Design: Spells

You didn't like my shuffling idea? Is that because you don't like randomness or because it would be too difficult to impliment? I guess it would be better as a chaos spell but they were taken...

For the nightmare summon, why not transfere it to mind 2? It might be easier to come up with another death summon than two more mind summons. Plus, conjuring a nightmare seems more like a mind summon than a death summon to me.
 
kevjm said:
You didn't like my shuffling idea? Is that because you don't like randomness or because it would be too difficult to impliment? I guess it would be better as a chaos spell but they were taken...

Yeah it destroys strategy. One of the design concepts of FfH is that you should be able to buidl the unit you want over the life of the game. I would hate to be able to easily destroy that build.

For the nightmare summon, why not transfere it to mind 2? It might be easier to come up with another death summon than two more mind summons. Plus, conjuring a nightmare seems more like a mind summon than a death summon to me.

There are no plans for mind summons. You can only summon creatures from dimensions of that spheres magic. Some of the spheres don't have planes. Anything you see a (none) by means there will never be a spell in that slot. There isn't any enchantment, body, mind or spirit summons. There are no death divine spells (Arawn doesn't grant spells).
 
Fir points, thanks for clearing that up- the spells list looks a lot more complete now that I know what was meant by 'none'/
 
FOR MOONHUNTER :POST 220 THIS THREAD

It might turn some Ice into ocean methinks. I am waitng until the new spells listed that aren't out yet, are.....before i make any more suggestions.......methinks better see how easy it is to handle first.

Damn....I unquoted somehow.........I....well maybe I just didn't hit the switch.......Always proofread, righght.
 
Are you going to includ euber spells for each sphere? like Armageddon spells.
if you are i have some ideas:

~Gate Lock(metamagic) this spell prevents the traveling to and from hell untill it is Dispelled, all mages and summoners can no longer summon anything.
~Call of the Wild(nature) wild animals strength doubled and animals can now appearin forests and hills inside of cultural boarders (not Ancient Forests) these animals can attack cities, and all captive animals escape.
~Retern to the Sea?(water) all land tiles ajacent to coast tiles become flooded and are turned into coast tiles. Cities on the coasts are reduced to population one and 50% of buildings are destroyed in them.
~Revenge of the earth?(Earth) all peaks turn into volcanos?(do not create fallout around them, instead when they erupt, surrounding squares become more fertile and get +1 food) all hills turn into peaks. cities on hills are destroyed.
~Fimbulwinter(ice) Desert turns into plain, Plain to Tundra, Tundra to Ice, 25% water tiles to ice, rivers become glaciers?
~Flame's Rebellion?(fire) all fire nodes explode destroying everything withing 2 squares. Desserts spawn sand liona and fire elementals. Any arcane units that know any fire spells turn into barbarians and instantly learn all fire spells.
 
Psychic_Llamas said:
lol, oops, should have realized that :blush:

but would my ideas be ok for armagedon spells, or do they need to be more chaotic?

No, the armageddon spells should reflect the release of great quantities of power of their respective sphere. I like your ideas a lot. Im going to copy them into the private "Fire" thread so when we begin to put together the design list for "Fire" we can consider them.
 
erikg88 said:
Does Tsunami do anything?

Shouldn't it just be called Tidal Wave? I mean, that's the definition of the word and it is just a word from another language...
 
Deathling said:
Shouldn't it just be called Tidal Wave? I mean, that's the definition of the word and it is just a word from another language...
I think it should definitely stay Tsunami - the word is more exotic, forceful, and one word is always better than two.

Now if only it did something.
 
Spell Idea:


Aura of Fear
Death or Illusion Sphere:

Causes that units of Strenght 6 or less aren't able to enter the targeted terrain tile for a certain amount of rounds.
 
loki1232 said:
Yeah we generally like more interesting and non-english but still obvious names. See fimbulwinter instead of ice age.

Like Armageddon is from Hebrew? (Har-Mageddon - Mageddon Mountain)
Basically it's just where the world ends, but in this game it's like a new era...
 
I guess its more like Ragnarok.
A giant battle between the good and the evil, everyone dies and then only a few people are left.
 
erikg88 said:
I think it should definitely stay Tsunami - the word is more exotic, forceful, and one word is always better than two.

Now if only it did something.

Code:
def spellTsunami(caster,target):
	doCast(caster)
	pPlot = target
	if pPlot.isOwned():
		startWar(pPlot.getOwner(), caster.getOwner())
	for i in range(pPlot.getNumUnits()):
		pUnit = pPlot.getUnit(i)
		if isResisted(pUnit,caster,0) == False:
			iDmg = pUnit.getDamage() + 10 + CyGame().getSorenRandNum(20, "Bob")
			if iDmg > 100:
				pUnit.kill(True,0)
			else:
				pUnit.setDamage(iDmg, True)
	if CyGame().getSorenRandNum(100, "Bob") <= gc.getDefineINT('TSUNAMI_FLOOD_CHANCE'):
		if pPlot.isCity():
			pPlot.getPlotCity().kill()
		pPlot.setBonusType(-1)
		pPlot.setImprovementType(-1)
		pPlot.setFeatureType(-1, -1)
		for i in range(pPlot.getNumUnits()):
			pUnit = pPlot.getUnit(i)
			pPlot2 = findClearPlot(pUnit)
			if pPlot2 == -1:
				pUnit.kill(True,0)
			else:
				pUnit.setXY(pPlot2.getX(),pPlot2.getY())
		pPlot.setTerrainType(gc.getInfoTypeForString('TERRAIN_COAST'),True,True)

In other words it does 10-30% damage to all units in the tile and has a chance equal to the TSUNAMI_FLOOD_CHANCE (10% by default) to turn the tile into a water tile.
 
Kael said:
In other words it does 10-30% damage to all units in the tile and has a chance equal to the TSUNAMI_FLOOD_CHANCE (10% by default) to turn the tile into a water tile.

What happens to a city if it's flooded?
 
Kael said:
Code:
	pPlot = target
	if pPlot.isOwned():
		startWar(pPlot.getOwner(), caster.getOwner())

Does this make the target of the spell declare war on you? If so, it should probably be changed to startWar(caster.getOwner(), pPlot.getOwner()) since the opponent's Defensive Pacts break if they're the one to declare war to somebody. Casting the spell should be treated as a declaration of war from YOU, not the opponent (also for the "you declared war on our friend" diplomatic penalty).

(Also, is it still possible to declare war on yourself and thus break the game? If so, you should add an if pPlot.getOwner() != caster.getOwner() check in there before startWar is triggered.)
 
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