Spells Idea / Religion impact on research / units

Trankill

Chieftain
Joined
Apr 15, 2007
Messages
7
First sorry for my bad English :)

I think it would be a good idea to introduce more « macro spell ».

Exemple :

A spell to reveal the whole map.
A spell that improve diplomacy lvl with other civilisations.
A spell that improve certain building or type of area, like drood's spell for food for exemple.
A spell to make earthquake (vs cities ?), tsunami, tordano
Spell to steal a technologie / to make a civilisation « forget » a technologie.

Etc

Why not give a cost to this kind of spell and a counter to the player.
Perhaps give to each civilisation different affinities with type of spell (chaos, fire etc)
According to the affinities, give them a regeneration rate witch regenerate the counter.

What do you think about it ?

Another idea I have is to make the state religion a condition / a restriction for certain research / unit / spell.

Indeed, if your civilisation/Religion is Bad, you cant make paladin, so you sould'nt be able to make the corresponding research.

(so sorry for my english :rolleyes: )
 
These seem like good ideas. I believe what you call "macro spells" would be better implemented as (repeatable) rituals. The diplomacy one (Trust) and both earthquake and tsunami spells already exist, but stronger versions would be cool.

I personally think that certain techs should require, or perhaps even change, a player's alignments. I also think that certain techs should prevent the research of others, unless somehow forgotten (researching corruption of spirit followed by righteousness doesn't make much sense)
 
I think a 'reveal area' spell would be pretty cool. Can't think of which mana type it would go with though.
 
I personally think that certain techs should require, or perhaps even change, a player's alignments. I also think that certain techs should prevent the research of others, unless somehow forgotten (researching corruption of spirit followed by righteousness doesn't make much sense)

Yes !

For exemple I started another game tonight . I just discovered "way of evil" and the Religious advice tel me to research "way of wisdome" :s
 
It would be nice if some rituals required that you had, say, three Death III archmages or somesuch. Not particularly important compared to some other stuff, but it'd be nice flavor.
 
Spells for revealing parts of the map and/or revealing invisible/hidden nationality units fit best as sun sphere spells. The civilopedia states that lightbearers are still widely sought for their scrying skills.
 
Another idea I have is to make the state religion a condition / a restriction for certain research / unit / spell.

Indeed, if your civilisation/Religion is Bad, you cant make paladin, so you sould'nt be able to make the corresponding research.

There are already religion specific units, heroes and technologies. You can't produce a Ritualist without the Ashen Veil religion for instance, and you can't research mind-stapling without Octopus Overlords.

Most of the techs are designed to be ambigious as far as good/evil is concerned. The only exceptions are things like way of the wise/way of the wicked, and Righteousness. The others are like 'fanaticism' which could be good or evil.

The tech that allows paladins for good races also allows Eidolons for evil races, if I remember.
 
First sorry for my bad English :)

I think it would be a good idea to introduce more « macro spell ».

Exemple :

A spell to reveal the whole map.
A spell that improve diplomacy lvl with other civilisations.
A spell that improve certain building or type of area, like drood's spell for food for exemple.
A spell to make earthquake (vs cities ?), tsunami, tordano
Spell to steal a technologie / to make a civilisation « forget » a technologie.

Etc

Why not give a cost to this kind of spell and a counter to the player.
Perhaps give to each civilisation different affinities with type of spell (chaos, fire etc)
According to the affinities, give them a regeneration rate witch regenerate the counter.

What do you think about it ?

Another idea I have is to make the state religion a condition / a restriction for certain research / unit / spell.

Indeed, if your civilisation/Religion is Bad, you cant make paladin, so you sould'nt be able to make the corresponding research.

(so sorry for my english :rolleyes: )
-have you played through the most recent verison yet?
A spell that improve diplomacy lvl with other civilisations.
-we have the spell "trust"(+relations, level three spell)
Another idea I have is to make the state religion a condition / a restriction for certain research / unit / spell.
Indeed, if your civilisation/Religion is Bad, you cant make paladin, so you sould'nt be able to make the corresponding research.
-we have a religion restricted tech/unit/wonder/ability for each religion(we don't want techs in general "too" restricted though)
Perhaps give to each civilisation different affinities with type of spell (chaos, fire etc)
-each civ starts with a few diffrent mana, which define the basic spells thier adepts can originally take.
A spell to make earthquake (vs cities ?), tsunami, tordano
-we have a tsunami and an earthquake spell, though the earthquake spell is a bit lame

also, would it help you if more things were translated into your language?
 
-have you played through the most recent verison yet?
A spell that improve diplomacy lvl with other civilisations.
-we have the spell "trust"(+relations, level three spell)
Another idea I have is to make the state religion a condition / a restriction for certain research / unit / spell.
Indeed, if your civilisation/Religion is Bad, you cant make paladin, so you sould'nt be able to make the corresponding research.
-we have a religion restricted tech/unit/wonder/ability for each religion(we don't want techs in general "too" restricted though)
Perhaps give to each civilisation different affinities with type of spell (chaos, fire etc)
-each civ starts with a few diffrent mana, which define the basic spells thier adepts can originally take.
A spell to make earthquake (vs cities ?), tsunami, tordano
-we have a tsunami and an earthquake spell, though the earthquake spell is a bit lame

also, would it help you if more things were translated into your language?


It would be helpfull ! I'm French so a part of the game was already translate :)

About Spells.
What I mean is that spells (macro spell) would'n be necessary boud to a unit. Perhaps It woulds change to much game concept because the gamer would be like a god. Think about the old game populous (http://en.wikipedia.org/wiki/Populous) or more recently the fantastic Dungeon Keeper (http://en.wikipedia.org/wiki/Dungeon_Keeper)

About research.
Perhaps the technology tree has some coherence problemes.
Exemple :
Last night I Discovered way of evil then Ashron Veil, It became my state religion.
I should'n be able to research "way of wisdome".

In fact yesterday I tested the Maniac mod, and the technology tree resolve some problemes.

About magic affinities.
I know that each civ starts with different mana. But in fact I talked about the new system of macro-spells ;)
If such a system exist, it would be necessary to classify each macro-spell, to give them a cost, to give to each civilisation a regenration rate. A kind of "civ-mana"
It was just a idea.

The last think I want to say is great job :)
FfH2 is better than CiV4. Your work, because a work It is, is fantastic.

PS : Thanks to read me. I know it'snt easy :p
PPS : I used a dictionnary ! :rolleyes:
 
About Spells.
What I mean is that spells (macro spell) would'n be necessary boud to a unit. Perhaps It woulds change to much game concept because the gamer would be like a god. Think about the old game populous (http://en.wikipedia.org/wiki/Populous) or more recently the fantastic Dungeon Keeper (http://en.wikipedia.org/wiki/Dungeon_Keeper)

I think a better reference would be Master of Magic with its global spels.
[ http://www.abandonia.com/games/189/MasterofMagic.htm
http://en.wikipedia.org/wiki/Master_of_Magic ]

About magic affinities.
I know that each civ starts with different mana. But in fact I talked about the new system of macro-spells
If such a system exist, it would be necessary to classify each macro-spell, to give them a cost, to give to each civilisation a regenration rate. A kind of "civ-mana"

Do you mean some kind of system like GGP for merchants , etc? That would be an interesting mechanics.
 
[NWO]_Valis;5332050 said:
I think a better reference would be Master of Magic with its global spels.
[ http://www.abandonia.com/games/189/MasterofMagic.htm
http://en.wikipedia.org/wiki/Master_of_Magic ]

In fact that was this game I had in mind but I wasn't be able to remember the name !

Thanks to you :)

I enjoyed a lot this game !

So, why not including "global spells" like in Master of Magic ?
What do you think ?



[NWO]_Valis;5332050 said:
Do you mean some kind of system like GGP for merchants , etc? That would be an interesting mechanics.

I dont understand "GGP for merchant" so perhaps :p
 
In fact that was this game I had in mind but I wasn't be able to remember the name !

Thanks to you :)

I enjoyed a lot this game !

So, why not including "global spells" like in Master of Magic ?
What do you think ?
most of the global spells are already lmplemented as rituals, the armageddon counter, and a few (like trust) are available to the final tier of casters.
although i do see how this would be nice, maybe rituals will be implemented as global spells in ffh 3?




I dont understand "GGP for merchant" so perhaps :p
great people points, (the jaune bar that makes a great person, when it is full)
":gp:" , which you get from buildings, and specialists

you would gain "x" amount of magic per turn, just like master of magic, and be able to cast a spell once you saved enough.
 
I would personally prefer just adding more rituals. Fire added a wonder that makes them cheaper, but also got rid of most of them, so the game could use a few more. If certain "macro-spells" need to be specifically targeted, then their rituals could create a caster capable of doing the actual spell.
 
most of the global spells are already lmplemented as rituals, the armageddon counter, and a few (like trust) are available to the final tier of casters.
although i do see how this would be nice, maybe rituals will be implemented as global spells in ffh 3?

I like this idea.

or

Perhaps Ritual be replace technology research instead of replace a building construction.



great people points, (the jaune bar that makes a great person, when it is full)
":gp:" , which you get from buildings, and specialists

you would gain "x" amount of magic per turn, just like master of magic, and be able to cast a spell once you saved enough.

Yeah this idea is great !
Each city would increase a global mana pool (Global Mana Point). Each global Spell would cost a great number of mana. Ritual would be included by global spells.

Or why not A global mana pool for each type of mana (death, body , mind etc)

We can also imagine new specifics attribut for certain civ like :

- Best GMP for certain mana type
- Faster research for certain Global Spells / Ritual.

And why not new promotions.


We can also Imagine that ONE Global Spell require different type of Global Mana.

Exemple : Summoning Arkhazam the Legendary Bone Dragon : 35 Chaos + 65 Death. (just an exemple ;))


I would personally prefer just adding more rituals. Fire added a wonder that makes them cheaper, but also got rid of most of them, so the game could use a few more. If certain "macro-spells" need to be specifically targeted, then their rituals could create a caster capable of doing the actual spell.

There is already an impressive number of construction.
I think on this level the game is enought abundant and a system of "GMP" would give an aditional dimention to it.
 
idk if summoning units with mana is exactly the path ffh2 is headed down, i was thinking more like-
use mana to cast rituals
use mana to teach spellcasters new spells

maybe use mana to summon a world unit or two by using a great person and a large amount of mana
 
idk if summoning units with mana is exactly the path ffh2 is headed down, i was thinking more like-
use mana to cast rituals
use mana to teach spellcasters new spells

maybe use mana to summon a world unit or two by using a great person and a large amount of mana

What does "idk" mean ?

Sorry my english isn't very good :s
 
idk is short for "I Dont Know"

We definitly want more rituals, those our our implementation of global spells. We are hesitant to add another resource to the game, with money, hammer, food, culture, research and gpp Im not sure that it needs it. I like that rituals draw on hammers so the player has to decide between rituals or more long term investments.
 
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