The new system will not work exactly like this, but quite similar.OTOH - you could make mana-types available matter more if any of the following were true:
1) units always need the mana type present to get the next sphere promotion.
2) units always need the mana type present to get cast an spell of that sphere
Definetly. Fire mana for example might increase all direct damage spells.3) casters get a bonus to effect, duration, or whatever is appropriate based on the # of type-mana available.
Some mana types will decrease mana costs of their spellschool.4) casters get a "mana point" discount for casting based on # of type-mana available. (So lots of Body nodes is kinda like more Body mana points.)
@sephi an other good idea/tag for promotioninfos would be a tag that allows to deal damage when the promotion is removed:
Ice magic II: freeze/shatter mechanic
Erath III: Flesh to stone: applies a promotion that deals massive damage when removed, is removed by combat
...
1) mana should be equally obtainable for the bannor as for the kuriotates(only 3cities, so few mana points if linked to buildings or mana sources).
So maybe "mana" should not be only linked to mana nodes, nor to buildings.
maybe : scientist /GS gives some mana points/turn, (so by building big cities and small land, you can still obtain some more mana)
maybe : mana nodes/source gives some
maybe : mage guild, library, alchemist lab...
maybe some wonders ?
maybe also 1pt/turn per adept or per mage/archmage ?
2) other balance points :
maybe mage should spend less points on lvl1 spell than adept + can use lvl2spells
and archmage spend less points on lvl 1 spell and lvl 2spell than mage + can use lvl 3spells ?
ex : if there are decimales of mana :
no chanelling (bambur, ratha, firebow...etc) = full cost ;
chanelling1/adept = 2/3 cost,
chan2/mage =1/2 cost (3/4of adept),
chan3/archmage-druid = 1/3 cost (1/2 of adept).
thus at least you have to have :
lvl 1 costs 1 for adept, it costs 1.5 for non chanelling unit, , 0,75 for chan2unit, and 0,5 for chan3unit.
then lvl2 spell costs 2 = 1 for chan2unit; 0,75 for chan3unit ;
and lvl3 spell costs 3 = 1point for chan3unit.
3)second question :
won't that way of doing magic be a disadvantage for say : amurites, luirchips ? those in particular have possibility of many fireball launching units. They have thus, possibly, many possibility of spending mana and they were balanced with that in mind ! but by changing the system they may not have much more mana income than other civs (add to that rathas...Etc)
+ for luirchips, fireball golem is very important to have them not totally outpowered by others civs (they are already nerfed compared to base FFH, but if you "nerf" their use of fireballs, they might be really underpowered).
my 0.2
did you thought about this point :
are mana points "stackable" from 1 turn to another if not used (as gold?)
or are mana points "possibilities", counting just for the turn, usable, but lost if not used in this turn ? (aka movement points, but for the whole civ)
Another suggestion, although I suspect that I'm going to annoy a lot of people with this one:
I don't think terraforming in general should be a level 1 thing. It always seemed to me that making whole Sahara-sized deserts disappear should require more advanced magic. It really lessens the impact of a dessert when I know that (for one mana node) I'll be able to change it.
On the other hand, I do like the fact that "advanced terraforming" option makes more (different kinds of) changes possible, but again these should not be level 1. (This level of world-changing magic should be limited to the pros: Amerites, Sheaim or other civs that really focus on this kind of magic.)
I am thinking of this
Global Enchantments: Applied to all units as long as the enchantment is in place. Costs decent mana cost to cast and has mana cost per turn
Enchantments as combat auras that can be toggled on/off. Has limited targets in Stack. Adept could enchant 2 blades, mage 4 and archmage 6, for examle.
Perhaps if you had to spend mana to terraform? Maybe you also have to spend maintenance to keep the terrain from "reverting".
This looks really interesting, but I'm looking forward for the civ specific victory conditions as well.
Why not release one in 9.0 and then the other in 9.1?
This looks really interesting, but I'm looking forward for the civ specific victory conditions as well.
Why not release one in 9.0 and then the other in 9.1?
Angel
Combat Role: Support
Combat Aura: Tier2 Buff
don't know yet@sephi:
do you plan on adding a state religion prereq tag for the rituals or are summons like the balor available to all civilization no matter their religion. as of now i implement them like any other ritual.
some of them will have a faith/turn cost. Some will stay as they are. Not Rituals though.edit: what about drowns and other religious units (treants, fawns, diseased corpes, ...)?