Vehem
Modmod Monkey
- Joined
- Nov 22, 2005
- Messages
- 3,219
It counters itself.
Once you get Strength of Will (or an archmage hero) you can undo their mountain wall.
The reason for the spell system suffering in FFH and FF is that the most powerful spells have been removed due to being overpowered. And this is a real problem.
3 Turns for offensive destructive spells which damage every unit around them up to a severe damage and by a great amount is what I could think to be just fine.
When I upload the modded system, it will become more clear if the cool down is too much or too little.
As for the terraforming, the ability to create peaks is *very* game-breaking. Having 4 Archmages, you could create 4 peaks every 5 turns. I feel this should be discouraged.
Again, only testing will say if it is too much. Not to mention that, If you go with Lichdom, you could have 8 Archmages doing the job, which could be even more gamebreaking.
Also, I am sure you have noticed that mages and adepts are now going to be much more useful. The other spheres will gain an offensive line as well, and some useless spells of the normal line will be enhanced or replaced.
So, those very powerful level 3 spells should be kept from being abused.
The only thing that stops them from "countering itself" is that it then forces every civ to have Archmagi. A melee heavy (Phalanx) path will be useless as they'd have no way to get over the mountains. Strength of Will becomes a logistic necessity rather than a high level arcane tech. None of the ones Thunder has described so far have that issue...
On the topic of fire and peaks being the same - there are promotions that allow movement through fire and there is a level 1 spell that counters it. It is also temporary in most cases.