Been playing in my spare time. Couple of tweaks/suggestions for playing warlocks.
First, on ghouls: Does anybody actually use them? I personally prefer to use zombies (even back when they where uncontrollable). I was thinking of adjusting the bite syndrome, because I don't think I have ever actually seen their victim become a zombie. Does it work? Is it just a really long delay? I think it's just too long a delay. I would like to adjust it to a 1 minute delay, and a low chance of happening.
Zombies & Ghoul squads:
I created a zombie squad. It looks like it should work, but I get the 'no acceptable candidates' message no matter what, for both zombies and ghouls.
[POSITION:GHOUL_COMMANDER] => ghoul only squad leader
[NAME:ghoul master:ghoul masters]
[ALLOWED_CREATURE:WARLOCK_CIV:GHOUL]
[ALLOWED_CREATURE:WARLOCK_CIV:GHOUL_4ARM]
[ALLOWED_CREATURE:WARLOCK_CIV:GHOUL_2HEAD]
[ALLOWED_CREATURE:WARLOCK_CIV:GHOUL_2HEAD_4ARM]
[CREATURE_CLASS:GHOUL]
[SITE]
[NUMBER:AS_NEEDED]
[SQUAD:25:ghoul:ghouls]
[APPOINTED_BY:EXPEDITION_LEADER]
RESPONSIBILITY:MILITARY_STRATEGY
[PRECEDENCE:200]
[DO_NOT_CULL]
[DUTY_BOUND]
MILITARY_SCREEN_ONLY
[REQUIRED_TOMB:250]
----------------------------------------------------------------------------------------------
[POSITION:ZOMBIE_HORDE] => skeleton only squad leader
[NAME:zombie horde:zombie hordes]
[ALLOWED_CREATURE:WARLOCK_CIV:ZOMBIE]
[ALLOWED_CLASS:ZOMBIE]
[SITE]
[NUMBER:AS_NEEDED]
[SQUAD:50:zombie:zombies]
[APPOINTED_BY:EXPEDITION_LEADER]
RESPONSIBILITY:MILITARY_STRATEGY
[PRECEDENCE:200]
[DO_NOT_CULL]
[DUTY_BOUND]
MILITARY_SCREEN_ONLY
I intend to create MASSIVE zombie hordes that are controllable to sweep across the ENTIRE...3x3 map... No gear/armor/weapons, just regular zombie action. Without being able to select a candidate though creates a problem. It looks correct, did I miss something?
On to REBORN. I noticed in the post that people are talking about the necromancers. Honestly, I keep having to remind myself that they are...Warlocks...
I like the idea of progression. Perhaps the goal is obtaining immortality for themselves? So everyone starts out as 'regular joes'. A nice normal colony of humans, and at some point one of them discovers the secret to immortality. He then kills off everyone else, reanimating them one-by-one into undead servants. A 'rise of the plump helmet men', but in reverse.
Functionally, you could probably just add them as a sub-race, say humans. A special workshop (using a secret tome) allows the player to create a single necromancer. I would recommend the time delayed release, like for the hermit. I don't want to play humans (too human...), but would tolerate 3 years as humans to do the rest... So for the first one to three years, you play a normal human game. At the end of the time, the secret tome is provided, and a player can choose to progress down a darker path. Actually, I think I would play for twenty years, slowly build a temple of light, paladins and priest all over... Only so I can secretly create a dark cult of undeath beneath them...*DROOL*
A clever player can then take steps to build a secret 'second' base for his hidden and growing undead army. Necromancers are all safe in the living portion, but if the undead ever bump into the living all hell breaks loose. So with care, you can farm the living city for years, before you are discovered. When the undead are discovered the living all rise up (actually they would be cultists, and the zombies detectors, I think...), this forces your hand and you will loose all control over the living (But if you never create a necromancer, normal human gameplay...OOH! Paladins...the FUN...)
The old versions usage of souls never felt right to me, for necromancy. A necromancer feels more like they consume the souls of the living to become more powerful. Souls for a necromancer shouldn't decay. These guys are masters of death, unable to let a soul simply wither-away. I don't mind the idea of a dedicated warlock working to preserve them, but it doesn't make sense that he needs a specific reagent to do it.
Phylacteries, in a completely fictional way, are said to preserve the soul of the living. Allowing a living being to move his soul into a special device, while not losing control of his 'physical form'. A soul attached to a phylactery should be more ghost-like; and when used properly, able to possess dead flesh, inanimate objects and the like. A soul-infused undead would, in theory, still be equal to a living person, save that the phylactery is what needs to be destroyed.
--Units--
Zombies/skeletons/?souless types - don't improve/worsen. Super cheap to replace, maintain, and field. Different types have different uses.
Thralls - Part-living beings who have had their 'souls' stripped from their flesh while they still live. This would be the typical 'vampire movie' mind-slave guy. Subservient and retaining their skills, they can even learn in a rudimentary way. Useful in that you can get a soul from them, and still retain a margin of usefulness from them.
Ghouls - Part-living beings who still retain their soul (able to learn). They are driven mad by dark magics, and crave to consume the flesh of the living. Violent, powerful, and forgets whatever they are doing to kill whatever they see. Ghouls would be created by the player, almost identically to how they are currently made. Their fragility is balanced by learning (Thinking of changing ghouls in original atm)
Vampires - ?
Apprentice - Tempted into black arts by your necromancer, mortal.
Journeymen...etc (lifespan increases as they progress? So a master is able to live 900 years... still needs food and drink...)
Lich - Once a phylactery has been made (SUPER expensive, maybe needs adamantine?) Your necromancer can become a lich. Immortal, tireless, well spring of awesome kick-buttery. If you die, the phylactery is salvageable, and ANYTHING can put it on at the 'throne of ascension' or something, and your Lich is reborn. (worker dies, but who cares about undead?)
The original Warlock experience was overly intimidating. I loved inscription, upgrading skeletons, pylons (laying out a fort), and the slaughter. Oh the slaughter....BUT the start (...and end...) of the game was so incredibly different from any of the other races. (I haven't ever used a farm...). Linking them to humans would allow a more regular start, but guaranteed FUN!