Hm... about the pylons...
3 things:
a) I would suggest to make control radius and power radius the same. Yes this leads to double coverage for most areas, but in return simplifies the system, imho. But maybe this is just my personal preference But it is imho much simpler, if you just say, the pylon powers everything (other pylon/skel) in that one radius
b) is it really a sphere? or a cube? So is really only one tile controlled on z+-15?
c) Those pylons are destructible? Because right now I just see everyone to build a pylon network 5 z levels below ground. Then no enemy will ever reach those and skels can fight on the surface without any issues.
If you want to make those pylons valuable and force the player to take care of his pylons (or at least invest a bit more in them by walling each of them in) you could (it it is possible) make them only transferring power/control on their zlevel and add a second type called transfer pylon that can not control skels, but power other pylons across zlevels. If you follow a), you could give those transfer pylons a longer range, but keep the control pylons at a range of 20 or something alike.
This would require control pylons on every level, where skels stay for longer times. No need for it in stairways, as they pass through those fairly quick anyway.
Hehe, you suggest one thing to make it simpler, and one thing to make it harder.
Ok, lets see: Doubling the control radius would mean you need only half the pylons. Reducing the power radius means you need twice the pylons. I did spend a lot of thought on the difference. Because you can set up pylons 30 tiles away, they are powered, and their control range with 2x15 just touches.
It should be a sphere. Its TARGET_RANGE:A:30, so... should be a sphere. But honestly there is no way to check, except building a very precise arena for this.
They are destructable. They are tiny, immobile creatures. The underground pylon network sounds awesome, but of course you spotted an exploit with only one glance... well... I can make them control only in line of sight, but power across zlevels, but I fear for mining-tunnels. Miners would constantly get confused while digging out ore-veins, because of all the bends and leaving the line of sight for long times.
This is one of these things that only long term testing can show. I know how to write both systems, but I have no idea how balanced they will be in the end. If everything fails: Use ghouls. ^^
I don't suppose a transformation would work? Rather than blinking you transform them between two states? Don't Pylons have to undergo a transformation in the first place once they're made in order to get them to do stuff? I recall that earlier on.
Every time a creature transforms in the mod, a popup shows up and the game pauses. If people have a 200 skeleton fort, with 100 pylons, and something happens to unpower part of your network, it will spam the living hell out of the player. It will also fully heal the pylon. I add their abilities with interactions btw, no need for transformation.
Kaos:
(I might actually have to take out witches, to ensure that the civ dies out in worldgen... but... but... I need female civ members for the Mistress noble.
)