Do you still have the XML for this? I would like to add it now
here they are, i will add the reworked planar binding spells a bit later and maybe add some new spells

Do you still have the XML for this? I would like to add it now
If anyone has more ideas, just post them
promotioncombatapply should trigger on combat lost, but it is random, so often no promotion is applied.*sniff* i just made the flame avatar spell, available with fire III, it would grant your caster a promotion with the same name, basically all your summons (i.e. fireball, shooting stars and netherswords) deal one additional fire damage and ignite their targets. But then i found out the promotioncombatapply does not work if the unit suicides, so they won't ignite their targets![]()
They probably work better as global enchantment as they are very situational. Fair winds for example will become a global enchantment. Has a very low mana/turn cost and applies fair winds promotion to your ships every turn. A Global Enchantment that makes all creatures from different planes stronger sounds like a very good idea to me.@sephi
i am working on the new planar binding spells and imho they should be an combat aura as well:
good: elementals and angels gain planar binding promotion (i.e. +25% strength)
neutral: all melee and archer units gain banishing weapons (+50% against demons, angels and elementals)
evil: elementals and demons gain planar binding promotion (i.e. +25% strength)
I think diseased corpses (the AV unit) should finally get a spell or some other method that grants them additional strength/healing rate as long as they are diseased. It is a stupidity that the first thing you do after building them is to cure them from the disease that should have been the reason why you build them before.
do you know high the chance is? that explains the behavior. i will try it again and if it works i will upload the files.promotioncombatapply should trigger on combat lost, but it is random, so often no promotion is applied.
They probably work better as global enchantment as they are very situational. Fair winds for example will become a global enchantment. Has a very low mana/turn cost and applies fair winds promotion to your ships every turn. A Global Enchantment that makes all creatures from different planes stronger sounds like a very good idea to me.
do you know high the chance is? that explains the behavior. i will try it again and if it works i will upload the files.
yes and no. I first have to see what can be implemented. But I guess there will be around 15 initially.do you have a list of spells (besides trust) that you will make into global enchantments? sounds very nice indeed![]()
With the new mana system a lot more is possible since you can balance strong spell effects with a high mana cost. My plan is about 5 spells (with different powerlevels) per spellschool initially, probably more later.i would still like to see promotion tags that can deal periodic damage and damage when the promotion is removed, also have you thought about new spells, i mean stuff the mages can actually do we don't want them to become aura carriers, do we? i would like to see a least one spell per magic sphere, the problem is only that you can do very limited amount of stuff, since the combat in civ4 is not particularly deep![]()
With the new mana system a lot more is possible since you can balance strong spell effects with a high mana cost. My plan is about 5 spells (with different powerlevels) per spellschool initially, probably more later.
in the old system only fireball targeted a single plot. All other damage spells targeted an area. I don't know how many had a range of two, but atleast tsunami also had it. I really don't like it as it discourages any tactical placement of units. Even if you spread out your units they will all be hit by the spell, so best tactic was to simply put all units into one large stack. With the new system it is much better to spread units out or else they are all hit by a single empowered Lightning.sephi i would be careful with the damage line of the air sphere if you do that with most spells they loose their uniqueness and become a magic version of ranged combat. while there is definitely room for such a mechanic i would not homogenize all spells. the characteristic feature of maelstrom was that it affected a lot of tiles. imho the fireline would be much more fitting for that mechanic.
maybe move arid climate to sun instead of air?
ok the buildings are done:
Spoiler :![]()
upper left: ring of fire (there are two rings one is rotating clockwise the other counterclockwise)
lower middle: dark ritual (hard to see on the screenshot: it is a purple swirl with lightning here and there)
upper right: growth (just some green blinks who move slightly)
i still have to do the xml work though