magic and 1.4

Again, the goal is for capacity to be the main limiter, not mana (mana limits you from, say, attacking on three fronts simultaneously with pure magic while trying to maintain terraforming rituals). Capacity is much like the current "One mage, one spell" rule, but allowing for variable amounts; Many spells in one turn, or one spell across multiple turns.
 
The change to magic was the main reason I stopped playing MoM. My main problem was that in my favorite mode, One City Challenge, magic was suddenly worthless due to a horribly low mana income rate. Even when I played normally, mana trickled in to the point that I couldn't do anything with it. It made casters very weak, and I never had anything to do with them. Poor Amurites... Also, the crazy amount of upgrades that were added for the Arcane line seemed worthless and confusing.

Perhaps RiFE will handle it better. Worse comes to worse, I will just play 1.3 forever. :(

Verdian... i play MoM with the same settings as you and due to the changes it has improved a lot, one city challenge and magic is now working again without problems, income rate is higher, decrease lower and the possibilities to enlarge your cap are there (evocation spell techs). Magic has become better and better, and you can kill with it!!! Arcane heros are just awesome.

RifEs' approach to magic seems to be very similar to MoM and I am very curious to try it. Will the AI be able to handle it? How are your auras working?

Btw, it is sooo cool that there are still 2 so proficient modmods here for civIV. Fantastic!!!

Greez, keep up the good work,

Tschuggi

P.S.: Any ETA?
 
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