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-   -   Suggestions to improve the Water Magic discipline (http://forum.shrapnelgames.com/showthread.php?t=18789)

Endoperez June 20th, 2004 10:00 PM

Re: Suggestions to improve the Water Magic discipline
 
I think 'dreams' don't need Astral component. After all, neither Voice of Tiamat or the Blood global causing demons to harass enemy commanders in their dreams need it.

BTW, I really like the Dream of Turmoil of Jack Simth (on purpose?). But giving out information about the excat strategies and troop composition of target army is too much... Numbers should be enough. Even suicide scouts won't see the spells enemy mages have been scripted to cast.

Vicious Love June 20th, 2004 10:21 PM

Re: Suggestions to improve the Water Magic discipline
 
While that really is a great idea for a spell, it
A) Doesn't really sound like a water spell, and
B) Has already been suggested a while back. The devs felt it would slow down the game/be tricky to implement/be overpowered. Or at least one of the above three, I don't recall which.

Update: Oh, and while I may have overused astral in my own suggestions, when the less tangible aspects of water woulda sufficed, I'm actually inclined to agree with Simth on the astral component in his spell.
Foretelling the future is strictly and astral sorta thing, y'see.

Updated update: Duuuude. Making the Thing That Is Not your prophet would be, like, the coolest thing ever.

[ June 20, 2004, 22:18: Message edited by: Vicious Love ]

djtool June 21st, 2004 03:02 PM

Re: Suggestions to improve the Water Magic discipline
 
didn't have the time to read the whole thread so if I repeat plz don't flame me.

I'd like to see some ice evocation spells to give water mages some punch.

how about a spell that ices over the battlefield slowing movement with a possible one turn stun for walkers (to simulate falling)

a spell to increase population ( 'well of life'?)

a spell to increase defense of one/some/all units on the battlefield ('supple'?)

A spell that has a percentage chance of keeping a army from moving out of a territory for a turn ('deluge'?)

<shrug>

Vicious Love June 22nd, 2004 12:46 AM

Re: Suggestions to improve the Water Magic discipline
 
Quote:

Originally posted by djtool:
I'd like to see some ice evocation spells to give water mages some punch.
<font size="2" face="sans-serif, arial, verdana">On phone as I type this, so being brief and ill-researched. Ice strike, falling frost, frozen heart, and more.
Water was never meant to be as useful as fire and air on a battlefield, these seem like more than enough.

a spell to increase population ( 'well of life'?)

Sounds like nature.

A spell that has a percentage chance of keeping a army from moving out of a territory for a turn ('deluge'?)
<shrug>


Me LIKE. Useful AND original.

Edit: Typo.

[ June 21, 2004, 23:46: Message edited by: Vicious Love ]

Cainehill June 22nd, 2004 02:28 AM

Re: Suggestions to improve the Water Magic discipline
 
Quote:

Originally posted by djtool:
how about a spell that ices over the battlefield slowing movement with a possible one turn stun for walkers (to simulate falling)

<font size="2" face="sans-serif, arial, verdana">Or even something as simple as a Mud or Quicksand spell, that creates patches of mud/quicksand that slow or stop units.

djtool June 22nd, 2004 05:15 AM

Re: Suggestions to improve the Water Magic discipline
 
A spell that changes x number of units into beings of water for the duration of the battle. The effect being to either inc def/greatly inc def, dec prot/or a body ethereal effect

geyser. Yeah i know there's a geyser spell but i'd like to see the water come up under the unit(s) and toss them somewhere.

summon yeti...self explanatory

Jack Simth June 22nd, 2004 07:44 AM

Re: Suggestions to improve the Water Magic discipline
 
Quote:

Originally posted by Vicious Love:
While that really is a great idea for a spell, it
A) Doesn't really sound like a water spell, and

<font size="2" face="sans-serif, arial, verdana">Sure it is - see below
Quote:

Originally posted by Vicious Love:
B) Has already been suggested a while back. The devs felt it would slow down the game/be tricky to implement/be overpowered. Or at least one of the above three, I don't recall which.

<font size="2" face="sans-serif, arial, verdana">Sort of - the suggestion I recall them saying they didn't find workable was a double-run scenario - you cast the spell, give your orders, send in your turn, get the turn results back, and then change your orders for the turn, send them in AGAIN and have the turn processed and finalized - and THEN distribute it to the players who didn't cast the spell that turn - while that could, in theory, be done, it would be rediculously complex to implement and combersome to use. My suggestion could be a fairly small hack - duplicate the units/commanders involved into a temporary array, run the battle with those temporary units/commanders, throw away the temporary array (well, after packaging it up as a battle scenerio to send to the player), and report the results to the casting player.

It wouldn't be too overpowered, as any opposing commander inside of a castle is immune to being scried on in such a fashion, and the information can't be acted on immediately - sure, you can find out where the army was, and so get an idea where the army could be, but who is to say if the army has moved or not since then? Especially if you add a "Your military force in (insert province name here) has had very disturbing dreams - all on the same night." to the owner of the targetted province.
Quote:

Originally posted by Vicious Love:

Update: Oh, and while I may have overused astral in my own suggestions, when the less tangible aspects of water woulda sufficed, I'm actually inclined to agree with Simth on the astral component in his spell.
Foretelling the future is strictly and astral sorta thing, y'see.

<font size="2" face="sans-serif, arial, verdana">Time is a river - why else would the time-warping spells (execept burden of time, which is D5) be in water? Shucks, it's even primarily an Eastern mysticism concept, which you seem to be fond of for this path. There's also the old tea-leaf forune telling which is often considered water-based in fiction (it's usually the water in the tea leaves at the bottom of the cup that's important, not the tea leaves themselves).

Quote:

Originally posted by Endoperez:
[QB]
BTW, I really like the Dream of Turmoil of Jack Simth (on purpose?)[QB]
<font size="2" face="sans-serif, arial, verdana">If you are referring to m after i, yes.
Quote:

Originally posted by Endoperez:
[QB]
. But giving out information about the excat strategies and troop composition of target army is too much... Numbers should be enough. Even suicide scouts won't see the spells enemy mages have been scripted to cast.[QB]
<font size="2" face="sans-serif, arial, verdana">Quite possibly.


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