Well, the main difference between this and a spellpoint system would be that each spell is still considered individually. In fact this makes the spells more individual than the current system as it would allow you to cast Enchant Weapons, Summon Air Elemental AND Fireball all in the same turn. Just now you'd have to wait another 3 turns to cast Fireball again, and another 5 to cast Summon Air Elemental (where Enchant Weapons you could cast another 2 times this turn if you really wanted to, but what's the point? No valid targets anymore since the first cast).
By giving each spell an individual timer you can ditch the "has cast" function on all but the strongest spells. I don't know that any of them are strong enough I would bother so far, and quite a few in the game now I would probably grant an IgnoreHasCasted attribute, because it doesn't really matter too much how many times you cast Haste IMO.
Not sure how hard it'd be to get the AI to use it, but for a first attempt I would just stick with having the AI cast anything which makes sense to cast as soon as it is allowed to cast it again. I'd only fret over the logic heavily for spells which have a player limit or no Decay Function for number of casts allowed.
But by and large, the majority of the ideas I have are far more Unit-centric than the main mod would aim for. I'm hoping to eventually bring the game down to the point of being more about city building and hero/army movements. Then each player would only have a small handfull of units out at a time, each one representing either:
- a Hero
- Buys Equipment, Hires Underlings. Can occasionally find one or the other
- Spends XP on Skills, which rely on having the right Equipment or Underling
- Special Force Squad
- Buys Assignments (well, you Contract them out Technically)
- Spends XP on Specialists' Talents
- a General
- Buys Regiments (Most have an ongoing Salary as well)
- Spends XP on Formations & Tactics, which rely on having the right Regiments
Rather than the current Civ Model of
- Crapload of various units
- Can't really buy Squat
- Spends XP on Promotions
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The Civ model works decently well in general. But you wind up with really silly things, like using the same promotion for a single tank as for a regiment of Machine Gunners, and having the classic Spearman Beats Tank issues. I think it'd be fun the way I plan, but there is a LOT of groundwork to lay first, as well as just getting accustomed to the code (mostly there now).
EDIT: In case anyone notices the disparity between me still having the chance of Armies vs Individuals (Heroes), it'll actually be set up such that the 3 categories need to meet special requirements to interact with enemies of another category. Like a spellscroll for a VERY powerful area effect spell for a Hero to attack an entire Army)