[MOD] Fall from Heaven

Query 1 - Are the summoned units (specifically conjured ones) ever going to have graphics? If not, it still makes sense.

Query 2 - I assume your going to have multiple facets of elemental energy from which a summoner-like unit may cast? Wind, Earth, Water, AND the Fire? I may of course purely be speaking out of my butt, but that still would be cool.

Query 3 - Would it be plausible to make units picky about what terrain their on? In this you could have elves or Treefolk that would never leave the forest, Undead taht would never leave the blight (tundra) and Maybe a new unit (the Caravan, yes, civ II reference) that would have a similar ability to the Great Merchant only on a much lesser degree and would refuse to travel on anything but roads (cut off supply chains anyone?)

-El Scotto
 
QuasiEvilScott said:
Query 1 - Are the summoned units (specifically conjured ones) ever going to have graphics? If not, it still makes sense.

The summoned untis are some of the nicest looking in the game. You have your graphics settings down to low.

Query 2 - I assume your going to have multiple facets of elemental energy from which a summoner-like unit may cast? Wind, Earth, Water, AND the Fire? I may of course purely be speaking out of my butt, but that still would be cool.

Yeah, I had problems getting good graphics for the air elemental, and getting the air to use the water elemental so the elementalist (conjurer upgrade that can summon any of the 4 elementals) was yanked.

Query 3 - Would it be plausible to make units picky about what terrain their on? In this you could have elves or Treefolk that would never leave the forest, Undead taht would never leave the blight (tundra) and Maybe a new unit (the Caravan, yes, civ II reference) that would have a similar ability to the Great Merchant only on a much lesser degree and would refuse to travel on anything but roads (cut off supply chains anyone?)

-El Scotto

Yes, but is it fun? I think its okay in small doses (the fire elemental is unable to enter ice terrain). But not much fun if its to limiting.
 
Kael said:
Yes, but is it fun? I think its okay in small doses (the fire elemental is unable to enter ice terrain). But not much fun if its to limiting.

Ill turn my settings up for those units, im kinda interested to see what they look like now.

And with the spec units - i wouldnt want to have players completely limited, on the contrary a nice assortment does wonders, but in this you could create units that could be wicked powerful each in their own respective lands.

For example. I as a chaos seeking human, might be one bad mofo in the great plains with my dasterdly black knights, WOE to the peasents and those whom would seek to dethrone me on the great plains - but those forests to my western boarder have wisperers in them, i swear i see the trees move (treefolk) and perhaps those lights that dance around are not merely illusions before my eyes (will 'o wisps). In this, one would be a hard nut to crack defensively - the treefolk, and another would be something akin to a hardhitting reactive attacker - wisp. I dont feel the entirety of a civ or religion should be confined...that...that would be silly. But if there are some "oh crap" units out there that are confined, and limited in number, it would add a lot of depth to the game. Even better, these units might have -100% strength in cities, therefore youd want to use them IN the land.

Also, they'd be 100% useful in wars in which your fighting for similar terrain. WHere as you might never bring a Blight Ghoul onto the plains of the centaurs, there is nothing keeping you from fighting off the frostlings if they're also looking to obtain tundra(blight/wasteland) And The Elves, Wood Elves, and Dark Elves are all in the domain of teh wood, i would think, so these units would/could potentially be effective in all those situations.

The caravan thing was just an example of a unit that would use roads alone and to harken back to days gone by.

I wouldnt want players to only have 2 varieties of units available in enemy territory and 5 back home...more like the reverse.

-El Scotto

EDIT:

Examples of modifiers from thought above:
The Treefolk would function as a unit that had something similar to the following modifiers.
-5 Movement (I think the minimum during any one turn is 1 sqaure on the grid, despite movement)
-Restricted to Jungle/Woods
-Invisable to most units
- -100% City Defence
- -75% Attack
- +200% Defence Jungle/Woods

The Will o' Wisp would function as something similar to the following modifiers.
-Restricted to Jungle/Woods
-Invisable to most units
- -100% City Defence
- -25% Defence
- +200% Attack

Keep in Mind most units get natural defenses from Jungle/Woods, and if ever two players had access to both, a wisp vs. a treefolk would almost even out.
 
Kael said:
Yeah, I had problems getting good graphics for the air elemental, and getting the air to use the water elemental so the elementalist (conjurer upgrade that can summon any of the 4 elementals) was yanked.

Maybe dont have a single unit that can cast any of them. Just one per elemental type. Then you could also divy up the elements between the magic schema/spheres. Earth to the green, fire to the red, wind or water or electricity to the blue. (That is assuming you can get whatever graphic you like worked out).

Maybe Black/death and white/life shouldnt get access to elements, but something else instead, teh black/death summoners could be necromancers when that works out, and the white/order/life summoners might go angelic (though if this is a fall from heaven, im not sure how that'd work). Perhaps instead of "angelic" summons, life/white/order could have "ancesteral" summons, just random ansesters of varing strength.

The difference in Elements could be one of promotions inherant in the elementals summoned -

Fire could get first strikes,

Earth might last longer than 1 turn (great for takign a city and holding it until reenforcments arrive) OR if you go with the death-summon benifit below - earth might be an uber defensive unit you use in states of emergency (the Earth Adepts might be puny, but taking that city will still be hard, and it works out as a nice counter to other conjurer units for the AI of the computer if you can program the Earth-Summoner to be primarily on sentry, and when enemies approach, summon the elemental),

water/air/electricity could have blitz or something similar)

Summoned Undead units could have the benifit of not disapearing, OR spreading disease (a minor version if you could wing it)

Ansestreral units might have crazy healing bonuses (for the sake of the rest of the stack) and anti-summoned unit bonuses (sort of a summon-killing summon)

Just a thought, youve done phenominal job so far, im almost twitching with anticipation over version 1.0.....and..the eventual 2.0....and 9.0 etc - youve stolen my life, i want it back.

-El Scotto
 
1) tiny thing, in the hanging gardens wonder (I THINK, I can't recall now and I can't find sids silly tips anywhere), the sids tip says it gives great artist points when it gives something else points. Can't recall the specifics. sorry.

2) don't go around listening to all those ppl who complain they never find mithril or reagents or whatever. its completely down to chance. some ppl can not see them in 10 games due to bad luck and I just played 4 games, in all of which I started with reagents nearby.

3) its true, some of the magic units are (still) simply unstoppable. It's a combination a 7str unit actually functioning as a 30str unit (more or less) and the fact that the AI hasn't a clue what to do when faced with them.

I'm not very good with these things, but I can't really think of any way to fix it on the AI front without completely screwing the AI up in other ways.
I mean, even if you could get it to understand it needs certain promotions, it'll still die, only more slowly, and it'll be more or less powerless to stop normal units.

dunno. those high level mages are more powerful than armaggedon spells.

4) some units (catapults for instance) can get shock II without needing shock I. is this intentional?
 
QuasiEvilScott said:
As a "gathering" note:

Order - White Magic?
Fellowhip - Green?
Runes - Red?
Vale - Black?
Overlords - Blue?

-El Scotto

I think you're taking the magic analagy alittle bit too far.
The only inherent problem with doing that is this: In truth, Runes has no appropriate color. The others sort of do, but not runes. Red in magic is more fire oriented, and often evil, while Runes is technically a good guy.
 
a thought about strategic resources..
could it be done that one pice of resource provide enough just for limited amount of units

for example
1 iron would be enough to build 5 units that require iron, 2 iron for 10 etc..

that, I think, would make the quanatiy of resources much more important and would involve more strategic warfare.. of course it might make the game a one big gamble since a lot would be predestinated in the beginning

with this in mind there could be some buildings that produce specific resources
just an example
AK-47 would allow 5 marines and you could sell this resource to another nation with wich it could build 5 marines without the technology
this of course doesen't fit in the FfH but something else might

this brings us to the magic node idea mentioned before
each node resource would sufice for a specific amount of units and there might be special units that would requre 2 whole nodes
so having one node wouldn't be enough so it would function like mana or something like that

In real life we go to wars for resources(Oil) and having more means having it better, this, I belive, should be incuded in civIV and of course in FfH mod as well.
 
QuasiEvilScott said:
Maybe dont have a single unit that can cast any of them. Just one per elemental type. Then you could also divy up the elements between the magic schema/spheres. Earth to the green, fire to the red, wind or water or electricity to the blue. (That is assuming you can get whatever graphic you like worked out).

Maybe Black/death and white/life shouldnt get access to elements, but something else instead, teh black/death summoners could be necromancers when that works out, and the white/order/life summoners might go angelic (though if this is a fall from heaven, im not sure how that'd work). Perhaps instead of "angelic" summons, life/white/order could have "ancesteral" summons, just random ansesters of varing strength.

The difference in Elements could be one of promotions inherant in the elementals summoned -

Fire could get first strikes,

Earth might last longer than 1 turn (great for takign a city and holding it until reenforcments arrive) OR if you go with the death-summon benifit below - earth might be an uber defensive unit you use in states of emergency (the Earth Adepts might be puny, but taking that city will still be hard, and it works out as a nice counter to other conjurer units for the AI of the computer if you can program the Earth-Summoner to be primarily on sentry, and when enemies approach, summon the elemental),

water/air/electricity could have blitz or something similar)

Summoned Undead units could have the benifit of not disapearing, OR spreading disease (a minor version if you could wing it)

Ansestreral units might have crazy healing bonuses (for the sake of the rest of the stack) and anti-summoned unit bonuses (sort of a summon-killing summon)

Just a thought, youve done phenominal job so far, im almost twitching with anticipation over version 1.0.....and..the eventual 2.0....and 9.0 etc - youve stolen my life, i want it back.

-El Scotto

Here is the spell list from the design doc:

Air Sphere
1. Wind Wall- Makes ranged attacks 50% unlikely to hit the caster or units in the casters tile
2. Conjure Air Elemental- Summons an Air Elemental for 1 turn
3. Chain Lightning- Summons a strength 12 lightning bolt that has the Blitz promotion

Body Sphere
+1. Haste- Gives every unit in the casters stack +1 movement for a turn
2. Regeneration- Speeds the target units healing
3. Stoneskin- Makes the unit immune to the next 50 points of dmg

Chaos Sphere
1. Confusion- Unit behaves randomly for the next turn
2. Rage- Unit becomes a Barbarian unit
3. Reversal of Fortune- Gives a bonus to target unit relative to strength difference between it and higher strength opponents

Creation Sphere
+1. Bloom- Creates a Forest
+2. Vitalize the Land- Upgrades the terrain
3. ?

Death Sphere
1. Raise Skeleton- Summons a Skeleton
2. Contagion- Does damage and disease 50% of the units in the effected tile
3. Summon Wraith- Summons a Wraith

Dimensional Sphere
+1. Escape- Returns the unit to the capital
2. Shadow Walk- Teleports the unit to any city that has an Obsidion Gate
3. Teleport- Teleports the unit to any revealed tile

Earth Sphere
1. Wall of Stone- Grants the city a temporary Wall building
+2. Conjure Earth Elemental- Summons an Earth Elemental for 1 turn
3. Earthquake- Destroys buildings and improvements

Enchantment Sphere
1. Enchanted Blade- Creates an equipment: Enchanted blade
2. Flaming Arrows- Creates an equipment: Flaming Arrows
3. Spellstaff- Creates an equipment: Spellstaff

Entropy Sphere
1. Defile- Curses the tile, giving negative production and health effects.
2. Enervation- Decreases the targets level by 1, reduces experience, removes 1 promotion
3. Summon Demon- Summons a Demon for 1 turn

Fire Sphere
+1. Fireball- Summons a strength 4 Fireball
+2. Conjure Fire Elemental- Summons a Fire Elemental for 1 turn
+3. Meteor Swarm- Summon 3 Strength 7 Meteors

Force Sphere
1. Levitate- Allows the caster a brief glimpse of everything in a 3 tile radius.
2. Telekinetic Punch- Strength 6 Attack
3. Forcewave- Moves all enemy units within 1 tile of the caster back 1 tile.

Ice Sphere
1. Frostshield- Reduces damage from Fire spells and creatures
2. Winterberries- Creates a permanent tile improvement on snow terrain that gives it a bonus to health and happiness
3. Blizzard- Adds snow to the terrain, reduces global warming

Law Sphere
1. Tower of Iron Will- Makes the unit immune to the effect of Confusion, Domination and charm effects
2. ?
3. ?

Life Sphere
+1. Cure Disease- Removes the Diseased and Plagued promotion from all units in the same tile
2. Healing Rain- Heals all units in the same tile
3. Resurrection- Resurrects target unit

Metamagic Sphere
1. Dispel Magic- Removes any existing spells (good or bad) in the targeted tile
2. Magic Resistance- Gives the unit the Magic resistance promotion for a few turns.
3. Anti-Magic Shell- Removes all spells within a 1 tiles radius of the caster and keeps any new spells from being cast for the next turn in that area.

Mind Sphere
1. Charm Person- Allows control of target unit. The unit has a 5% chance per turn of returning to its original controller. The unit cannot be made to attack its original civilization.
2. Inspiration- When cast in a city it temporarily boosts the research rate of that city
3. Domination- Allows control of target unit. The caster becomes rooted and is unable to cast spells for as long as this spell is in effect.

Nature Sphere
1. Summon Tiger- Summons a tiger which becomes a barbarian unit after 1 turn
+2. Entangle- 80% chance to root every unit in the tile for 1 turn
3. Summon Storm- Puts out all forest fires with 5 tiles of the caster, has a 10% chance to lightning bolt every enemy unit in that radius.

Shadow Sphere
1. Invisibility- Hides the effected unit
2. Illusion- Creates a fake unit that lasts a few turns
3. Hallucinary Terrain- Hides effected city

Spirit Sphere
+1. Bless- Applies the Bless promotion on all non-Demonic units in the same tile until their next combat
2. Hope- When cast in a city it temporarily boosts culture output and happiness of that city
3. Enmity - Cast against another Civ leader, all other Civ’s have their rating for that leader reduced. Multiple Enmity spells don’t stack.

Sun Sphere
1. True Seeing- Reveals all invisible units in a 2 tile radius.
2. Pillar of Flames- Summons a pillar of flames which hits every unit in the effected tile. Does extra damage vs demonic units.
3. Scorch- Turns the tile into a Desert tile. Increase global warming.

Water Sphere
1. Walk on Water- Allows the unit to cross water tiles for 2 turns
2. Conjure Water Elemental- Summons a Water Elemental for 1 turn
3. Tsunami- Can only be cast against tiles bordering the ocean, damages units and destroys buildings and improvements. Has a small chance to convert that tile to a coast tile.
 
Bestiano said:
a thought about strategic resources..
could it be done that one pice of resource provide enough just for limited amount of units

for example
1 iron would be enough to build 5 units that require iron, 2 iron for 10 etc..

that, I think, would make the quanatiy of resources much more important and would involve more strategic warfare.. of course it might make the game a one big gamble since a lot would be predestinated in the beginning

with this in mind there could be some buildings that produce specific resources
just an example
AK-47 would allow 5 marines and you could sell this resource to another nation with wich it could build 5 marines without the technology
this of course doesen't fit in the FfH but something else might

this brings us to the magic node idea mentioned before
each node resource would sufice for a specific amount of units and there might be special units that would requre 2 whole nodes
so having one node wouldn't be enough so it would function like mana or something like that

In real life we go to wars for resources(Oil) and having more means having it better, this, I belive, should be incuded in civIV and of course in FfH mod as well.

I have 2 problems with this idea, first that I don't think I want that I want to make resources more critical than they already are.

Second. I tried to apply limits on requiring something else before you could create a unit and it ended up being confusing for the player, especially a casual player. The people that come and read this thread might understand this, and we could certainly mention something in the units pedia entry about it, but most people woouldn't understand why they can't build any more of that unit.
 
Lightzy said:
1) tiny thing, in the hanging gardens wonder (I THINK, I can't recall now and I can't find sids silly tips anywhere), the sids tip says it gives great artist points when it gives something else points. Can't recall the specifics. sorry.

2) don't go around listening to all those ppl who complain they never find mithril or reagents or whatever. its completely down to chance. some ppl can not see them in 10 games due to bad luck and I just played 4 games, in all of which I started with reagents nearby.

3) its true, some of the magic units are (still) simply unstoppable. It's a combination a 7str unit actually functioning as a 30str unit (more or less) and the fact that the AI hasn't a clue what to do when faced with them.

I'm not very good with these things, but I can't really think of any way to fix it on the AI front without completely screwing the AI up in other ways.
I mean, even if you could get it to understand it needs certain promotions, it'll still die, only more slowly, and it'll be more or less powerless to stop normal units.

dunno. those high level mages are more powerful than armaggedon spells.

4) some units (catapults for instance) can get shock II without needing shock I. is this intentional?

I will clean up the text on the Hanging garden. And fix the shock2 promotion, I don't know why so many types had access to it.
 
Not sure if it's a bug or intended, but seemed odd to me. the "pacifism" civic grants a "negative unhappy face" modifier for the coliseum-type buildings, according to the text on the civics page. Why would buildings used for bloodsports make people more content in a pacifistic society?

On a somewhat related note, what's the difference between a "positive happy face" modifier and a "negative unhappy face" modifier, anyway?
 
maybe necromancers could "raise dead" from a city. Sacrifaceing 1 population would yield 1 skeleton, of course there should be limits with this necromancy.

I also have an idea how to make spellcasters get levels and promotions.
Maybe you could make them into carriers of spellboks each spellcaster would be created with a spellbook with spellcasting abilities and spellcaster would be a regular unit able to get various promotions, but I guess only trough combat(maybe you could make it so the expirience gained from a spell would apply to a spellcaster). With this you could have various books, perheps some could function like bombers(I imagined fireballs to be casted as a bmbing ability)

of course this might make things a bit confusing, since every spellcaster would have a book stored(the book would have 0 movement points and couldn't rebase like a bomber)
 
Kael said:
Any recommendation on a new name for a phalynx?

(Phalanx)

Pike square? Tercio was mixed with muskets, and is perhaps a little late. (Wikipedia doesn't mention sword-and-buckler men, who I thought were also part of the Tercio). myArmoury has some useful-looking per-country references for Renaissance armies.

I'm pretty sure pike units were still important as late as the English Civil War, and as that Wikipedia article implies they only fell out of use when muskets began to be more widely issued to troops.
 
loki1232 said:
I think you're taking the magic analagy alittle bit too far.
The only inherent problem with doing that is this: In truth, Runes has no appropriate color. The others sort of do, but not runes. Red in magic is more fire oriented, and often evil, while Runes is technically a good guy.

That was intentional. I dont want this to be magic online. And true, Runes is a good guy, but perhaps "Freedom" and chaos are not so far apart? I want the game to be about these religions not about facets of magic, but i DO hope that they will be wholey different from one another. Make sense?

LOL good catch,

-El Scotto
 
Would it be possible to make the barbarians a bit more interessting?
At the moment i constantly get attacked by hordes of barbarians, which get slaughtered by the dozen.
Maybe less, but stronger barbarians, something like Orthus.
Maybe give them a few XP at some point in the game, if that is possible.
Or some barbarian heroes like Orthus.

What about an Elemental Lord, that spawns smaller elementals every couple of turns.
Maybe the Lord is immobile, but really strong.
He wouldn't pose a threat for cities, but if you want to get rid of him and his minions you'd have to muster some forces.
When the elementals touch a forest tile it could be destroyed (burned down(i was thinking bout fire elementals)) and create another elemental.

Another thing is that i find it to be a shame that there aren't more elves and dwarves in the game, the elven archers and dwarven warriors get obsolete pretty soon.
What about a stronger version of them, which you can access later in the game, around maceman.
The dwarves could be called "Dragonslayers" and have the Fire Protection Promotion and when they pillage mines they get some extra gold from it.

The Elves could have the ability to hide in Forests, making them invisible as long as they are in a forest.
 
Bestiano said:
a thought about strategic resources..
could it be done that one pice of resource provide enough just for limited amount of units

for example
1 iron would be enough to build 5 units that require iron, 2 iron for 10 etc..

that, I think, would make the quanatiy of resources much more important and would involve more strategic warfare.. of course it might make the game a one big gamble since a lot would be predestinated in the beginning

with this in mind there could be some buildings that produce specific resources
just an example
AK-47 would allow 5 marines and you could sell this resource to another nation with wich it could build 5 marines without the technology
this of course doesen't fit in the FfH but something else might

this brings us to the magic node idea mentioned before
each node resource would sufice for a specific amount of units and there might be special units that would requre 2 whole nodes
so having one node wouldn't be enough so it would function like mana or something like that

In real life we go to wars for resources(Oil) and having more means having it better, this, I belive, should be incuded in civIV and of course in FfH mod as well.


This isnt a wholey bad idea, especially since it could be used to curb the conjurer problem. But I dont think it should be true of every unit. I think things that need iron, or copper and the like shouldnt need to worry about how many they have, nor should mithril (there was a total of 2 worldwise last game) but perhaps reagents or nodes, especially if you have to carefully select what kind of improvement you have on the node, it'd really force interesting choices and increse playability.
 
Kael said:
Here is the spell list from the design doc:

Air Sphere
1. Wind Wall- Makes ranged attacks 50% unlikely to hit the caster or units in the casters tile
2. Conjure Air Elemental- Summons an Air Elemental for 1 turn
3. Chain Lightning- Summons a strength 12 lightning bolt that has the Blitz promotion

Body Sphere
+1. Haste- Gives every unit in the casters stack +1 movement for a turn
2. Regeneration- Speeds the target units healing
3. Stoneskin- Makes the unit immune to the next 50 points of dmg

Chaos Sphere
1. Confusion- Unit behaves randomly for the next turn
2. Rage- Unit becomes a Barbarian unit
3. Reversal of Fortune- Gives a bonus to target unit relative to strength difference between it and higher strength opponents

Creation Sphere
+1. Bloom- Creates a Forest
+2. Vitalize the Land- Upgrades the terrain
3. ?

Death Sphere
1. Raise Skeleton- Summons a Skeleton
2. Contagion- Does damage and disease 50% of the units in the effected tile
3. Summon Wraith- Summons a Wraith

Dimensional Sphere
+1. Escape- Returns the unit to the capital
2. Shadow Walk- Teleports the unit to any city that has an Obsidion Gate
3. Teleport- Teleports the unit to any revealed tile

Earth Sphere
1. Wall of Stone- Grants the city a temporary Wall building
+2. Conjure Earth Elemental- Summons an Earth Elemental for 1 turn
3. Earthquake- Destroys buildings and improvements

Enchantment Sphere
1. Enchanted Blade- Creates an equipment: Enchanted blade
2. Flaming Arrows- Creates an equipment: Flaming Arrows
3. Spellstaff- Creates an equipment: Spellstaff

Entropy Sphere
1. Defile- Curses the tile, giving negative production and health effects.
2. Enervation- Decreases the targets level by 1, reduces experience, removes 1 promotion
3. Summon Demon- Summons a Demon for 1 turn

Fire Sphere
+1. Fireball- Summons a strength 4 Fireball
+2. Conjure Fire Elemental- Summons a Fire Elemental for 1 turn
+3. Meteor Swarm- Summon 3 Strength 7 Meteors

Force Sphere
1. Levitate- Allows the caster a brief glimpse of everything in a 3 tile radius.
2. Telekinetic Punch- Strength 6 Attack
3. Forcewave- Moves all enemy units within 1 tile of the caster back 1 tile.

Ice Sphere
1. Frostshield- Reduces damage from Fire spells and creatures
2. Winterberries- Creates a permanent tile improvement on snow terrain that gives it a bonus to health and happiness
3. Blizzard- Adds snow to the terrain, reduces global warming

Law Sphere
1. Tower of Iron Will- Makes the unit immune to the effect of Confusion, Domination and charm effects
2. ?
3. ?

Life Sphere
+1. Cure Disease- Removes the Diseased and Plagued promotion from all units in the same tile
2. Healing Rain- Heals all units in the same tile
3. Resurrection- Resurrects target unit

Metamagic Sphere
1. Dispel Magic- Removes any existing spells (good or bad) in the targeted tile
2. Magic Resistance- Gives the unit the Magic resistance promotion for a few turns.
3. Anti-Magic Shell- Removes all spells within a 1 tiles radius of the caster and keeps any new spells from being cast for the next turn in that area.

Mind Sphere
1. Charm Person- Allows control of target unit. The unit has a 5% chance per turn of returning to its original controller. The unit cannot be made to attack its original civilization.
2. Inspiration- When cast in a city it temporarily boosts the research rate of that city
3. Domination- Allows control of target unit. The caster becomes rooted and is unable to cast spells for as long as this spell is in effect.

Nature Sphere
1. Summon Tiger- Summons a tiger which becomes a barbarian unit after 1 turn
+2. Entangle- 80% chance to root every unit in the tile for 1 turn
3. Summon Storm- Puts out all forest fires with 5 tiles of the caster, has a 10% chance to lightning bolt every enemy unit in that radius.

Shadow Sphere
1. Invisibility- Hides the effected unit
2. Illusion- Creates a fake unit that lasts a few turns
3. Hallucinary Terrain- Hides effected city

Spirit Sphere
+1. Bless- Applies the Bless promotion on all non-Demonic units in the same tile until their next combat
2. Hope- When cast in a city it temporarily boosts culture output and happiness of that city
3. Enmity - Cast against another Civ leader, all other Civ’s have their rating for that leader reduced. Multiple Enmity spells don’t stack.

Sun Sphere
1. True Seeing- Reveals all invisible units in a 2 tile radius.
2. Pillar of Flames- Summons a pillar of flames which hits every unit in the effected tile. Does extra damage vs demonic units.
3. Scorch- Turns the tile into a Desert tile. Increase global warming.

Water Sphere
1. Walk on Water- Allows the unit to cross water tiles for 2 turns
2. Conjure Water Elemental- Summons a Water Elemental for 1 turn
3. Tsunami- Can only be cast against tiles bordering the ocean, damages units and destroys buildings and improvements. Has a small chance to convert that tile to a coast tile.


OK so this is more than i ever could have hoped for..the magic referances and keeping things to 4-6 spheres was for simplicity and coding - this...this is much much much better. What little enthusiasim i did not share doth now pour out of me onto page.

Creation 3: Touch the Skys - Create a mountain peak? (The strategic use of this is unparalleled)

Law 2 : Rule of Law -Target city with in sight radius gains 10 Unhappyness for 10 turns.
Caster is rooted and cannot cast spells while in effect.
OR
Law 2 : Foundation of Law - Create a Strong Fort (Perhaps with a zone of control)

Law 3 : Prohibition - Target city within sight radius gains 20 Unhappyness for 20 turns.
Caster is rooted and cannot cast spells while in effect.
OR
Law 3 : Judgement - Change target civs Civics once (No anarchy, keep it normal so that it each civs civics can only be changed every few turns)

These spheres work very well with the Unique lands concept ive been pushing for *crosses fingers*.

Also, maybe Ice I should include a small defensive bonus, in case there are no fire enemies around.

-El Scotto
 
Mavy said:
Would it be possible to make the barbarians a bit more interessting?
At the moment i constantly get attacked by hordes of barbarians, which get slaughtered by the dozen.
Maybe less, but stronger barbarians, something like Orthus.
Maybe give them a few XP at some point in the game, if that is possible.
Or some barbarian heroes like Orthus.

What about an Elemental Lord, that spawns smaller elementals every couple of turns.
Maybe the Lord is immobile, but really strong.
He wouldn't pose a threat for cities, but if you want to get rid of him and his minions you'd have to muster some forces.
When the elementals touch a forest tile it could be destroyed (burned down(i was thinking bout fire elementals)) and create another elemental.

Another thing is that i find it to be a shame that there aren't more elves and dwarves in the game, the elven archers and dwarven warriors get obsolete pretty soon.
What about a stronger version of them, which you can access later in the game, around maceman.
The dwarves could be called "Dragonslayers" and have the Fire Protection Promotion and when they pillage mines they get some extra gold from it.

The Elves could have the ability to hide in Forests, making them invisible as long as they are in a forest.


This would be a great way to reintroduce barbarians late in the game. A sort of awakening to the slumber many can expereince when no one is at war. I like the idea of the Immoble Elemental Lord - but i suggest that he can summon/randomly produce little elementals to go and harrass civilization and generally cause disarray. And...if it is possible to put cities in water (hail SMAC) a barbarian that come from the sea would offer neigh infanite barbarians mid and late game. Sea monsters and all those wonderful sea suggestions could be brought to bare. - Maybe ONLY the barbarians and specific sea-based civs can build in the sea..that would provide a unique flavor. (If you can mimic the graphics of the ocean perfectly, you can create land squares that LOOK like sea squares - in this you could have a % chance to randomly turn some sea squares INTO sea-like land squares, and then also place a city on that square, give it some production bonuses and then it would appear like you have a city out to sea) Yar, there be pirates aboundin'!

-El Scotto

EDIT: I would have the changover from sea to sea-like squares be an event that occurs after some other major event occurs. A wonder is built, a technology is researched or something, then it could be programed that an ocean square turns into its ocean-land varient, a barbarian city placed atop with huge production modifiers, and then they begin to set sail for Der Mainlande. Perhaps even make a barbarian unit that has 0 requiresments to build but is nearly as powerful as some of the mid/late game units we get to play with - so that were not killing off warriors and giants again. Yar.
 
You should create a new thread for v1.0 as this one is way to long. Also maybe (or ask someone else to do it) compile a list of all suggestions (so people don't ask for it over and over again).
 
Back
Top Bottom