Valkrionn
The Hamster King
yeah, this is going to be acheap ripoffheavily inspired by Master of Magic
Was speaking more of the way it seems to be nearly exactly what I posted a few days ago, but hey.

Never played MoM, so I wouldn't know.
yeah, this is going to be acheap ripoffheavily inspired by Master of Magic
@sephi i just saw you update to the op:
maybe add a fourth spellschool:
arcane:
-dimensional
-metamagic
-force
-body
-enchantment
light magic -> buffs
dark magic ->debuffs
elementalism ->damage
arcane -> utility
ideas for promotions/spells:
-deals damage per round until removed (for debuffs)
-decrease first strike change / withdrawal change (i don't know if this is already possible)
-chance for immediate death, based on caster to victim level difference (like dnd spell finger of death)
-% of damage done by spell is gained in health (life drain spells)
-counterspell (a mage can use turn preparing a counterspell (cheap to cast) and will annul the first enemy spell that is casted the next round in an adjective tile)
I will send you my dev version tomorrow, then you can see how mana and faith are displayed. The symbols for them are in assets\res\fonts\gamefonts.tga (the 75 file must be edited too)how exactly are you planning on changing the ui?
There will be a handful of utility spells like dispel magic that are available to all magic schools. With 4 magic schools each of them would not have enough spells.
edit: How about giving each Summon a unique spell?
I will send you my dev version tomorrow, then you can see how mana and faith are displayed. The symbols for them are in assets\res\fonts\gamefonts.tga (the 75 file must be edited too)
If you can make symbols size 20x20 in an independent file, thats enough, I can put them into the gamefonts file (the file is a bit tricky and easy to screw up). The problem is to get quality 20x20 size icons.
I find the promotional spells incredibly tedious. I hate taking my brand new mage and marching it all over the empire giving units poisoned blade, then flaming arrows, then back to poisoned blade, while my adept goes around giving courage. I look on the map, and search through stacks, and stack up a whoel bunch of recon units in one tile, so I can give them poison blade, cast it... and then... DAMMIT.... I forgot about the new ranger!! Plus this seriously gets rid of the AI having problems giving all its archers flaming arrows.
suggestion: when you are in a city with mage guild and have the appropriate mana any unit applicable for an enchantment can get the promotion. this would cost more mana then using adepts however. it is basically a different spell that applies the same promotion and is only castable in cities you own with a mage guild on a per unit basis.
Hmm... Sometimes I think you people have broken into the RifE team forum haha.
tesb said:I don't know if i agree on dispel magic for all, it would make the schools less unique
Having one expendable summen per spellschool sounds good to me (Elementalism will have fireball).
It just needs to be limited in numbers so that there is no more summon 25 free units every turn boredom anymore.
[to_xp]Gekko;9249937 said:just make it so that each node of mana gives X amount of mana per turn and you're set. of course each type of mana would generate its own pool, so you'd have a good reason to hoard a certain type if you're going to rely heavily on it.
Can I use them buttons please?
If Valk doesn't use them, I really would like to in Fallen Ages
Well, I may go through and take loads of buttons from WildMana if that's okay with you Sephi
I already plan to take the Purity Counter for the Elohim, well the idea
Maybe you can keep this in mind, since you seem to be starting with a blank slate with the magic system.
I find the promotional spells incredibly tedious. I hate taking my brand new mage and marching it all over the empire giving units poisoned blade, then flaming arrows, then back to poisoned blade, while my adept goes around giving courage. I look on the map, and search through stacks, and stack up a whoel bunch of recon units in one tile, so I can give them poison blade, cast it... and then... DAMMIT.... I forgot about the new ranger!! Plus this seriously gets rid of the AI having problems giving all its archers flaming arrows.
It's a massively micromanaging system.
I would like it a lot better, if perhaps, you could just upgrade in any city, kind of like when getting bronze weapons. I have never felt that getting units a bronze upgrade as tedious.
I guess the way to do this would be like, by having 2 nature/arcane mana and "poisons" gives poison blade to all units that are in or pass through a city. Maybe even just make it you have to get back to your cultural borders.
Other ideas would be like for courage, you would only need one spirit/light mana and mysticism, etc.
Another idea would be maybe something like only certain units can get certain buffs, and then just drop the entire battle buff system. For example, only recon could get blur, but it would be constant blur, as long as the mana was available.
just thinking out loud again.
Ive actually been modeling in Blender and messing around with the Blender game engine because many of FFH and indeed civ IV's weaknesses have been brought up this week, (and because MAF's made my computer unable to cope beyond turn 370 pretty much). One of them I have been thinking is the spell system should be less tedious.
Another thing kind of bugging me about WM, but FFH in general, is ho many buffs you can give a unit. I mean you must be able to cast like 10 different permanent buffs, plus another 10 different battle buffs. It just seems so messy and again tedious to make sure every units has every single buff, before you go into battle.
i just made this suggestion for story reasons, some magic spheres just don't seem to fit in those three categories. I don't know if i agree on dispel magic for all, it would make the schools less unique (you can have a similar effect but a different spell with different side effects). I will make as many spells as possible so that your argument will loose its weight![]()
fear my mind-reading powers
First two spells are ready:
Death I:
Eneveration:
-30% Resist
-Affects enemy living units
-applies promotion with the same name (-100% resist from death damage, -10% healrate, 50% chance to wear off, -10%combat strength)
Death II:
Black Fire
-applies promotion with the same name to all your units in the stack (-1 combat strength +10% strength, +1 death combat strength)
those spells are made to compliment each other. alone they are not that good.
Spoiler :![]()
@sephi
if you like my suggestion in post #29 i can add those spells too
Edit:
Entropy II
Energy Drain:
applies promotion with the same name to enemies (-10% experience rate, -20%strength, 5% expire chance) if the enemy wins a combat he will gain this promotion again up to a maximum of three times.
Edit 2:
Meta Magic III
Anti Magic Shell:
gives the caster magic immunity
Edit 3:
@Sephi is it possible that you provide me with a tag for promotionsinfos that will trigger a specified damage type (and amount) each turn? (aka a dot) i could use this for fire III, death III maybe some other spells as well
for example:
each turn the unit lakes 5% poison damage