Dimensional spells?

Poor dimensional mana. Only level 1 spells for all unit types, and everybody gets the same. Makes you not want to use dimensional.


The Nexus makes me wanna use it. :p

Instead of making more spells, why not simply add another trade route(s) to obsidian gate/nexus and make obsidian gates require Dimensional to be built...
score one for builder-style civs! :D :D

(I always build the nexus so I can't verify this off-hand, but I don't believe Gates require Dimensial as they are)

Trust me, this type of mana will start to seem far less optional... if that's the core issue here. :goodjob:

BTW, banishing angels, zombies, and fiends, back to their capital city, so they can spend all of 2-3 turns scurrying back towards the frontlines?

Maybe it would be more practical if this new kind of "banish" (which is already in the mod, btw) had an alternate means of destroying just 'planar'-type units for good.

In less sincere tones...


What would really be cool would be a spell to travel forwards and backwards IN TIME!!!!1one (also known as "quicksave" and "quickload" in singleplayer games.) Off the top of my head, I can't think of what the *!@# exactly the effects of such (spells) would have, but man, wouldn't it be mega coo?!


Or how about a cantrip to steal a targeted great person, instantly transporting him to your capital? Nietzsche? Imhotep? Archimedes? Babbages? Lao Tzu?

Screw those germans, egyptians, greeks, brits, and chinamen! Share your ideas with us instead! Kuriotates 'll listen! :cool:
(score another one for builder civs!)
 
A spell to scatter enemy stacks is already in the game (level 2 Air Sorcery).
It scatters stacks? I thought it only pushed them back.
Speaking of useless spells... :)
 
Unless it's a level 3 spell, in which case it should have something like a 10% of scattering any given unit in the city.
 
It scatters stacks? I thought it only pushed them back.
Speaking of useless spells... :)

Well.. it pushes some units in random directions... I thought that means scattering.
 
Unless it's a level 3 spell, in which case it should have something like a 10% of scattering any given unit in the city.

too weak. make it 20-25%. Or better still, adjust it for level.

You'll have all 6 of your tier 3 sorcery units trying to 'gut' the defenses of someone's capital city... I say capital city because 10% wouldn't be all that meaningful for anything besides a stack of units 10 miles tall, so to speak.

What kind of spell range are we talking about here? because if it's something lower than 3, you better hope the other guy doesn't have a few marksmanship units to spare. And if he does, you should gather some skeles and imps to 'detour' marksman ability.
 
too weak. make it 20-25%. Or better still, adjust it for level.

You'll have all 6 of your tier 3 sorcery units trying to 'gut' the defenses of someone's capital city... I say capital city because 10% wouldn't be all that meaningful for anything besides a stack of units 10 miles tall, so to speak.

What kind of spell range are we talking about here? because if it's something lower than 3, you better hope the other guy doesn't have a few marksmanship units to spare. And if he does, you should gather some skeles and imps to 'detour' marksman ability.
if your gonna devote 6 spellcasters to it, you might as well give them all sp2
which should get you enough range to destroy your enemies(3 tile minimum)
in reality, its best just to stick them onboard ships
(immune to marksmen, assuming you don't put them in a port)
 
Spoiler :
Dimensional Sphere

+Sorcery 1. Escape- Returns the unit to the capital (checked in)
Sorcery 2. Shadow Walk- Teleports the unit to any city that has an Obsidion Gate
Sorcery 3. Teleport- Teleports the unit to any revealed tile

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

Divine 1. (Not used in Light) Remove Obstacle- gets rid of defense granting buildings for a turn. (Loki)
Divine 2. (Not used in Light) Vanish- Causes a unit to dissappear for a turn, can be used on allied or enemy units, resistable when used on enemy units.


-kaels got it all planned out already... dam.... that should probably be "seen" tile though
 
if your gonna devote 6 spellcasters to it, you might as well give them all sp2
which should get you enough range to destroy your enemies(3 tile minimum)
in reality, its best just to stick them onboard ships
(immune to marksmen, assuming you don't put them in a port)

spell extension 2?

having sorcerors loaded on ships only works if there are sea tiles present near the desired target. .. which there usually isn't on my inland_lakes, mid to low sealevel maps.

Plus, I like kael/loki's ideas better :p


And, still I'd really like the ability to kidnap another player's great people, although I don't think it'd be all that balanced or practical after so many turns. :D

I wonder which religion gets the new divine spells...
 
You know that you could jut make great people capturable in the xml/xls unit defines.

I would still like some dimensional summoning spell

The divine spells might be tied to a new Esus religion, or Svaltafar/Sidar units could get the promotions for free
 
i think that there should be a spell that teleports a entire stack of units and thte caster to random spots on the map. your spellcaster would have a chance of dieing that turn but if he dosent you could cast escape but the entire stack of units might be teleported far away, or right next to your capital
 
You know that you could jut make great people capturable in the xml/xls unit defines.

I would still like some dimensional summoning spell

The divine spells might be tied to a new Esus religion, or Svaltafar/Sidar units could get the promotions for free

Nah mang, :) the tweaks I've made are munchkinish as it is :D (sprawling for every civ; settlements can build anything, yield food & commerce normally, can yield production, tax, science, and influence at 50% penalty; unique building for my civ that gives +10% commerce and 1 happy for wine, sugar, and incense, +1%~ for all other 'luxuries', and settlers cost a TON more now) you get the picture :D

Summoning spell... I suppose this critter would have some other use besides lunging into a stack of enemy units? Because we already have enough of those summons as it is..

... we have plenty room for summons that have purposes besides direct combat, -or even warfare in general, for that matter- IMO
 
I still think that the summoning spells in the Dimensional field should be about removing and hindering summons. Maybe be able to destroy all summons in a certain tile, or cast a defensive field in the tile of the caster that has +20% chance to stop summons (so that with magic resistant leaders, a city with Ring of Warding and this spell would have 100% chance). Might be too good combo.
 
I was thinking about summons with cargo space, invisibility (for both themselves and their cargo), the ability to travel over impassable terrain/water, and a high movement rate. Probably wouldn't want such a summon for both II and III Summoning, but it might go well on one of them.
 
the Dimensional field should be about removing and hindering summons

I really do not know why are ppl seeing the dimensional mana as something to do with 'other' dimensions? Dimension mana should be something about folding space [maybe also time in higher tiers] It is all about distance and space.

For example dimensional spells could be:
- a Summon II spell - Summon/expand Space - ads extra cargo space to a ship/carier unit [like trojan horse but not hunters for hawks], it would add extra 2 cargo spaces so the caster gets to ride for free and you may take additional 1 unit

To play with 'the other side' [parallel dimensions] that would be the case IMO for the spirit mana [to enter the spirit world]. For counter-magic there is obvious the metamana.


------
Alternative mechanics:
The Anchor/telleport form Daggerfall.
A sorcery II spell could be the Anchor spell that would redirect the target for the escape spell. If an Anchor spell would be cast then the escape spell would not point for the capitol but for the place were the Anchor spell was cast. Every spellcaster would have its own anchor.


It really astounds me how ppl [including me] want to share their opinions and suggestions on something that was already planned and decided by the designer. :) @ what eerr posted 7 posts earlier.
 
This sounds like fun let me try:

1. scatter resource: Removes the resource at the caster's feat and places it at a random location on the map.

2. Move city: Transports the selected (own) city to the caster's feet.

3. Move population: Moves one population from one city to another.

4. Provides any 1 resource as long as the unit remains in a city.

5. Time warp: +50% production in a city as long as unit remains there.

6. devolve: Turns one of your units into an animal (like nature's revolt).

7. dimensional traderoute: As long as the unit remains in the city, you get 5 gold per turn for every resources over 1 (so if you have 3 rice and 2 gold you would get 15 gold per turn).
 
[NWO]_Valis;5497009 said:
I really do not know why are ppl seeing the dimensional mana as something to do with 'other' dimensions? Dimension mana should be something about folding space [maybe also time in higher tiers] It is all about distance and space.

For example dimensional spells could be:
- a Summon II spell - Summon/expand Space - ads extra cargo space to a ship/carier unit [like trojan horse but not hunters for hawks], it would add extra 2 cargo spaces so the caster gets to ride for free and you may take additional 1 unit

To play with 'the other side' [parallel dimensions] that would be the case IMO for the spirit mana [to enter the spirit world]. For counter-magic there is obvious the metamana.


------
Alternative mechanics:
The Anchor/telleport form Daggerfall.
A sorcery II spell could be the Anchor spell that would redirect the target for the escape spell. If an Anchor spell would be cast then the escape spell would not point for the capitol but for the place were the Anchor spell was cast. Every spellcaster would have its own anchor.


It really astounds me how ppl [including me] want to share their opinions and suggestions on something that was already planned and decided by the designer. :) @ what eerr posted 7 posts earlier.

If you take a gander at design:spells thread mentioned in his post, you might notice that (apparently) very little is slated and set in stone.

...Particularly the summon spell portions.
 
[NWO]_Valis;5497009 said:
It really astounds me how ppl [including me] want to share their opinions and suggestions on something that was already planned and decided by the designer. :) @ what eerr posted 7 posts earlier.

all ffhers have great enthusiasm, and most of us try for practical things, alas, that are not to be
 
demensional summon spells

level 1: summon wild. summons a animal unit that will be under your controal for as long as a summoned monster but when the summon runs out it turns back into a barbarian unit instead of going somewhere else

level 2: summon warrior: same as above but witha barbarian soldier of some sort.

level 3: summon monster: same s the first but with demon troops

strength would be random you have equal chance of summoning a bear then summoning a wolf.

would think this a fun spell structure especially for the Balseraph
 
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