Design: World Spells

I'm too worried about Ljosalfar one, but let us see it in action first.

I wonder if sanctuary could be made so that it uses Great Wall graphic while it lasts, but reskinned so that, instead rock solid wall, we see shining aura, like one of Ring of Warding?

I like the concept of them, and Kael already said it will take some balancing, so no stress.
 
- The Lojsalfer only creates treants for 3 turns, that's not nearly enough time for you to move those treants to bash cities. You really need to extend it to like 15 turns or so to ranpage and charge the enemy.

It's a bit weak offensively, but it makes the Ljosalfar practically invincible defending. For one, they can crush just about any invading army once. Second, in MP, the fact that just about any invading army can be crushed once means that most people probably won't attack them until the spell has been used - and since nobody will do so for as long as the spell hasn't been used, the best case scenario is that just the spell existing will keep the Ljosalfar safe from attack for the whole game.
 
Hi there. I've only started playing FfH ten days ago. And so far I've only played the Ljos so I can only leave a comment on them.

[...] Every square I own is wooded... [...]

Nah I suggest a magic forest spell instead...
When the spell is cast the square where its cast (Capitol or FoL grounding city) The woods there turn to Mallorn (as Lothlorien) which has a 5% to 10% chance to spread to adjacent forest squares (and turn them into Mallorn)

Mallorn:
+5% Attack/defence of elven troops
+5% Attack/defence of all FoL followers

or something like that (could also be that U give all FoL or Elven that do not move from mallorn Arcane XP - ticks).

Ja. Except for mana nodes and needed ressource mines and a winery every square is wooded. So the only help would be the defence.

I REALLY like the Mallorn idea. A sweet implementation. I have to second that. Maybe even with a golden tree graphic? Sadly I have no real modding skills and therefore no idea how to do this. If I had - I would. :cool:

I also like the idea of gaining extra arcane xp from mallorns if the unit isn't moved. :cool: - Again. ;)
 
Motherlode would be better off if it gave every khazad mine +3 commerce per turn. So for example a grassland hills mine after motherload would earn 1f3h3c per turn. Maybe +2.
 
Motherlode would be better off if it gave every khazad mine +3 commerce per turn. So for example a grassland hills mine after motherload would earn 1f3h3c per turn. Maybe +2.
If it worked like that, why would they wait to use the spell?
 
so I guess thats a no to my earlier post then?

Yeah, all the world spells were checked in well before the design contest started.
 
My two penny...

Most are quite flavoursome and fit, even if not 'powerful enough'. Given they are powerful I'd be surprised if it was possible to cast any of them before the halfway point. given that assumption:

Calabim - Why not just give all vampire units a single free feast promotion no matter what city their in (friend, ally or foe), lets face it thats whats going to happen to the population generated in this way anyway. (Takes out some micro managing)

Clan of Embers - Unless this happens early, this is pretty pointless. Most games, even with raging barbs have few left by mid game.

Doviello - Will the wolves get promotions not normally available if their matching units have them?

Elohim - I think this may be too good for tower and altar victory options.

Infernal - This a once only or will it be recurring? Would be quite annoying/cool if recurring and would force other races to deal with the infernal.

Khazad - Is the 10gp a permanent increase to the mine's economic output, if so Cool! If not I think you'd need to go higher to give a sense of balance

Sheaim - Maybe do more damage to units not in cities or perhaps kill medics and disciples not in cities. (this mechanic might also be applied to the Mercurian spell it would allow for a sudden devastating strike at any targets wandering around, whilst not crippling the entire enemy state - be very annoying though)

The others pretty much fit and sound about right
 
It's a bit weak offensively, but it makes the Ljosalfar practically invincible defending. For one, they can crush just about any invading army once. Second, in MP, the fact that just about any invading army can be crushed once means that most people probably won't attack them until the spell has been used - and since nobody will do so for as long as the spell hasn't been used, the best case scenario is that just the spell existing will keep the Ljosalfar safe from attack for the whole game.

'twas only a matter of time, nukes getting to FfH that is
 
Overall they are very creative. Good job guys. Just 2 comments:

I think the Bannor Rally Spell is redundant unless there are changes being made to the Crusade civic. I hope not.

While I have no love for the Infernals, I think Hyborem's Whisper is a good idea if it can be used early upon their entry into the game. Hyborem is pretty vunerable at first. This will help them gain a good foothold. I assume fight them as any other evil civ when I'm in that mode.
 
Right now the Mercurian spell would not really help that much because it would only help you take down maybe one city. I think it could be better implemented as each demon has a precent chance of dying when the spell is cast so it will Actually help you take down the infernals
 
Overall they are very creative. Good job guys. Just 2 comments:

I think the Bannor Rally Spell is redundant unless there are changes being made to the Crusade civic. I hope not.

While I have no love for the Infernals, I think Hyborem's Whisper is a good idea if it can be used early upon their entry into the game. Hyborem is pretty vunerable at first. This will help them gain a good foothold. I assume fight them as any other evil civ when I'm in that mode.

It was origionally. But the problem that came up in playtesting was that Hyborem would immediatly grab a big ashen veil city which undoubtly belonged to the person who just summoned him. Because of that nobody ever wanted to summon Hyborem. So its been moved back until later in the game.
 
These are REALLY interesting, particularly the Sidar and Svaltalfar spells.

The Ljosalfar spell basically cements the synergy between the Ljosalfar and FoL. FoL was the best religion for the Ljosalfar before this, and with this new spell that's even more true -- little or no reason for the Ljosalfar to adopt any other state religion.
 
How are the spells cast? An archmge? Or are they built as a ritual?

Some have tech requirements, so they wont show up until you have that tech. Some can only be cast by certain units (divine retribution can only be cast by Basium, Hyborems Whisper can only be cast by Hyborem). I think the Amurite spell can only be cast by an arcane unit. Outside of those most spells can be cast by any unit (though a popup does come up warning you if you are about to cast your world spell and telling you that it can only be used once).
 
Maybe the unit that casts the spell should get the Hero promotion or something?
 
Will all civs know when a world spell is cast? I see that as the only way to counter the Amurites getting a massive advantage - they will be weakened a bit until nodes are rebuilt.

Amurite, Doviello, Grigori and Lanun look very strong. Bannor and Khazad very weak. Ljosalfar potentially problematic otherwise cool.

I do have concerns that the unit damaging ones will be hard to capitalise on. Perhaps could add X turns without healing also, giving players a chance to make the most of it?

Kuriorates - very boring really, adds no flavour. They are good at that anyway, it will just hasten victory by culture and maybe expand control of settlements slightly. Instead maybe something affecting enemy units within cultural boundaries? That way it could be used as a powerful defensive war spell, which is something they could really use.
i.e. damage to all enemy units within kuriorate cultural boundaries
Or chance of converting enemy units within kuriorate cultural boundaries
Or
 
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