Design: Spells

Corlindale said:
I might have understood the suggestion wrongly, but I read "does not die for one full turn" as "is not unsummoned for one full turn". I assumed it would still be able to die from natural causes.
Do regular summons ordinarily stay for your opponents turn as well?

Ahh, yeah thats probably what he meant. And yeah summons stay until the begining of your next turn.
 
Woah...
Corindale was right. I meant not unsummoned for one turn. Heh heh...
It was totally supposed to be killable. I just meant that it stayed around to defend you.
 
loki1232 said:
Woah...
Corindale was right. I meant not unsummoned for one turn. Heh heh...
It was totally supposed to be killable. I just meant that it stayed around to defend you.

Makes more sense. I think its a good idea. I'll take a look at the spell list after the spell contest ends and find a place for it.
 
I know you're still trying to fill all the other spheres, but:

Time Sphere:

Sorcery
Time 1: Stutter; has a chance of giving a -15% strength bonus and -15% withdrawal chance to every unit (or a selected unit) in a stack.
Time 2: Mature; gives an experience boost at the expense of base strength to a selected unit. Could perhaps have different affects on vampires, werewolves and non-living units.
Time 3: Bubble; can only be cast on cities. the spell doubles the production, commerce, science, maintanence and food consumption of a city. Perhaps also causes unhappiness if used many times / over prolonged periods?

Summoning
Time 2: Borrowed time; a defensive spell, the first unit to be destroyed in the stack (if the caster did not cast a spell the previous turn) will be 'ressurected'. If killed again, he will be gone forever. The unit will not survive into the player's next turn. More of a spell than a summon I guess, but eh..
Time 3: Grim reaper; Yeah, I'm running out of ideas.. gains power for every unit killed within 2 tiles whilst he is on the field? Perhaps this would work better as a death summon. Could use a better name too :)

Hope you like some of the ideas!
 
kevjm said:
I know you're still trying to fill all the other spheres, but:

Time Sphere:

Sorcery
Time 1: Stutter; has a chance of giving a -15% strength bonus and -15% withdrawal chance to every unit (or a selected unit) in a stack.
Time 2: Mature; gives an experience boost at the expense of base strength to a selected unit. Could perhaps have different affects on vampires, werewolves and non-living units.
Time 3: Bubble; can only be cast on cities. the spell doubles the production, commerce, science, maintanence and food consumption of a city. Perhaps also causes unhappiness if used many times / over prolonged periods?

Summoning
Time 2: Borrowed time; a defensive spell, the first unit to be destroyed in the stack (if the caster did not cast a spell the previous turn) will be 'ressurected'. If killed again, he will be gone forever. The unit will not survive into the player's next turn. More of a spell than a summon I guess, but eh..
Time 3: Grim reaper; Yeah, I'm running out of ideas.. gains power for every unit killed within 2 tiles whilst he is on the field? Perhaps this would work better as a death summon. Could use a better name too :)

Hope you like some of the ideas!

I have a few more ideas for time sphere :)

Devine
Time 1: Tommorow's History; Reveals a rival's plans for 1 turns.
Time 2: Wormhole; Creates a wormhole resource where the high priest stands. Kills the high priest. When openned (improved by T4 casters), city receives a slight increase in research of 4. When connected to a city (and only then, for obvious reasons), the city receives an addition of 15% culture. The wormhole could spawn certain units from time to time (either from the future or the past)...
 
Deathling said:
Time 1: Tommorow's History; Reveals a rival's plans for 1 turns.

If this is like the vanilla steal plans which the spy had, then this could probably be good as a mind or shadow spell, with a different name of course.
 
kevjm said:
If this is like the vanilla steal plans which the spy had, then this could probably be good as a mind or shadow spell, with a different name of course.

I know... I was making it simple. It is kind of better for time anyways :)
 
Some bloom suggestions:

Elven mages and priests should be able to bloom over elven farms and cottages. Even if elves are currently overpowered, it only makes sense for them to be able to do this.

Instead of being unable to bloom over improvements, bloom should replace the improvement, since new forest can be thought of as an improvement itself. An alternate idea I've been floating around is for bloom not to immediately remove the improvement and instead remove it once the new forest turns into a forest, but new forests on top of improvements must not provide any bonus (so it would seem as if the bloom was built over time).
 
A) we possibly want to rework the elven cottages and farms that can be built in forests (these might become different improvements then) so that there will be no more farms in forests (looks kind of stupid plating crops in the forest, where they do not get any light and so. There were good reasons that this was not doen in our world ;) )

Abour bloom. If you want to bloom where an improvement is you can always pillage this improvement first. Replacing the improvement with bloom will make it more difficult for the AI: Built improvement -> bloom -> cut forests -> built improvement -> bloom and so forth...
 
Dunno if this beongs in spells or uits, but...
now that you have icombat changing spells (mutation) could you change it so that flesh golems are created with an average strength rating between the two units used to create it? Or else in some other way dependent on their str, otherwise a Rav. werewolf and a summoned tiger, both str. 3, make a F.G. of 8 wih their promotions, its a bit much.
 
Nikis-Knight said:
Dunno if this beongs in spells or uits, but...
now that you have icombat changing spells (mutation) could you change it so that flesh golems are created with an average strength rating between the two units used to create it? Or else in some other way dependent on their str, otherwise a Rav. werewolf and a summoned tiger, both str. 3, make a F.G. of 8 wih their promotions, its a bit much.

oooooohhhhhh, I think thats a brillant idea. Im gonna do it.
 
Talking about Flesh Golems... it may not be such a good idea, but I think you should be able to graft the flesh of one Flesh Golems onto another's. I mean they are made out of flesh :)
 
Chalid said:
And you should not allow it for magicusers... ;) those are of mind and not of flesh so to speak.

Yea that's true... you wouldn't want a summoner/high priest/arch mage/hero/scout (subdue)
 
with fireballs, is there any way to make them disappear after their movement is spent?

Atm they hang there and are often attacked by the AI on his turn (who would attack a fireball?). This also makes it quite easy to capture cities by luring defenders out and weakening them if ur quick about invading the next turn.

I guess its the same for any summoned unit, but it feels wrong with a fireball. Another way of balancing it would be coding the AI to not attack summoned units that are going to disappear the next turn.
 
z00t said:
with fireballs, is there any way to make them disappear after their movement is spent?

Atm they hang there and are often attacked by the AI on his turn (who would attack a fireball?). This also makes it quite easy to capture cities by luring defenders out and weakening them if ur quick about invading the next turn.

I guess its the same for any summoned unit, but it feels wrong with a fireball. Another way of balancing it would be coding the AI to not attack summoned units that are going to disappear the next turn.

Yeap, its on the list to be fixed but I havent gotten to it yet.
 
Nikis-Knight said:
I disagree, I think its a good strategic decision, do you graft for a strength increase to stay safer, or remain alive to gain more experience and spells. Besides, brains are flesh!

Those who are strong with the mind should be able to resist being crushed into little pieces and combined with another crushed corpse :P
 
how about
air II
sorcery
-jump
target land unit can paradrop within 2 tiles, can also attack/paradrop onto nearby peaks...
 
Deathling said:
Those who are strong with the mind should be able to resist being crushed into little pieces and combined with another crushed corpse :P

But if they were to volunteer, they should be all the more able to prepare themselves, creating a stronger unit perhaps :p
 
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