Design: Spells

I see the inherent problems with water walk. But how difficult would it be to create a spell that created a land bridge. Something that lasted as long as the caster was on the tile and could only be use on costal regions?

Once the spell "Water Walk" has been cast it cannot be cast again, so it a one time spell. Would it not be advantageous to just give the caster the ability of water walk if they chose that spell sphere and then give then a different spell to use as a replacement?

Wow What a horrible Post I should fix this up a bit.
 
def reqPartSea(caster):
if not canCast(caster):
return False
pPlot = caster.plot()
if pPlot.getTerrainType() != gc.getInfoTypeForString('TERRAIN_COAST'):
return False
if pPlot.getOwner() != caster.getOwner():
return False
return True

def spellPartSea(caster):
doCast(caster)
pPlot = caster.plot()
if(pPlot.getTerrainType()==gc.getInfoTypeForString('TERRAIN_COAST')):
pPlot.setTerrainType(gc.getInfoTypeForString('TERRAIN_DESERT'),True,True)



I understand this isn't a review my python code board but if this is in the right direction that would be nice
 
MichaelL said:
I see the inherent problems with water walk. But how difficult would it be to create a spell that created a land bridge. Something that lasted as long as the caster was on the tile and could only be use on costal regions?

Once the spell "Water Walk" has been cast it cannot be cast again, so it a one time spell. Would it not be advantageous to just give the caster the ability of water walk if they chose that spell sphere and then give then a different spell to use as a replacement?

Wow What a horrible Post I should fix this up a bit.

As in most things, fairly easy to create the ability. Incrediably difficult to get the AI to use it correctly.

But the AI understands water walking easily enough (permanent water walking, it wouldnt understand temporary water walking).
 
I have been trying a few things out with little success.

I have Scratched temp Water walk

I started on providing a Convert coast to Desert. Much Like Moses did. The spell seem not to be able to reconigize the Coast Terrain though.
 
This may not be it the right place, but how do dragons' Roar abilities interact with units from the civs that actually found the CotD?
 
time sphere:

divine 1: time freeze: stops unit from doing anything (including healing) for 2 rounds.
divine 2: Time hop: unit dissapears, reappears 3 rounds later is same spot (if spot is full, unit is moved to random ajacent square)
 
Werebear -> iCombat 12, Can turn other killed creatures into wearbears - maybe a smaller % chance than werewolves (Requires Bear And priest)

If this is ever part of the game, PLEASE call it a Bugbear. I think the name bugbear is just hilarious, and seeing it would drive me crazy with giggles.

Other than that, I'd like to request a nerf on the Ring of Fire spell, or whatever that insanely powerful divine spell is called.

I personally call it the I Win button. Bring a few of them along in a defense heavy stack, walk up to an enemy city, hit the I Win button, and then walk inside.

I'd suggest nerfing it by having it do damage to my stack as well as the enemy, or decreasing the damage, or having it limited to not being able to do more than 50% dmg.

Thank you, and goofreadehfain.
 
If this is ever part of the game, PLEASE call it a Bugbear. I think the name bugbear is just hilarious, and seeing it would drive me crazy with giggles.

Other than that, I'd like to request a nerf on the Ring of Fire spell, or whatever that insanely powerful divine spell is called.

I personally call it the I Win button. Bring a few of them along in a defense heavy stack, walk up to an enemy city, hit the I Win button, and then walk inside.

I'd suggest nerfing it by having it do damage to my stack as well as the enemy, or decreasing the damage, or having it limited to not being able to do more than 50% dmg.

Thank you, and goofreadehfain.

maybe if siege engines "and" fire magic hadn't failed thier role as stackbreakers(for the ai always, players mostly use fire magic)
then stacks of this type wouldn't be so powerful

counter units that don't directly combat the spell would add alot of balance

(so it becomes worthwhile to diversify even)
 
Like mesmers in Guild Wars? Yeah, that'd be handy, and hey, you have all the icons for em already XD

Bugbears and Werebears aren't the same level of ridiculous either, and I vote go with the more ridiculous! BUGBEAR! Remember, you guys are reorganizing fantasy here! Vampires don't have to be undead and all that. So use bugbear instead! It is le good!

EDIT: I actually dislike the usage of GW icons in this mod because it confuses the heck out of me. I'm a high level pvper in that game, and I can't get it into my head that, fer instance, sever artery is enchanted blade. It confuzzles me!

As an actual spell, I'd suggest spells that cause random affects for the looney guy. That'd be great fun, and, since he's my favorite group to play as, that means I too would have more fun! Fun to the funth!
 
Looking at the screenshot in the "Fire" thread it looks like the Air Sphere may finally be implemented. Are any of the other spheres going to be implemented in "Fire" and how/will this affect the existing towers for the Master of Towers.
 
Will there be more mana nodes to compensate for the added costs?
 
Have Light, Shadow, and Metamagic finally gotten some recognition in Fire (and by that, I don't mean a whole set of spells; just one or two like Air had in Light), or do we have to wait for Shadow to see what they look like?

Probably have to wait until shadow.
 
EDIT: I actually dislike the usage of GW icons in this mod because it confuses the heck out of me. I'm a high level pvper in that game, and I can't get it into my head that, fer instance, sever artery is enchanted blade. It confuzzles me!

As an actual spell, I'd suggest spells that cause random affects for the looney guy. That'd be great fun, and, since he's my favorite group to play as, that means I too would have more fun! Fun to the funth!

Yeah I can understand that. I dont use WoW/Homm graphics for that same reason (I cant look at them and not think those other games). But:

1. Guildwars doesn't have a huge Civ4 players overlap.
2. We need to use graphics from somewhere.
3. The icons in Guildwars are just beautiful, simple, evocative, they are perfect.
 
Yeah I can understand that. I dont use WoW/Homm graphics for that same reason (I cant look at them and not think those other games). But:

1. Guildwars doesn't have a huge Civ4 players overlap.
2. We need to use graphics from somewhere.
3. The icons in Guildwars are just beautiful, simple, evocative, they are perfect.
i started playing guild wars 2nd, so it's not too confusing.
 
3. The icons in Guildwars are just beautiful, simple, evocative, they are perfect.

I feel the love, comeon everyone feel the all encompasing perfection that is the love of the Guildwars icons.
-Qes
 
Two spells that I'd like to see:

Dimensional 3 - Walk through Dimensions

Caster and stack can teleport 3 hexes in any direction, ignoring intervening terrain and using 0 MP.

Dimensional 2 - Ethereal Doorway

You can call one of your units from anywhere on the map to the caster's current location.
 
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