: Druid (Crossbowman)
Theorcracy of Plegia: Dark Mage (Crossbowman?)
Dalmasca Civilization: Battle Mage (Swordsman)
Dark Elves: (Crossbowman)
You can also use them as refrences
You can also add anything you want
Can you please make them as groups?
Can you give the Mages, the Maori Warriors Promotion? Because Mages would have quite the impact on the enemies morale.Mages should not be common, but not rare either. Just feared for their power.
Unfortunately, I don't have too much time available at the moment. Trying to finish another mod before I go on a month long business trip next week. Not sure how well I can mod on the road...
I like these ideas, but it will be a couple of months before I could proceed much farther with it.
I've changed the Build from Holy Site to Academy. I believe I found a suitable model for the Arcane Infantry. Have included it in the mod as well.
The mod is located at:
https://forums.civfanatics.com/resources/gun-mage-unit-pak.27072/
I can probably make a few adjustments before I leave town next week.
Like Nights, Anno Domini, Ea(Sword and Sorcery), Superpower, Vox Populi, Faerun, Warcraft, Fire and Ice, Elder Scrolls. (I like playing on Epic Speed, with a Standard Build Speed, so that I can use the units from each era more, otherwise there would be less Total Conversion Mods this list. I also am trying to learn how to code, but it's been slow as I have much other things to do.
Again, thank you very much for your efforts. It is much apreciated.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1552364163&searchtext=cj+more+than
Also please make a seperate Steampunk-themed Fantasy Army expansion featuring units NOT from the Smoky Skies scenario, using Warhammer 40K, Warmachine Iron Kingdoms and CivBE unit graphics for automaton/mecha and bio-horrors/eldritch abominations units, post it asap!
Thank you in advance. :)