Lunargent
Warlord
- Joined
- Feb 1, 2006
- Messages
- 299
The mind div II one sounds like a good way to suicide your unit....unless it lasts forever and can be cast far from combat.
I actually like the life sor II, spring of life idea alot.
Life sum I-Summon wisp. This unit acts as a medic in all surrounding squares, moves like a gunship (3 moves, ignores terrain), cannot attack, and can only be killed by spells.
I think it would be a good idea if the Mind div I spell only worked 50% of the time on a random chance per turn. So that way you can't see everything the AI is doing. Casting it on a stealth unit would make that unit permanently useless. There should probably be something preventing that.
For entropy div II. How about it creates something similar to fallout terrain (-3food,gold,ham) that can be cleansed by a worker in a few turns in the same way. You could wreck an enemy's lands during a war so that it takes longer than normal for them to recover, but they can still do so.
Law sorc II- Target unit comes under the iron rule of law, and fufills it's last orders even if slain. A unit targeted by this spell can still make one more move or attack even after it has been slain. After this, it falls over dead.
Treants only being able to move in forests makes no sense to me. Perhaps desert terrain could lower their strength a bit though. Maybe even make it permanent until they get back into a forest.
For the other summoning imbalances, I think the relative unit strengths should be tweaked rather than adding even more layers of complexity.
I actually like the life sor II, spring of life idea alot.
Life sum I-Summon wisp. This unit acts as a medic in all surrounding squares, moves like a gunship (3 moves, ignores terrain), cannot attack, and can only be killed by spells.
I think it would be a good idea if the Mind div I spell only worked 50% of the time on a random chance per turn. So that way you can't see everything the AI is doing. Casting it on a stealth unit would make that unit permanently useless. There should probably be something preventing that.
For entropy div II. How about it creates something similar to fallout terrain (-3food,gold,ham) that can be cleansed by a worker in a few turns in the same way. You could wreck an enemy's lands during a war so that it takes longer than normal for them to recover, but they can still do so.
Law sorc II- Target unit comes under the iron rule of law, and fufills it's last orders even if slain. A unit targeted by this spell can still make one more move or attack even after it has been slain. After this, it falls over dead.
Treants only being able to move in forests makes no sense to me. Perhaps desert terrain could lower their strength a bit though. Maybe even make it permanent until they get back into a forest.
For the other summoning imbalances, I think the relative unit strengths should be tweaked rather than adding even more layers of complexity.