Rituals based off of mana types

deadliver

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Hey hey,

Would it be possible to restrict what rituals could be *built* based off of what mana is available?
Are there plans to include more rituals (i think one of the mod modders expressed interest in this a while back?)

Is there any interest in expanded rituals and/or rituals available only with the proper mana?
 
Yes there is. I also think that the already existing rituals realy need to be made mana dependant.
For example let Natures revolt require 2 or more Nature Mana. And let the Altar of Lunoar require more and more Law mana with each level. Make the rituals a little chalenging.
 
I had a previous post regarding rituals. I'd love to have more rituals for each mana type, ESPECIALLY the evil mana types. :lol:
 
If you have any ideas, please post them here. Maybe with some luck we can get the FF people to look at it. The game realy needs more rituals.
 
Bane Divine will require Entropy mana.
 
Bane Divine will require Entropy mana.

Makes sense.

Zombie Mastery: requires Death, creates undead units under the player's control when they kill units during the duration of the ritual.
 
If you have any ideas, please post them here. Maybe with some luck we can get the FF people to look at it. The game realy needs more rituals.

This is the better way to go about it. I've read the earlier posts - but actual, concrete, thought out and detailed ideas are more useful than "more rituals please!". It was actually the same process that led to the changes to Republic. A post started commenting on how civics need to be changed, then some people actually posted ideas of how they *could* be changed. The first posts weren't much use to modders, but the later ones were invaluable.
 
This is the better way to go about it. I've read the earlier posts - but actual, concrete, thought out and detailed ideas are more useful than "more rituals please!". It was actually the same process that led to the changes to Republic. A post started commenting on how civics need to be changed, then some people actually posted ideas of how they *could* be changed. The first posts weren't much use to modders, but the later ones were invaluable.

Like the ones my post provoked?
Someone has to make such a post so that people feel encoraged to bring ideas forward. Just like I did with my idea for the Natures revolt and the Altar of Lunoar. BTW, what is the general FF official idea about the rituals needing mana?
 
We HAVE planned big things for rituals. I personally want each technology to open up a World ____, most of them being projects, some being wonders, and rare ones being units. I just prefer how it feels. And with Rituals most of them would be repeatable preferably.


Rituals is what makes the world start to REALLY feel mystical. You devote your cities to doing war for you, instead of always pumping out units and watching them have the fun.

Main reason it hasn't been done already though is a lack of ideas for rituals which would be strategically interesting, would make sense, and would be enjoyable. We do have some ideas, just not really ENOUGH yet.


In the interest of having some ideas pop out which are useful, I'll explain some of the mechanics which are currently about 50% complete and already in the code:


Resisting: Rituals can be set to be resistable, either on a Player basis, or a City basis.

Shielding: The primary method of resisting rituals. Can be gained directly from a building (+30 shielding), or can be gained as a mana affinity (+5 Shielding per Entropy Mana). Can also be applied in either way Globally (full Player/Team) or locally (City which holds the building), as well as being able to be gained through the player himself (I think I coded that one already anyway... should be trait or civic based, if not already both). Can also gain Shielding through CityBonus effects from Unit Promotions. Shielding would quite likely extend to provide magical resistance to fortified troops, and debuff hostile summons in the area.


Mystical Power: The counter to shielding. Can be gained the same way (direct or affinity. Also available globally or locally and whatnot, and by civic/trait/units). Power would be included in each ritual in unique ways unless it is a boring ritual that just does damage of some kind (ie - Additional turns of WorldSpell effect based on net Power of your cities is easy. But having a ritual which grants Empower to every unit you control would need special consideration to base the level of empowerment on your current Power).



The Power/Shielding approach will allow us to have rituals and counter-rituals. It lets you make annoying things like the Illian Worldspell resistable on a per-city basis so that they suck a LOT less (you got completely shut down? Your own dang fault then. Shouldn't have let the Illians generate so much more Power than you)


Rituals can have a base resistance rate set, as well as Maximum and Minimum rates configured. Mostly the mins would be used for really debilitating things (Stasis), and the Maxes for things which are not easily re-done when you don't get the desired level of effect (worldspells in general)


You can have rituals which do nothing but decrease the shielding of your opponent's cities (resistable of course, but if you succeed even partially the next one will hit them harder, and eventually you can wipe out their resistance completely. Of course, like Defense being bombarded, it will regenerate over time). Then you can have rituals which are VERY easily resisted, and can't be augmented by your own power. That lets a tactical element enter the game where a player needs to spam you with Anti-Shielding rituals, then time the big bang to hit you while you are recovering.



Anyway. As I said most of this is already coded and available in the game, we just haven't gotten a chance to sit down and flesh out the system enough to implement it, so there isn't motivation to finish the code. If some nice ideas get generated though...
 
An idea I have.

Fury of the Earth
----------------------
Requires fire and earth mana

Causes all volcanoes in the world to explode, damaging nearby units, reducing population of nearby cities, destroying nearby improvements, and turning surrounding land into Broken Lands temporarily.

In addition, 5% chance for each Peak in the world to become a volcano.
 
Oh, also

Mana Burst
--------------
Requires Metamagic Mana

50% chance to cause each mana node in the world to explode with energy, having a thematically appropriate effect. ie:

Fire - Sets all tiles within 1 range on fire, burns down forests, and does fire damage to nearby units.
Death - Does heavy death damage to all living units within 1 radius
Nature - Upgrades terrain of every tile within 1 radius of the node
Entropy - Downgrades terrain of every tile within 1 radius
Chaos - Mutates every unit within 1 radius
Force - Pushes away every unit within 1
Dimensional - Teleports all units within 1 radius to a random place in the world.
Water - Creates a river, with it's source as the mana node. Leading off in a random direction.
Life - Heals units within range.

You get the idea. Just about every mana type could have some unique effect associated with it. Mana Burst would cause 50% of the mana nodes in the world to trigger their unique effect, for good or bad.
 
Mana Burst
--------------
Requires Metamagic Mana

50% chance to cause each mana node in the world to explode with energy, having a thematically appropriate effect. ie:

Fire - Sets all tiles within 1 range on fire, burns down forests, and does fire damage to nearby units.
Death - Does heavy death damage to all living units within 1 radius
Nature - Upgrades terrain of every tile within 1 radius of the node
Entropy - Downgrades terrain of every tile within 1 radius
Chaos - Mutates every unit within 1 radius
Force - Pushes away every unit within 1
Dimensional - Teleports all units within 1 radius to a random place in the world.
Water - Creates a river, with it's source as the mana node. Leading off in a random direction.
Life - Heals units within range.
Ice-Freezes every non ice resistant unit in range of 1 tile.(gives held promotion)

I added 1 for you.
 
Along those lines, a seperate ice-based ritual

Cooldown
-------------
Req. Ice Mana

Reduces the movement of every unit in the world by 1, including your own. (for 3 turns). Won't lower units below 1 move.

Would be useful when fighting hippus, or anyone else with fast units.
 
A couple of ideas:

Fire and brimstone (or some other destructive sounding name)
------------------
Requires 3 fire mana
Randomly destroys large amounts of improvements and ignites forest in the territory of anyone you ar at war with. Cripple economies in a snap of your fingers! (Well, not a snap, more of a complicated magic ceremony, but you get the idea...)

Part the Sea
------------
Requires OO and water mana.
Grants a single disciple unit the ability to have everyone in his stack water-walk.

Afflict Chaos
------------
Requires chaos mana.
Grants disorder in all hostile cities for 5 turns.

Fertility (unless thats the name of the creation spell....can't remember)
-------
Requires creation mana.
All cities grow by 1.

You shall obey!
-------
Requires law mana.
Grants loyalty promotion to all units, reduces crime rate in all cities, and temporarily removes 2 unhappy citizens from your empire.

Trustworthyness (probably needs a better name)
-------
Requires spirit mana
Grants a temporary small realations bonus with all civs.

Create river (definately needs a better name)
-------
Requires nature and water mana
Creates a river which runs through your empire, with the city that produced the river as the start.

Strengthen Gravity
-------
Requires force mana.
For 5 turns, all units in your empire (friend or foe) cannot bombard or use range attacks, and recieve the Heavy promotion.

I don't really know if the ideas are do-able or usefull, just brainstorming in hope that some will be usefull. Might like to see a chaos one that mutates large amounts of your empire.
 
If we can't have it as a spell, then...


Move Mountains
---------------------
Requires Earth Mana

Causes random peaks all over the world to become hills, and a similar number of hills to rise into peaks. City tiles are exempt, but otherwise, a mountain could rise out from under your windmill.


Reclaim the Land
----------------------
Reqs Water and Earth mana

Causes the sea to recede slightly across the world. Random new tiles of flat land appear along coasts. Effectively lowers the map sea level, but by relatively small amounts with each use.


Earthquake
----------------
Reqs. Earth Mana

An expensive ritual. Building it causes a global earthquake, having a chance of destroying mines/quarries, lowering city defences, and destroying buildings in cities.

The more earth mana the builder has, the greater the severity of the effects. Conversely, the more earth mana you have, the less your land will be affected by it.
 
Great Wonder

Reqs. Chaos Mana

Can mess up the terrain outside of your borders and can mutate units too.
 
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