Hello,
Since we don't yet have all of the mana types implemented in the game, I wanted to make some suggestions about the 3 future spheres/random thoughts on the current ones!
I also have some other random thoughts near the end...
Force
I: :
II: Force push: somewhat akin to the old Air II sorcery spell that pushed enemies back away from the caster. I would reintroduce it identically and change only the icon
III: Ward: I really like Fall Further's Force III spell, need I say more?
Creation
I: Rainstorm: Creates an improvement called a "rainstorm" in the caster's tile, which over time, has the possibility of upgrading into:
a) Mushrooms, 5% of the time
b) a Blizzard, 5% of the time
c) A water tile, 1% of the time
Ok, this was for fun
d) Something that gives +1 food, 29% of the time
e) Dissipating, 60% of the time
It's supposed to work somewhat like a reverse-Blaze mechanic, where the smoke either becomes flames or goes away. It also would be cool if there was a chance to destroy roads in the tile (to represent flooding)
II:
III: Create: creates a permanent, amorphous blob that, with the sufficient mana type and funds, can be upgraded into any elemental. Takes 10 turns to cast
Dimensional
I: Escape: as it was in .30
II: Summon dimensional pocket: creates an immobile unit with, say, 5 cargo slots, that has an obscenely large teleporting range
III: Agare's portal: requires either Ashen Veil or Entropy III. This creates an improvement of the same name that spawns random (as in orcs, demons, undead, elves, whatever) barbarian units until a unit with Sanctify comes by and destroys it. Merely occupying the square of the improvement does not destroy it
III: Planetary portal: creates a building like the Sheaïm planetary portal! It would NOT require the caster to stay put, but instead have a small (like 4% small), random chance of creating 2-4 units per turn, and once one batch of units was created, it would disappear
Please excuse the blanks above, I'm a bit short of ideas
Also, I have some random suggestions about the DISEASE system in the game
The main issue I have with the disease system as currently implemented is that it is far too easy to avoid. All that is required is a state religion & the Priesthood technology, and voila! the disease disappears. I feel as if this detracts from the coolness factor surrounding the Pool of Tears, Aquae Sucellus, the Wither (entropy III) spell, and the entire deathly power of the regular diseased promotions themselves.
Plus, it tends to be the case where the diseases never really come up. I haven't seen Typhoid Mary in any of my games since .30. As for Yersina and the diseased corpses, they tend to only spread their respective promotions when their opponents survive and they die, which means, without Typhoid Mary's Contagion spell, plague never really comes up in the game, and a single priest takes care of the issue for when there are diseased corpses outside the gates
So, to change that
From the Scions module, there is a promotion available to undead units (I'm blanking on its name) that causes 0.5 unhealthy points in nearby cities. I would tack this effect on Diseased, Plagued, Plague Carrier, Yerisina's dagger, and Wither, for realism's sake. After all, when there's tons of diseased corpses surrounding a walled city during a siege, the city inevitably will have to draw on water outside its limits, thus contracting disease
I would also like to see a new method of spreading and curing disease. I remember from 030 that not all priests had the ability to heal. Turd likes that!
So, let the Fellowship keep that ability. Also, for fun, let's give the Ashen Veil some benefit from disease, maybe a form of the Mutation spell that boosts diseased units, in exchange for forcing them to keep the diseased promotion and risking that they may die at any given point
For the other religions, it should be more difficult. I would love to tie it to inherent sanitation though. So, the city with Aquae Sucellus instantly cures all diseases and is immune to disease as well. From there, and I don't know of this is possible, units with diseases on them should have to go sit in a city, and cast a spell that takes, say, 2 or 3 turns to cast. Once that's done, the python can check the severity of the disease (disease<withered<plagued) against the net health of the city (along with the presence of infirmaries, herbalists, aqueducts, and food bonuses), rolls a dice, and chooses whether or not the unit is healed
As for the spread of disease: I'd say any unit in the same square as a diseased unit can pick up the disease. The chances should be smallish, much smaller for plagued, and zero for withered. Also, any unit camping out in a net-unhealthy city should also have a chance to contract disease based on the number of net unhealthy points
Also, if it wouldn't be terribly difficult, I would love to take the plague mechanism from Rheye's scenario and put it into FFH, to add a greater degree of realism to the whole event (again can't remember the name) at armageddon 30. So thus, instead of all cities being royally screwed simultaneously and destroying production and commerce without any way to address it, I would rather see it select a random city and then spread from there, granting the diseased promotion to around 33% of units in affected cities, with the chance that the promotion could spread to other units.
Thus, if you see, say, the Calabim being decimated by plague, you could force-build a bunch of health buildings, trade for health resources, and cut off all contact with the outside world (Ø open borders, mercantilism for less trade routes, etc.)
NOTE: I definitely don't want units to die from disease, as was the case with Rheye's mod. However, I liked the associated realism that accompanied its spread, and would make the AC 30 event more interesting and preventable
So what say you on these ideas? Sorry for that massive block of character text.
And
for the amazingness that is this mod!
Since we don't yet have all of the mana types implemented in the game, I wanted to make some suggestions about the 3 future spheres/random thoughts on the current ones!
I also have some other random thoughts near the end...
Force
I: :
II: Force push: somewhat akin to the old Air II sorcery spell that pushed enemies back away from the caster. I would reintroduce it identically and change only the icon
III: Ward: I really like Fall Further's Force III spell, need I say more?

Creation
I: Rainstorm: Creates an improvement called a "rainstorm" in the caster's tile, which over time, has the possibility of upgrading into:
a) Mushrooms, 5% of the time
b) a Blizzard, 5% of the time

c) A water tile, 1% of the time

d) Something that gives +1 food, 29% of the time
e) Dissipating, 60% of the time
It's supposed to work somewhat like a reverse-Blaze mechanic, where the smoke either becomes flames or goes away. It also would be cool if there was a chance to destroy roads in the tile (to represent flooding)
II:
III: Create: creates a permanent, amorphous blob that, with the sufficient mana type and funds, can be upgraded into any elemental. Takes 10 turns to cast
Dimensional
I: Escape: as it was in .30
II: Summon dimensional pocket: creates an immobile unit with, say, 5 cargo slots, that has an obscenely large teleporting range
III: Agare's portal: requires either Ashen Veil or Entropy III. This creates an improvement of the same name that spawns random (as in orcs, demons, undead, elves, whatever) barbarian units until a unit with Sanctify comes by and destroys it. Merely occupying the square of the improvement does not destroy it
III: Planetary portal: creates a building like the Sheaïm planetary portal! It would NOT require the caster to stay put, but instead have a small (like 4% small), random chance of creating 2-4 units per turn, and once one batch of units was created, it would disappear
Please excuse the blanks above, I'm a bit short of ideas
Also, I have some random suggestions about the DISEASE system in the game
The main issue I have with the disease system as currently implemented is that it is far too easy to avoid. All that is required is a state religion & the Priesthood technology, and voila! the disease disappears. I feel as if this detracts from the coolness factor surrounding the Pool of Tears, Aquae Sucellus, the Wither (entropy III) spell, and the entire deathly power of the regular diseased promotions themselves.
Plus, it tends to be the case where the diseases never really come up. I haven't seen Typhoid Mary in any of my games since .30. As for Yersina and the diseased corpses, they tend to only spread their respective promotions when their opponents survive and they die, which means, without Typhoid Mary's Contagion spell, plague never really comes up in the game, and a single priest takes care of the issue for when there are diseased corpses outside the gates
So, to change that
From the Scions module, there is a promotion available to undead units (I'm blanking on its name) that causes 0.5 unhealthy points in nearby cities. I would tack this effect on Diseased, Plagued, Plague Carrier, Yerisina's dagger, and Wither, for realism's sake. After all, when there's tons of diseased corpses surrounding a walled city during a siege, the city inevitably will have to draw on water outside its limits, thus contracting disease
I would also like to see a new method of spreading and curing disease. I remember from 030 that not all priests had the ability to heal. Turd likes that!

For the other religions, it should be more difficult. I would love to tie it to inherent sanitation though. So, the city with Aquae Sucellus instantly cures all diseases and is immune to disease as well. From there, and I don't know of this is possible, units with diseases on them should have to go sit in a city, and cast a spell that takes, say, 2 or 3 turns to cast. Once that's done, the python can check the severity of the disease (disease<withered<plagued) against the net health of the city (along with the presence of infirmaries, herbalists, aqueducts, and food bonuses), rolls a dice, and chooses whether or not the unit is healed
As for the spread of disease: I'd say any unit in the same square as a diseased unit can pick up the disease. The chances should be smallish, much smaller for plagued, and zero for withered. Also, any unit camping out in a net-unhealthy city should also have a chance to contract disease based on the number of net unhealthy points
Also, if it wouldn't be terribly difficult, I would love to take the plague mechanism from Rheye's scenario and put it into FFH, to add a greater degree of realism to the whole event (again can't remember the name) at armageddon 30. So thus, instead of all cities being royally screwed simultaneously and destroying production and commerce without any way to address it, I would rather see it select a random city and then spread from there, granting the diseased promotion to around 33% of units in affected cities, with the chance that the promotion could spread to other units.
Thus, if you see, say, the Calabim being decimated by plague, you could force-build a bunch of health buildings, trade for health resources, and cut off all contact with the outside world (Ø open borders, mercantilism for less trade routes, etc.)
NOTE: I definitely don't want units to die from disease, as was the case with Rheye's mod. However, I liked the associated realism that accompanied its spread, and would make the AC 30 event more interesting and preventable
So what say you on these ideas? Sorry for that massive block of character text.
And
