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22woger22
07-08-2005, 06:48 PM
OK, this is my first unit for a very long time, because everyone's gone on vacation. This unit is very long, so i'm going to skip the bio and other stuff. EDIT: This unit is the longest unit i've ever done. And i've done a lot of long units too. This has so far taken me 45 minutes to do, and i'm going to be making another post for some extra things. please don't post until i've reserved my second post. Continue on to my second post once you read this all. EDIT: Yeah, I know, I spelt the title wrong :roulette:

Enchantice

Class: Female human
HP: 35
Armor: --
Power: --
Movement range: 3
Attack range: 2
Blocking: --
Recovery turns: 3 if she both moves and attacks. - 2 if she only attacks, 1 if only moved.

Appearance:

The enchantice is basically just an enchantress, but it wears an aura the same color as your team color (Just like a DSM).

Attack description:

The enchantice does not paralyze a unit. It summons wierd, cross-shaped, winds (that blow around and contain ice in it) in this pattern:


OOXOXOO _______ X = square which attack hits
OOOXOOO _______ X = targeted square by the enchantice (the attack hits this square too)
OOXOXOO _______ O = square which the attack cannot hit
OOOEOOO _______ E = Enchantice


Winds will be summoned on these squares, which block all LoS attacks and more. If a unit walks through one of these winds (doesn't have to walk INTO it), that lose 10 unblockable, armor-reducible HP. The damage is UNHEALABLE. The unit that walked through the winds will be blown around. Example:


OOXOXOO
OOUXOOO
OOXOXOO


If the unit walks into one of the winds (say the top-left hand one), that wind will blow him around, and that unit could appear on any adjacent square to the winds he walked into. So if he walks straight into that wind, the winds will have a 25% chance of blowing him back to where he came from. There is also a 25% chance that he will get blown to the right, left, or forwards (it doesn't matter what angle the unit walks to). The unit will be blown to one side randomly. The unit will not continue to walk after it has been blown to a new square, it will merely stop, and it's movement turn AND attack turn is over (the unit can still change direction, but cannot move or attack, until the next turn). The unit's recovery will ALWAYS BE ONE TURN. The damage is done when the unit re-appears from the wind.


OOOSOOO
OSXOXOO
OOUXOOO
OOXOXOO


This time, if the unit (show above) walks into the top-left corner wind again, there will be a 50% chance that he will be blown back from where he entered, or to the right side of the wind. This is done because the shrubs (or units) are blocking him from entering the square. Likewise, if there are 3 units/ shrubs on the 4 adjacent squares to the wind, the unit will always be blown back to where he came from. It's a 33% chance that he will be blown to one of the three squares adjacent to the wind, if only 1 unit/shrub is adjacent to the wind.


OOOSOOO
OOXOXOO_________U = unit
UOOXOOU_________S = Scout
OOXOXOO_________X = winds
OOOOOOO_________O = Empty square
OOOOOOO_________T = square which the scout has targeted for an attack.
OOOTOOO


In this case, the scout has targeted his arrow on "T", but a wind is in the LoS. When the scout shoots the arrow, the wind will blow it to another direction (25% chance of returning back to the scout, 25% chance of still hitting the selected target, 25% chance for ect....). In this code, the wind will either blow it to the target, the scout, or one of the two units. The arrow will do half the damage it usually does (it will now do 9), but it is not unblockable and non-armor affected (the ice in the wind will cover the arrow, so the armor will stop the ice, but will not stop the arrow.)


OOOOOSOOOOO
OOOOXOXOOOO
OOOOUXOOOOU
OOOOXOXOOOO
OOOOOTOOOOO


In this code, the wind will blow it to any of these sides, BUT, the arrow will not reach the unit on the right side of this code. There are 2 squares between the wind and the target, (one square connecting, and one square including the target, shown in the green color). This will mean the wind will only blow the arrow 2 squares (still random to which side it chooses). So the arrow will be able to hit the scout, the targeted square and the unit on the left of the code, but not the unit on the right. If there are 4 squares between the wind and the targeted square (including the targeted square), the wind will blow it 4 squares to a random side.


OOOOOOOOOOO
OOOXOXOXOXO
OOOOXOXOXOO
OOOXOXOXOXO
OOOOOOOOOOO


The winds CANNOT be adjacent to each other. The code above shows the closest the winds can be together.

The winds are invisible to the enemy, but visible to you. The winds will turn visible to the enemy if the frost golem OR the enchantice are not on fulll health. When they are on full health again, the winds will be invisible once again. Winds CANNOT be barriered. The winds will turn visible to the enemy, if that particular wind blows a unit/shrub/projectile away. That wind cannot turn invisible again.

The enchantice can only summon winds if there is a frost golem on the same team as the enchantice because the winds need the ice channeled from the frost golem to do damage and to be able to blow units and projectiles.. The frost golem's paralysis attack will not work, while the enchantice is still in play (just like the combo between the dragon tyrant and the DSM). If the frost golem dies, the enchantice will turn back into a normal enchantress (just like the DSM into a pyromancer). The winds will disappear when the frost golem dies. If the enchantice dies, the frost golem will regain it's paralyzing attack.

A single wind (1 square wind), has 50 HP. If an attack hits it (or passes through it), it will take the damage AND it will blow it to some random spot. When a wind reaches 0, the wind will disappear, but the enchantice can't summon a new 5 square wind, until every wind dies in a 5-square formation. Winds have no armor and no blocking.

The enchantice can only summon up to 3 cross-shaped winds(which is 15 single wind squares altogether) per team (you have to wait for recovery to summon another wind). If the enchantice OR the frost golem are NOT on full health, the enchantice can only summon 2 cross-shaped winds (10 single, wind squares altogether). When the enchantice and frost golem are healed back to the full health, the enchantice can summon 3 cross-shaped winds. If there are 3 cross-shaped winds, and the enchantice or the frosty loses any HP, the wind that was last summoned will disappear. If there are 3 (or 2 if the frosty or enchantice are injured) full winds, and the enchantice summons another one, the wind that was summoned first will disappear.

The winds will only die if:

* The enchantice dies
* The frost golem dies
* Another wind is summoned, (and the enchantice can only summon 3 winds), the first wind summoned will die.
* The HP of one wind reaches 0 (only that wind will die)

Winds don't count as end-game units.

Read the next post for more information (yes, it's that long...)

22woger22
07-08-2005, 06:48 PM
The following list is how each unit's attack is affected by the Enchantice's winds:

Knight: If the knight attacks a wind, the wind will NOT blow it to another square. It will just hit the wind and no damage is done to anything.

Pyromancer:


OOOOOOO
OOXOXOO
OOOXOOO
OOXOXOO
OOOPOOO


In the above code, if the pyromancer targets the square just above the middle wind, the fires that hit the winds will NOT blow it away. The ice will douse the flames, so the pyromancer's fire would only appear on the squares where there are no winds (show in purple).

Cleric: The winds are unhealable, so the cleric's attack has no affect on the winds, and vice versa with the winds on the cleric.

Scout: Explained in my first post.

Assassin: Like the knight, weapons that are held will not be blown away by the wind. But the ass bomb is not a hand-held weapon, and CAN be blown by the wind. (the assassin can get hit by her own bomb, but, she's still dead by self-destructing anyway).

Dark Magic Witch: Her attack can be blown away by the wind.


OOOWOOO
OOXUXOO
OOOXOOO______W = Dark magic witch
OOXOXOO______ U = Unit (the witch has targeted the unit)
OOOOOOO


In the code above, if the wind blows the DMW's straight line attack BACK to herself, the unit will still only receieve 24 damage (reducible by armor), even though it was attacked twice (because the wind blew it back to the unit). The witch WILL get damaged for 24 damage, because the wind blew it back to her.

Barrier Ward: If the barrier ward targets a wind (the wind WILL NOT be barriered), the barrier WILL NOT be blown by the wind. The attack will just disappear inside the wind.

Lightning Ward: If the LW targets a wind, the wind WILL blow it to any adjacent square from the wind. This is so, because when you think of wind you think of cold, which means you think of rain, which means you think of lightning :p. The wind will only blow it 1 square adjacent to it (25% chance of getting 1 square).

Frost golem: The frost golem cannot attack a wind, because its paralysis attack won't work, while the enchantice is still alive.

Mud golem: The mud golem's punching attack will NOT be blown by the wind. Same with the mudquake, because, the mudquake is a ground attack.

Stone golem: The stone golem's attack won't work too.

Dragon Tyrant: The fire breathed from the dragon tyrant will NOT be blown. Same with the pyromancer, the ice will douse the flames.

Beast rider: See code below.


OXOXO
OTXOO____B = beast rider
OXOXO____T = targeted square by the beast rider
OBOOO


In the above code, the wind will not blow the weapon of the beast rider. The wind will not stop the second square (which is T), just like how a blocking unit in front of an unblocking unit, will not stop the beast rider's attack.

Dragonspeaker Mage: The attack won't be blown away by the winds. The flames will be doused by the ice in the wind. See the code for pyromancer.

Furgon: See code for pyromancer. If a shrub is summoned onto a wind, the shrub will be destroyed in the wind (just like the pyromancer's fire), and will not be blown away.

Golem Ambusher: I will be pleased to say, that the winds WILL stop the golem ambusher's attack. See code for scout in my first post of this thread.

Poison Wisp: The poison WILL be blown by the wind. See the Dark Magic Witch code, it applies to the same as this.

Tactics:

The enchantice is mainly a turtle unit, because it requires a frost golem to use. You can stop LoS attacks, and best of all, stop the damn golem ambusher's throw to the cleric. This can also stop mage bombs, because the pyomancer, the DSM and the dragon tyrant's attack will be stopped by the winds. If you are facing a rush, place it near the middle to the back, and immediately summon a wind to protect your cleric and stone golem. That way, the teleporters and the golem ambusher can be stopped.

In turtle vs. turtle opposite sides, this unit is still great. Keep summoning winds at your flanks, because that is where the opponent is most likely to attack. In same side turtles, you can summon winds between both teams, and wait for your opponent to come. Keep using your scouts with LoS attacks, because you can see your winds, but they cannot.

It is important to add a frost golem to your team, or else the enchantice will just be a normal enchantress. try and keep the enchantice with the frost golem at the back, because it has low HP, no blocking and no armor, just like a normal enchanty.

Please feel free to ask me any questions and post any comments.

Mithrandir
07-08-2005, 06:56 PM
My, my, it looks like I have company in the category of designers that require two posts for one unit (mine isn't yet posted but has been finished for several days).

I'll give you my opinion of the unit when I finish reading it. You should know that "comback" has an E in it. :p

22woger22
07-08-2005, 07:01 PM
I'll give you my opinion of the unit when I finish reading it. You should know that "comback" has an E in it. :p
Read the second post too, before you post :).

And, damn, I really suck, I spelt it wrong. But I was going cukoo because of all the typing I did :).

22woger22
07-08-2005, 07:05 PM
I forgot to add that the winds are invisible to the enemy, but will turn visible when...well just read my edited first post.

Kyir
07-08-2005, 07:11 PM
do the winds effect projectiles? I was thinking if they dont already
That if the arrow passes through a square with a wind, then the arrow should be blownt randomley in 1 direction for the remainder of it inital distance

22woger22
07-08-2005, 07:30 PM
do the winds effect projectiles? I was thinking if they dont already
That if the arrow passes through a square with a wind, then the arrow should be blownt randomley in 1 direction for the remainder of it inital distance
Uhhh, I already posted that in, that it blows a scout's arrow and more (see second post)

Kyir
07-08-2005, 07:35 PM
oh well
um

FLYING COWS
*runs off to edit post so peoplewill think wogger's quote is a fake*

22woger22
07-08-2005, 07:38 PM
oh well
um

FLYING COWS
*runs off to edit post so peoplewill think wogger's quote is a fake*
Wow, so your post doesn't say that I didn't put that projectile blowing thing in.

I wonder what's wrong with me?

Mithrandir
07-08-2005, 07:58 PM
I just finished reading it, I'm not sure what I think yet. It is without question well-explained considering the complexity of the concept and it's very creative and extremely tactical. I'm still unsure on the balance issue, it seems like it could be abused but I'm not yet sure, I need to give it more thought.

It doesn't seem like it would be especially underpowered in the hands of a weak player, especially in an opp side turtle match. One could create a heck of a wall (which would make the furgy a bit obsolete, not something I like) without too much difficulty.

I'm still formulating my opinion. It seems like it has a lot of tactical potential in certain kinds of situations but I get the feeling it might not be so grand in a general sense. Again, still thinking.

22woger22
07-08-2005, 08:04 PM
I just finished reading it, I'm not sure what I think yet. It is without question well-explained considering the complexity of the concept and it's very creative and extremely tactical. I'm still unsure on the balance issue, it seems like it could be abused but I'm not yet sure, I need to give it more thought.

It doesn't seem like it would be especially underpowered in the hands of a weak player, especially in an opp side turtle match. One could create a heck of a wall (which would make the furgy a bit obsolete, not something I like) without too much difficulty.

I'm still formulating my opinion. It seems like it has a lot of tactical potential in certain kinds of situations but I get the feeling it might not be so grand in a general sense. Again, still thinking.

Well, it does have a limit of 3 winds, and 2 if either the frosty or the enchantice are injured. I guess I could say : You cannot use a furgon in your formation, if you have included the enchantice, and vice versa...

Mithrandir
07-08-2005, 08:24 PM
Even with a 3 wind limit it seems a bit much. I'd say scouts could just shoot her but the wind things block LOS so it wouldn't be hard to avoid that.

22woger22
07-08-2005, 08:40 PM
Even with a 3 wind limit it seems a bit much. I'd say scouts could just shoot her but the wind things block LOS so it wouldn't be hard to avoid that.
I think that it is actually pretty easy to shoot a enchantice even if she is hiding behind her winds. There are some pretty big holes in this new cross-shaped attack.

Mithrandir
07-08-2005, 10:01 PM
Naturally but it wouldn't be difficult to find a safe spot.

22woger22
07-09-2005, 04:55 AM
How about if I made the recovery to 3?

Mithrandir
07-09-2005, 08:02 AM
I'd say that would help, and also to make it so if the wind things take any damage or deal any damage they become visible.

22woger22
07-09-2005, 04:26 PM
I'd say that would help, and also to make it so if the wind things take any damage or deal any damage they become visible.
That seems a little underpowered then. I think it should either just have 3 recovery, or one wind turns visible if it blows something away.

Mithrandir
07-09-2005, 06:11 PM
Your unit, your call. I think both are necessary though. If you choose one, you should choose the visibility thing. Otherwise it has huge abuse potential.

22woger22
07-09-2005, 06:23 PM
Agreed, i'm editing it in right now.

So, when are you going to make your super-complicated, two post long unit, mith?

Mithrandir
07-09-2005, 06:24 PM
I don't know when I'm posting it yet. Maybe tonight. Under a week I believe for sure.

Looking forward to paying me back with some complaints? ;)

22woger22
07-09-2005, 06:26 PM
Can't wait to read it.

It seems as though nobody wants to read very long units though. Only two have posted, and only 1 of those 2 have confirmed they have read it (Kyir didn't know it could blow away projectiles).

Mithrandir
07-09-2005, 06:27 PM
Lots of recent good units have been ignored pretty much, including Duff's and xerent's and LT's. It's too bad.

22woger22
07-09-2005, 06:32 PM
Lots of recent good units have been ignored pretty much, including Duff's and xerent's and LT's. It's too bad.
Indeed, and so much people are posting an amazing amount of units without giving them something special.

I wish we could go back to the good old days where units had like 5 pages to it. I spent so much time on this unit and only you have read it completely and given me some feedback. It almost went to the dreaded second page.

I wish I could rep you again :).

EDIT: Yay, it finally lets me rep you :).

EDIT: Cool, you're a "glorious beacon of light". Was it my rep that did it, or was it already there?

Mithrandir
07-09-2005, 06:50 PM
I'm about halfway through the fifth box. It's just slow in the summer, hopefully it'll pick up again. The committee might help things along but it'll still take some time. I'll be gone for another week this month also.

22woger22
07-09-2005, 06:51 PM
I'm about halfway through the fifth box. It's just slow in the summer, hopefully it'll pick up again. The committee might help things along but it'll still take some time. I'll be gone for another week this month also.
Where are you going?

Mithrandir
07-10-2005, 07:31 AM
I'm going to an extensive apologetics conference in southern CA.

I'm having a rough time with this unit, I still haven't voted for it or against it. I think the way the winds work in redirecting people and attacks is cool but I don't like that they're indestructable. The redirection thing has tactical potential but they won't be used that way, they'll be used to create a wall.
I think you should consider giving these some HP, maybe 50-100, so it wouldn't be used in an abusive way.

22woger22
07-10-2005, 04:37 PM
I'm going to an extensive apologetics conference in southern CA.

I'm having a rough time with this unit, I still haven't voted for it or against it. I think the way the winds work in redirecting people and attacks is cool but I don't like that they're indestructable. The redirection thing has tactical potential but they won't be used that way, they'll be used to create a wall.
I think you should consider giving these some HP, maybe 50-100, so it wouldn't be used in an abusive way.

I'll give the winds 50 HP, and if any attacks hit it, it will receive the damage and blow it away?

And good luck at CA!

Mithrandir
07-10-2005, 05:00 PM
I'll give the winds 50 HP, and if any attacks hit it, it will receive the damage and blow it away?
That's what I was thinking. Same affect, it blows away but it takes the damage as well.
And good luck at CA!
Thanks, I'll be leaving this Saturday though.

22woger22
07-11-2005, 08:43 PM
Bump.

Mithrandir
07-11-2005, 10:08 PM
I don't recommend getting into a habit of bumping your own threads. It's not good for your image.

22woger22
07-11-2005, 11:01 PM
I don't recommend getting into a habit of bumping your own threads. It's not good for your image.
Yeah, but it's so annoying spending several hours on a unit, that only one person has read so far.

Mithrandir
07-11-2005, 11:03 PM
Yeah, I know the feeling. Just keep in mind that it's slow right now. It'll get read once people come back, for sure by the judges.

Cross Punisher
07-11-2005, 11:13 PM
Bumping is pretty shady. It's better to just "reply" instead, like you could have said, "Do you have anymore suggestions." ;)


OOOSOOO
OOXOXOO_________U = unit
UOOXOOU_________S = Scout
OOXOXOO_________X = winds
OOOOOOO_________O = Empty square
OOOOOOO_________T = square which the scout has targeted for an attack.
OOOTOOO
I understand this example but this is only one scout LOS shot which happens to be a straight line. What happens if the scout attacks a wind at an angle? Is the arrow still deflected in a straight line?

Frost golem: The frost golem cannot attack a wind, because its paralysis attack won't work, while the enchantice is still alive.
From this statement you make it seem that an opponent can't use their Frost Golem if you have an enchantice on the field, and that doesn't make any sense, because that would be the same as saying that your opponent's pyros' get power bonuses if you have a DSM on the field.

22woger22
07-11-2005, 11:22 PM
Bumping is pretty shady. It's better to just "reply" instead, like you could have said, "Do you have anymore suggestions." ;)
Damn, that's a good idea. I'll keep that in mind, the next time I really feel the urge to bump.


OOOSOOO
OOXOXOO_________U = unit
UOOXOOU_________S = Scout
OOXOXOO_________X = winds
OOOOOOO_________O = Empty square
OOOOOOO_________T = square which the scout has targeted for an attack.
OOOTOOO
I understand this example but this is only one scout LOS shot which happens to be a straight line. What happens if the scout attacks a wind at an angle? Is the arrow still deflected in a straight line?

This is just the same as when a scout's arrow hits another unit. If there is some kind of angle between the units, it will still hit one side of the attacked unit, not just a part of the side.

From this statement you make it seem that an opponent can't use their Frost Golem if you have an enchantice on the field, and that doesn't make any sense, because that would be the same as saying that your opponent's pyros' get power bonuses if you have a DSM on the field.
Well, no, I meant that if YOU had an enchantice, you can't use the Frost Golem until it is dead. If the opponent's Frost Golem attacked a wind, there would be no effect then.

razor2007
07-17-2005, 10:47 AM
This is really complex so I'm still think. I'm just wondering why the wind has hp if nothing can hurt it.

22woger22
07-22-2005, 06:39 PM
This is really complex so I'm still think. I'm just wondering why the wind has hp if nothing can hurt it.
Late post.

Anyway, the winds can be hurt. They blow away the attack, AND absorb the damage.

-22-

Vie
07-22-2005, 07:08 PM
Not very original it is basically a DSM for enchatress's

but it is still pretty cool

22woger22
07-22-2005, 07:11 PM
Not very original it is basically a DSM for enchatress's

but it is still pretty cool
*Ahem*

I'm very sure you didn't read all of it. It is not similar to the enchantress by the fact that it summons winds, instead of paralyzing others.

-22-

Vie
07-22-2005, 07:15 PM
lol u r good i didnt read the entire thing but ist seems like a good unit lol

i didnt even read the 1st half of the first post lol good job

bobdagangsta
07-23-2005, 01:41 PM
vie in 1 day u got 81 posts in 1 day thats weird every almost every thred has ur name last posted by right next to it

Brettrules12
07-23-2005, 01:45 PM
You got a nice unit! The only problem with the winds is teleportation. Ex. Dragon Tyrant. Can teleportation get through those winds?

22woger22
07-23-2005, 05:49 PM
You got a nice unit! The only problem with the winds is teleportation. Ex. Dragon Tyrant. Can teleportation get through those winds?
Yes, because these teleporters aren't travelling through the winds.

-22-

Mithrandir
07-28-2005, 10:03 AM
I'm too lazy to read the whole thing enough to remind myself. Just tell me, if you damage the winds, do they become visible?

Edit: *grumble*, never mind I found it myself. I think with that factor included, the abuse potential for the unit is greatly decreased and thus I'm going to go ahead and change my vote from NO to YES.

22woger22
07-29-2005, 03:12 AM
I'm too lazy to read the whole thing enough to remind myself. Just tell me, if you damage the winds, do they become visible?

Edit: *grumble*, never mind I found it myself. I think with that factor included, the abuse potential for the unit is greatly decreased and thus I'm going to go ahead and change my vote from NO to YES.
YAY, that's 3 of my units certified gold :).

-22-

me14k
05-07-2006, 06:22 PM
Nice Idea, maybe less Hp for the wind. Maybe it should be Male (COuld be like Enchatress' husband) I think it could change the game too much

Hellblazer
05-07-2006, 06:25 PM
Nice Idea, maybe less Hp for the wind. Maybe it should be Male (COuld be like Enchatress' husband) I think it could change the game too much
Why'd you necro this?

smokeyham94
05-07-2006, 06:25 PM
Nice Idea, maybe less Hp for the wind. Maybe it should be Male (COuld be like Enchatress' husband) I think it could change the game too much
Why necro?
I know you so I won't neg you but just resize your banner and keep yourself from having red boxes, alright?

Hint:Necro-Posting in a thread that died a LONG time ago.

smokeyham94
05-07-2006, 06:27 PM
[Edit]Sorry for double post, meant to post in some other thread, dunno how this happened :dry:

Serge
05-07-2006, 06:49 PM
OMFGSTFU!

There is _nothing_ wrong with necro-posting unless there is malevolent intent behind it. If you are reading an old thread, and you want to add something to possibly bring the discussion back to life, do it!

Anyway, to woger, I would reply to this the same way I replied to your Vampire/Armor-reducer unit. Too complicated.

Wizzy`
05-07-2006, 07:04 PM
Read the second post too, before you post :).

And, damn, I really suck, I spelt it wrong. But I was going cukoo because of all the typing I did :).


I MISS YOU!

x-useme
05-07-2006, 07:09 PM
Why does that fool keep necroing woger's threads?

Woger? O_O