Design: Spells

Kael said:
Yeah, Im on the fence about this one. I cant find a clean solution I like. The veil uses undead, but it doesn't want to make everyone undead. And Im not sold on the idea of allowing them to buy the cure disease ability either. I went ahead and made Rosier immune to disease, which should help.

Another way to look at it is from the persepctive of the Veil player. If you are playing the Veil, why would you make diseased corpses? The disease always spreads back to you, and you have the worst abilities to deal with the infection. The answer is that you don't use them. At least I don't. The last time I used them, I had a two-pronged assault against a neighbor nation. One prong had diseased corpses and other units in it, the second did not with the idea that I didn't want the disease anywhere near my units or nation. My units in the second prong all caught disease and became ineffective in enemy lands. The AI had transfered some diseased units from one side of its territory to the other. The second prong was all wiped out because they could not effectively heal in enemy lands, and I had to sue for peace minus a city. I got beaten by my own weapon.

The promotion that gives the units immunity to disease doesn't have to be them becomming undead. It could be some vague mumbo jumbo spell cast by ritualists that only lasts 10 turns that does the trick. It could be a promotion that all units created under a special undead civic get. Or something that requires a certain building. But it should be something that makes disease use a viable strategy.
 
Well of all the ideas i've heard so far i think the transfer disease is the best. Maybe they can even beef it up by taking disease from 3 units and making one target unit get the plauge.
 
loki1232 said:
Not trying to sound nasty, but you forgot to give credit to someone (not me) on this spell.

Yeah its just a blurry line. Corlindale was the inspiration for the idea. In the end this whole process is colaborative and everyone has contributed more than they were credited for. You in particular, I can't think of an aspect of the game that you haven't influenced at some level. Even the ideas from you that I reject usually end up coming back in some form. Where do you draw the line? I don't know.

I know you were just trying to point out a slip, and thats cool. I just wanted to point out that especially as we move on the concepts are going to be much more a mind meld. This phase of FfH is intentionally much more collaborative than the last, and it will be an even better mod because of it.
 
Creation Divine 3: Living Machine-Turns a non-living unit into a living unit. Basically turns golems into melee type. Makes spells lose the summoned promotion. Siege Weapons get +50%. All until end of turn (summoned units don't die, and can be kept alive perpetually by this spell being cast non-stop)
 
loki1232 said:
Creation Divine 3: Living Machine-Turns a non-living unit into a living unit. Basically turns golems into melee type. Makes spells lose the summoned promotion. Siege Weapons get +50%. All until end of turn (summoned units don't die, and can be kept alive perpetually by this spell being cast non-stop)

I like the ability to make enchanted creatures alive. Make golems into living units that can earn xp and level ("Im a real boy!"). We need a better name though.
 
Death- Divine1 (allowable for anyone with a death node)

Resist rot. Gives units in the caster's tile immunity to disease for ten turns, but doesn't remove any diseases that they have.
 
Kael said:
I like the ability to make enchanted creatures alive. Make golems into living units that can earn xp and level ("Im a real boy!"). We need a better name though.

Release from Bondage?
Liven?
 
Lunargent said:
Death- Divine1 (allowable for anyone with a death node)

Resist rot. Gives units in the caster's tile immunity to disease for ten turns, but doesn't remove any diseases that they have.

To much AI requirement, casting in the right order to keep the units from becoming diseased, getting priests to recast at appropriate times (before the duration is about to expire.
 
Then I think that making the civic, Sacrifice the Weak give resistance to disease for all units created under it would be the best choice. That way all Veil civs have the option to use disease, at a cost of health in their cities, without having to have weaker priests that can barely cure disease running around behind their units, running back and forth into friendly lands, and curing the same disease that you are trying to spread. While it's funny to watch AI invasions fail because their units are all diseased, it's frustrating to have your own invasions fail for the same reason. What I usually try to do in my games is to found the Ashen Veil, then not adopt it and neutralize it (the free ritualist is nice too). I like the religion, but it stll needs a bit of balancing.

loki1232 said:
Inspiration for what?

The spell name. If you follow the entymology, it makes perfect sense.
 
Replaced Death Rattle with Lichdom (converts the caster into a Lich). Death Rattle will probably be used as a specific unit ability.
 
loki1232 said:
What's a Lich?

:eek: Undead spellcaster. Specifically a powerful mage that traps his soul in a gem or another sort of phylactery and gains eternal life by becoming undead. They retain their intellect and spell abilities. They typically look like skeletons, usually wearing robes, jewelry and staves that they used in life.

As to how this translates to the mod, I don't know. They should lose access to some spheres and gain increased casting ability in others. They will become undead which will confer some advantages and disadvatages (mostly disadvantages).
 
I like the ability to make enchanted creatures alive. Make golems into living units that can earn xp and level ("Im a real boy!"). We need a better name though.

How about Animate?

Liches would be really cool. I think phylacteries should be added as well. The creation of a lich could spawn a phylactery item with 0 move and 0 power, which could be carried by other units(or by the lich itself, though that might not be very smart). As long as the phylactery of a given lich exists, it will have the Immortal promotion(perhaps it will respawn by its phylacteri rather than in the capital city). If the phylactery is destroyed, the lich unit loses immortality and dies immediatly and permanently.
 
Corlindale said:
How about Animate?

Liches would be really cool. I think phylacteries should be added as well. The creation of a lich could spawn a phylactery item with 0 move and 0 power, which could be carried by other units(or by the lich itself, though that might not be very smart). As long as the phylactery of a given lich exists, it will have the Immortal promotion(perhaps it will respawn by its phylacteri rather than in the capital city). If the phylactery is destroyed, the lich unit loses immortality and dies immediatly and permanently.

I'll add it as a potential equipment in the equipment thread.

Animate sounds like you are making it move around and not that you have made it become alive.
 
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