Ploeperpengel
academic precarity
I thought we should have a seperate thread about the gamemechanics related to magic rather than discussing everything in the brainstormthread for it.
@Olleus-I know the code isn't finished just want to give detailed feedback:
Would you think it possible to have spellbooks set to DOMAIN_IMMOBILE and activly picked up by spellcasters?
Right now they can rebase and using the loadbutton for them and having to fortify them seems a little weird imo. They should be totally passive, the player shouldn't be able to do anything with them alone even not activate them. Rather than that the tooltip when putting the mousecurser above them should display all necessary detail(something like: "Book:Name of Spell, Can be carried by Spellcasters", "Token:Name of Spell, Can be carried by Spellcasters" and "Scroll: Dispel, Can be carried by Spellcasters"-Tokens I thought as replacement for civs which don't write books(Orcs) same effect just flavor).
Edit:
Some more magic feedback:
Commandment of Brass give an exception when cast on units inappropriate(like warriors):
Traceback (most recent call last):
File "CvScreensInterface", line 825, in selectUnit
File "CvSpellsInterface", line 108, in onUnitSelectSpell
File "CvMagicSpells", line 209, in CommandmentOfBrass
ArgumentError: Python argument types in
CyInterface.addImmediateMessage(CyInterface, str)
did not match C++ signature:
addImmediateMessage(class CyInterface {lvalue}, class std::basic_string<unsigned short,struct std::char_traits<unsigned short>,class std::allocator<unsigned short> >, char const *)
ERR: Python function selectUnit failed, module CvScreensInterface
The player should get a notification if he's going to use a spell inadequate.
Damage is too low. A scorcerer can't barely wound a warrior with a fireball i.e. Best way would be making spell str editable in xml.
@Olleus-I know the code isn't finished just want to give detailed feedback:
Would you think it possible to have spellbooks set to DOMAIN_IMMOBILE and activly picked up by spellcasters?
Right now they can rebase and using the loadbutton for them and having to fortify them seems a little weird imo. They should be totally passive, the player shouldn't be able to do anything with them alone even not activate them. Rather than that the tooltip when putting the mousecurser above them should display all necessary detail(something like: "Book:Name of Spell, Can be carried by Spellcasters", "Token:Name of Spell, Can be carried by Spellcasters" and "Scroll: Dispel, Can be carried by Spellcasters"-Tokens I thought as replacement for civs which don't write books(Orcs) same effect just flavor).
Edit:
Some more magic feedback:
Commandment of Brass give an exception when cast on units inappropriate(like warriors):
Traceback (most recent call last):
File "CvScreensInterface", line 825, in selectUnit
File "CvSpellsInterface", line 108, in onUnitSelectSpell
File "CvMagicSpells", line 209, in CommandmentOfBrass
ArgumentError: Python argument types in
CyInterface.addImmediateMessage(CyInterface, str)
did not match C++ signature:
addImmediateMessage(class CyInterface {lvalue}, class std::basic_string<unsigned short,struct std::char_traits<unsigned short>,class std::allocator<unsigned short> >, char const *)
ERR: Python function selectUnit failed, module CvScreensInterface
The player should get a notification if he's going to use a spell inadequate.
Damage is too low. A scorcerer can't barely wound a warrior with a fireball i.e. Best way would be making spell str editable in xml.