Design: Spells

Maybe to balance things it could get the same 10% chance of raising the land that tsunami gets of turning land into coast
 
Umm, if anything, it should move masses of land further away, adjacent hills become flatlands, moving the hill to the next tile (flatlands won't become water, nor will hills become mountains).
 
From "djinn" thread:

i think that the djinn should be replaced with Marid. Marid are "blue djinn" which specialize in water minipulation.
 
Hmm. I agree actually.

I've always thought of Efriits (another type of Djinn) as fire related, so perhaps they could be the fire summmon one after we move sand lion to the Sun sphere.
 
loki1232 said:
Hmm. I agree actually.

I've always thought of Efriits (another type of Djinn) as fire related, so perhaps they could be the fire summmon one after we move sand lion to the Sun sphere.

I really like this idea as well. I personally like the flavor of each elemental sphere getting a genie type summon.

Water- Marid
Fire - Efriiti
Air - Djinni?

-Qes
 
QES said:
I really like this idea as well. I personally like the flavor of each elemental sphere getting a genie type summon.

Water- Marid
Fire - Efriiti
Air - Djinni?

-Qes

Actually i think they are all djinn... its just that marid and efriiti are sub to djinn
 
An idea to make the entropy spell that creates a fallout tile a little more interesting: Give fallout a growth rate like forests have, but faster.

With just XML modification the fallout will spread through any tile that does not have an improvement, feature, or bonus. It does spread on tiles with just roads.

The only changes needed are to change the growth rate from 0 to what we want it to be (2000?) and to list what terrains it can spread to. I'd say all but ocean, coast, and peak.
 
QES said:
I really like this idea as well. I personally like the flavor of each elemental sphere getting a genie type summon.

Water- Marid
Fire - Efriiti
Air - Djinni?

-Qes

In D&D terms,
Air = Djinn
Water = Marid
Fire = Efreet
Earth = Dao

Don't know if that's too much like cribbing from D&D for you, though.
 
AlazkanAssassin said:
An idea to make the entropy spell that creates a fallout tile a little more interesting: Give fallout a growth rate like forests have, but faster.

With just XML modification the fallout will spread through any tile that does not have an improvement, feature, or bonus. It does spread on tiles with just roads.

The only changes needed are to change the growth rate from 0 to what we want it to be (2000?) and to list what terrains it can spread to. I'd say all but ocean, coast, and peak.

Hmm, peak and ocean sound like good limits, but I would let fallout spread to coasts, at least. That would really leave the Lanun high-and-dry if you used it against them.
Spoiler Final Fantasy VI :
It reminds me of when Kefka poisoned the river leading to Doma.
 
Kael said:
Body Sphere

+Sorcery 1. Haste- Gives every unit in the casters stack +1 movement for a turn.
+Sorcery 2. Regeneration- Increases the targets heal rate.
+Sorcery 3. Stoneskin- Makes the unit immune to the next 3 hits.

Summoning 1. (None)
Summoning 2. (None)

+Divine 1. (Runes, Overlords) Burning Blood- Allied living unit gains +40% strength, Blitz and +2 move and has a 50% chance of being killed at the end of the turn. Only effects living units. (Loki)
+Divine 2. (Runes, Overlords) Graft Flesh- Caster can kill 2 living units to make a Flesh Golem with all the promotions of both units. (Loki)

If you want summoning spells for the body sphere, Summoning 1 could be an Evil Twin (self-cloning (without the spell abilities, for obvious balance reasons)) and Summoning 2 could summon a duplicate of any non-hero non-caster in the tile.
 
Dinkeldog said:
If you want summoning spells for the body sphere, Summoning 1 could be an Evil Twin (self-cloning (without the spell abilities, for obvious balance reasons)) and Summoning 2 could summon a duplicate of any non-hero non-caster in the tile.

No plans for that. The 3 humanity spheres (body/mind/spirit) dont have any summons because their isnt a plane of that elements out there infested with creatures to draw from.
 
Nikis-Knight said:
Making a map. What would be the best AI script to give to a barbarian when I just want them to sit in place and summon imps? I want a unit that is a creative nuissance, not one that rushes towards a player to attack.

Ai scripts aren't controls that detemrine a units behavior. There is no real unit ai. The only ai in the game is player ai. The scripts are horribly named. They are actually just tags so that when the AI player is looking for units to do certain things it will prefer untis with the matching tag. If it need to make a unit to defend a city it will look through its build list for unit with the CITY_DEFENCE_UI. IF its gathering a few to attack it will look for a few with the ATTACK_AI.

So setting AI scripts actually doesnt do much for the units behavior. The AI player will still use CITY_DEFENSE units to attack and ATTACK units to defend cities if it thinks it needs them.

The way I got mages to quit suiciding themselves was to make mages defend only (they cant attack). You may want to use a unit with defend only to get the behavior you are looking for.
 
The way I got mages to quit suiciding themselves was to make mages defend only (they cant attack). You may want to use a unit with defend only to get the behavior you are looking for.
I'm not sure how to do that, but I think I'm okay with the results as is. Ended up having an imp with AiAnimal and throwing some spells on him, usually he just runs around dropping fallout, but will summon if close enough.
 
Apologies if the suggestion's been made before (I'm short on time to check - I'll be away a few days).

Based on a Miracle effect from a Death-Cult I wrote for an game some years back:

Undead Army
Must be cast on a site of many deaths (Razed City) - calls up a huge number of dead under the caster's control.

You could either have huge stack of Skels, or make a special unit. Depending on strength/balance req it could be permenant, ephemeral, or just not heal.

(The unit would look like a group of Skels, of course!)

Not quite the place, but related:

Dragon's teeth
Kill (a/the) dragon; this yields a onetime use Undead Army (A la Jason and the Argonauts). Obviously this will work better once items have been sorted out (which is basically RSN, isn't it?)
 
Kael said:
No plans for that. The 3 humanity spheres (body/mind/spirit) dont have any summons because their isnt a plane of that elements out there infested with creatures to draw from.

Well, that all depends. In D&D terms, the school of Conjuration is much more then just summoning things from other planes. Its also includes such things as creation, healing, and teleportation.

As such, there should be more to Conjurers then just bringing in cannon fodder and meat shields.

For example, with Dinkledog's Body 'summons'... you aren't summoning from other planes, you're creating artificial life.

Other possibilities:

Mind Summoning 1: Steal Knowledge
-This spell allows it's caster to steal thoughts and ideas from his enemies, using the minds of others to advance his own goals. Cast on an enemy city, it steals the beaker production of that city for one turn, if successful.
Mind Summoning 2: Steal Experience
-This spell allows it's caster to steal the memories of his enemies, using their acquired skills to his benefit. Cast on an enemy unit, it steals some experience points from that unit, if successful.
 
Sorry if this has been suggested before. I've not followed the Spells thread so I gues I have a lot of catchup reading to do.

Anyway, here's an idea for a new class of unit. I figure they'd work best as a summons, because every 'battle' ends up with them dead, like fireballs. (In fact, thet's basically what they are, "reverse fireballs" that work on the enemy's turn.)

"Displacer Beast"

STR 4
Move 1
Hidden*
Hidden Nationality?
Cannot attack
If victorious after battle the summoned unit still dies.
Sighting range -1 if such a thing is programmable.


They cannot attack, but an enemy unit moving into the tile will trigger a battle. (*Is this possible with a hidden unit? Is there a programing limitation that would force the hidden unit to always retreat? If itis impossible, everyone can stop reading at this point.)

If possible, it might be desireable to automatically give these units Hidden Nationality status.

Ideally, the sighting range for these units would be reduced. They are not intended to scout. They are intended to exploit the intel delivered by your recon teams. ;)

To use this unit you'd move them onto the exected approach path for enemy units. Stack 'em in a pile if the enemy is rash enough to advance without recon support. If they do, string a line across their line of support. They either need to go around them, or clear them out. And the nead to clear them out would provide a role for cheap skirmisher units.

Variant #1:

"Shade"
STR 0
Move 2

To make the unit as frustrating as possible, or for balance preferences, give it no strength. Any unit that runs across the unit will lose their attack that turn, essantially. Stack a bunch one tile away to absorb an expected Meteor swarm. Waste Sparatoi time by having them chase phantoms.

Varian #2:

"Screaming Meemie"
STR 3
Move 1
Causes colatteral damage

An etheral manifestation of pure rage, the Screaming Meeemie explodes in fury when disturbed. All those nearby suffer damage from the horrid psychic power unleashed.

NOTE: I suspect colateral damage would be hard to program. I suspect that stacks of units are moved one-by-one by the program. But if it can be done...

Variant #3

"Sneaky Git"
STR 2
Move 1
Marksman promotion

The Git lies in wait for an enemy group to pass by. Then like the evil little prick he is the Git singles out the weakest member and tries to eat his neck. Adepts should avoid wearing that new fashion sensation, the ketchup-flavored ascot.

Variant #4:

Some of these units would probably work well as manufactured UU units for certain races. 'High patriotism' civilizations might have 'Spider Hole Snipers'. Such units would seem right up the Sidar's alley.

Well, I can't DL 0.16 (my DSL sux) so I'm stuck with blathering on this board. :cry:
 
Okay quick question I Like the Water Walking spell but It seem to never turn off. I also wonder what would it take to turn that spell into a Charm Person style spell?

Where you give the Spell to a single ally that last a few rounds.
 
MichaelL said:
Okay quick question I Like the Water Walking spell but It seem to never turn off. I also wonder what would it take to turn that spell into a Charm Person style spell?

Where you give the Spell to a single ally that last a few rounds.

The AI would have a really hard time with Water walking if it turned off after a few turns. You would find a bunch of Ai units standing in the middle of the ocean unable to move (or if I killed the units if their water walking ran out and they were over oceans then the AI would just be slautering its own units).

So to work around those issues Water Walking was made into a spell that only effects the caster and lasts forever.
 
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