I had an idea of a spell... I don't have the mechanics... and I don't know if it is easily coded.
I think it may go well with the creation sphere, lvl 3
But I had the idea more for the effects than for the spell spheres.
the aim is to allow units to change its promo path.
It would be useful only for a human player.. the Ai won't be able able to use it AFAIK.
It can reward people into specialising
how I see it : transitory name "RELEARN"
-remove all promotions that can be earned through the promotion path..
-give as many free promotions.
-touches only living units
-versality very powerful for invading an ennemy, speciallising units against it's main forces : giving many cover agains ljosalfar, giving formation when going against hippus... and being able to defend efficiently when a big bad wolfs appears : "city-def", "defensiv", "drillIV+precision + keen sight", "woodsman", guerilla", "sentry I, II + perfect sight" if suddenly many invisible units are attacking you....etc
boni :
-can re-arrange a promotion path between war and peace : attacking or defending oriented units : thus a small empire can switch from turtling to counter-attacking.
-can re-arrange your mages specialisation.
mali :
-special path promotions would be lost (too bad
)
-free promotions given by a building-wonder (as sentry) or some of the promo given by mutation could be re-learned into more "useful" promotions.
-too powerful/exploitable in the hands of an human player ?
-lot of micro (I am not adverse to micro, but I understand some player hate it a lot)
easily adverted mali :
-priests would lose -healII-
==> units' initial promotions would be lost and you won't be able to always get them back
-govannon-upgraded units would lose all their spell spheres.
-some traits-related promotions would be lost.
tweaks for less mali :
-spell spheres lvl I are not removed : protection of govanonn-trained units, less versatility for arcane units but allows you to lose/change some mana nodes and still maintain the spell sphere.
-compare, for each unit, the actual promotions versus the initial promotions, giving back each strating upgradable promotion (as trait-promotion : guardsman, commando, combat I...etc), and counting one less free promotion.
optionnal tweaks for a better balance :
-free promotion are usable only next turn : don't allow for last minute relearning after you made a mistake or to defend just after attacking. (any unit that went through "relearning" is a sitting duck for any passing ennemy unit for at least 1 turn).
-range 1-2 squares around the archmage : you won't be as easily able to re-learn promotions for some few units and protect them back with already promoted units, especially in ennemy lands.
-all units "relearning" lose their movement points : same reason.
-give the "held" promotion to all units : same reason
-instead of the previous three options : relearn affects only units in the caster's tile but held and movement loss affects all friendly living units in 1-2 tiles.
-doesn't work on mutated units : so as to not affect mutated units that got less than perfect promotions (very optionnal)
-give mutated to units that went through relearn : (very optionnal)
-AI is coded to try to attack a stack that went through relearn if it sees it.
how to make it work :
-give each "upgradable promotion" a sign on the code allowing for relearning (ie each promotions that are in some promotion paths, including spell spheres lvl II and lvl III.
-compare, for each units under the spell influence, it's standard promotions, including trait-induced promotions, versus its actual promotions.
-count the remaining promotions allowing "relearn"
-remove them
-give as many free promotions.
comments ?
Calavente
I think it may go well with the creation sphere, lvl 3
But I had the idea more for the effects than for the spell spheres.
the aim is to allow units to change its promo path.
It would be useful only for a human player.. the Ai won't be able able to use it AFAIK.
It can reward people into specialising
how I see it : transitory name "RELEARN"
-remove all promotions that can be earned through the promotion path..
-give as many free promotions.
-touches only living units
-versality very powerful for invading an ennemy, speciallising units against it's main forces : giving many cover agains ljosalfar, giving formation when going against hippus... and being able to defend efficiently when a big bad wolfs appears : "city-def", "defensiv", "drillIV+precision + keen sight", "woodsman", guerilla", "sentry I, II + perfect sight" if suddenly many invisible units are attacking you....etc
boni :
-can re-arrange a promotion path between war and peace : attacking or defending oriented units : thus a small empire can switch from turtling to counter-attacking.
-can re-arrange your mages specialisation.
mali :
-special path promotions would be lost (too bad

-free promotions given by a building-wonder (as sentry) or some of the promo given by mutation could be re-learned into more "useful" promotions.
-too powerful/exploitable in the hands of an human player ?
-lot of micro (I am not adverse to micro, but I understand some player hate it a lot)
easily adverted mali :
-priests would lose -healII-
==> units' initial promotions would be lost and you won't be able to always get them back
-govannon-upgraded units would lose all their spell spheres.
-some traits-related promotions would be lost.
tweaks for less mali :
-spell spheres lvl I are not removed : protection of govanonn-trained units, less versatility for arcane units but allows you to lose/change some mana nodes and still maintain the spell sphere.
-compare, for each unit, the actual promotions versus the initial promotions, giving back each strating upgradable promotion (as trait-promotion : guardsman, commando, combat I...etc), and counting one less free promotion.
optionnal tweaks for a better balance :
-free promotion are usable only next turn : don't allow for last minute relearning after you made a mistake or to defend just after attacking. (any unit that went through "relearning" is a sitting duck for any passing ennemy unit for at least 1 turn).
-range 1-2 squares around the archmage : you won't be as easily able to re-learn promotions for some few units and protect them back with already promoted units, especially in ennemy lands.
-all units "relearning" lose their movement points : same reason.
-give the "held" promotion to all units : same reason
-instead of the previous three options : relearn affects only units in the caster's tile but held and movement loss affects all friendly living units in 1-2 tiles.
-doesn't work on mutated units : so as to not affect mutated units that got less than perfect promotions (very optionnal)
-give mutated to units that went through relearn : (very optionnal)
-AI is coded to try to attack a stack that went through relearn if it sees it.
how to make it work :
-give each "upgradable promotion" a sign on the code allowing for relearning (ie each promotions that are in some promotion paths, including spell spheres lvl II and lvl III.
-compare, for each units under the spell influence, it's standard promotions, including trait-induced promotions, versus its actual promotions.
-count the remaining promotions allowing "relearn"
-remove them
-give as many free promotions.
comments ?
Calavente