Enchantment 1/enchantment 2. Why enchanted blade before flaming arrows?

Lets add another enchantment level...

Enchant I - Magic armour +1 Def.
Enchant II - Flaming Arrows + 1 Range
Enchant III - Enchanted weapons +1 Att

This way we end up with troops +1 all around from a lvl 3 enchanter (archmage) which shouldn't be to unlikely.
 
Aye, Kael's plan is a pretty good one, in rough form, only the points applicable to this discussion:

1. Maintain a playable product at all stages possible.

2. Implement all ideas, balancing and tweaking only as needed for #1.

3. Balance

4. AI


And as for Cuteunit, it is nice to have someone posting thier ideas obviously quite before having played too much of the game (varioues option settings, speed, etc), so we can see fresh perspective and maybe bring some old debates back to light. Sure, many are already debated and decided upon, but no reason that they might not change again.

Though it would be nice to see a slightly more constructive form to a few of the posts, mostly replies to replies :). Oh, and from posts on the you-tube modelling CU linked, I am guessing CU = she. Possibly.


EDIT: Frallen: What do you mean by range? Only "range-like" stat is movement, and having flames on your arrows tends to make people walk a bit slower, unless they are in your back pocket, then you run fast, and yell about your "biscuits burning..."
 
Hmmm good question WTH was I thinking??? I was at work and was probably not thinking coherently. Will figure it out l8r.
/F
 
dresden codak explains me pretty well
http://www.dresdencodak.com/cartoons/dc_034.htm


And another thread birthed a notion more appropriate to this one. What if the Enchantment spells, or even an Enchant III, granted mana affinity? Lets say "Reads which mana type that builder has the most of, and grants some of that as mana affinity to the stack for one turn"

Imagine it as all the soldier's swordblades suddenly lighting on fire with a rousing battlecry.
 
Already had that comic linked as a future read, I think you just sold me on making it my next one.

So you are the girl in panel 2 Then? ;)

Affinity granted for 1 turn would be amazing, but possibly too strong. Especially if tied to the largest sphere you have, of your choice.

Were that done, it needs to be rank 3 spell, work only as affinity of that sphere, and the rest of the Sphere be caster only, or really weak/pointless. Then the obvious strategy of making all nodes of that type for HUGE affinity leaves you otherwise non-magical.

Probably also need to make a promotion for large resistance to that damage type easy to obtain for most units.

Personally, even with all those factors to balance it, I'd use the spell Lots.
 
IMHO, the best Enchantment spell would create a magic item that gives Enchantment affinity and remove the Enchantment 3 sphere from the caster.

-- ACS
 
That would basically waste 3 archmage promotions though. That's tragic, it would never be used.


I do think magic resistance should be more common in FFH. Hell, I think one of the magic spheres ( even Enchantment for that matter) should give bonus resists to the stack the mage is part of. Having your mages warding away enemy fireballs makes five flavors of sense.

Hopefully by the time you have archmages your enemy has paladins, arquebus, whatever 10+ str units you want to use in theorycraft. Even their own archmages. If they dont, they've prettymuch already lost for other reasons anyways.

In an ideal balance of FFH you having Archmages would mean that you hadnt progressed up the other trees as far as your enemy, and may only have 6 str units for all we know. Affinity as a one turn buff would help even that up a bit.

Of course, due to all the OTHER things you get from the melee line compared to magic line, it's somuch more powerful to go up that line and ignore magic entirely until you're already square with crossbows...

woodcutting, forges, the guild of hammers, machinist shops, worshops...

That's something for another thread though.
 
What if the Enchantment spells, or even an Enchant III, granted mana affinity?

Recipe of victory: Tasunke (As i remember Hippus palace provides nature mana?), FoL, 1 enchantment node, other - nature. 50 turns building horsemen, Enchant III, Warcry and standard size world conquest victory next turn.
 
Equal to everybody, so nothing says your Tasunke's enemies don't have the same thing to repel you.


What you're cornerstoning is the lack of good anti-mounted in FFH right now more than anything.
 
I think he chose them mainly for the larger move value to make his sneak smack more wide ranged.

And that is one of the reasons I think if an affinity was able to be gained via spell it would have to be limited to just that specific sphere, not any sphere of your choosing (and possibly the mana node itself should have a detrimental effect, so as to naturally limit having a lot of them. ie - if it was Enchantment maybe a 1% chance per node per unit that the unit is lured away by mystical beings per turn. If at 10 nodes you are losing 1/10 of your fielded units each turn... you would be quite weakened by it)
 
enchant I:
+1 defense, will wear off

enchant II:
+1 attack, will wear off, enchant I will not wear off

enchant III:
+20% str,+1% per node, enchant II will not wear off

note that all will wear off based on how much mana you control, but the stronger ones will keep the weaker ones from wearing off

casting enchant I will give enchant I and return II if the unit lost it
same for enchant 2@3
(so lower enchantment isn't useless)
 
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