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Re: CPCS - CrossPathCombatSpells - v0.2 is out!
I had a couple more ideas. I promised that I won't do any more of these buff-spells with drawbacks, but hear me out. Besides I'm scrapping the F/S debuff-buff spell and making it jsut a regular buff-spell, so I have "slots" for more!
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Thank you guys! If you like the "Mind over Matter" and "Baptism of Hades", I should have all main spell slots filled! Now I just need 3 more UW combat spell, if they could be single path, that'd be awesome. |
Re: CPCS - CrossPathCombatSpells - v0.2 is out!
Yeah, "Mind over Matter" and "Baptism of Hades" both seem potentially very powerful, but also they're pretty cool - I like them.
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Re: CPCS - CrossPathCombatSpells - v0.2 is out!
what paths UW spells do you need?
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Re: CPCS - CrossPathCombatSpells - v0.2 is out!
I like mind over matter. I like the effect of baptism of hades, but I don't like the idea of dousing your units in water... every battle... to make someone invulnerable like achilles, who stayed that way until he died.
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Re: CPCS - CrossPathCombatSpells - v0.2 is out!
When is v0.3 due Burnsaber? I thought I might make a start on the checking, but it might be easier to wait if the new version's nearly done.
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Re: CPCS - CrossPathCombatSpells - v0.2 is out!
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Re: CPCS - CrossPathCombatSpells - v0.2 is out!
All main spells done! Now I'll have to move my testing underwater.
So I came up with a cool idea for E/W. I'm just a bit afraid it might be unbalanced. Here it goes: Quote:
So it Earth Grips, Slimes (halved att/def/AP) and gives Curse of Stone (moving causes d4 fatique points and striking d8 fatique points). This will pretty much screw anything without reinvogration. Perhaps I should make the Curse of Stone effect MR resists? Then it really won't affect anyone in the long run. Quote:
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Re: CPCS - v0.3 is out!
You want the UW spells to be for the UW nations? Hmm. I had thought you wanted them so that the land nations can compete better, but that's also good...
If they are meant to be for UW nations, then Chaotic Currents (which is a neat spell) should be W/S. I don't think any UW nation gets Air magic. I don't think the Acid spells are allowed underwater, correct? If so, E/MA Atlantis could use a F/W spell. Acid Muck WF Range: 30+ Fat: 40- AoE: 1+ Effect: Rust (Def negates) SecondaryEffect: Strong Poison Polluted Stream W/D Range: 35+ Fat: 40- AoE: 1+ Damage: Strong Poison SecondaryEffect: Disease (MR negates) As for balance issues... if these spells are used, then you're changing the balance. The size of the change may not be great, but you're still changing it. Therefore, I don't see where the issue is a problem, theoretically. I realize that I generally suggest much larger shifts, and it's perfectly fine to refuse them. I am a little puzzled by the categorical nature of the balance discussion. |
Re: CPCS - v0.3 is out!
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Let's see from the manual.. Air: Most of the lighting and illusion spells are castable underwater. Is OK, me things. Astral: Loses only Stellar cascade types. Will be okay. Blood: It must suck to be these guys underwater. I really feel that shark summons should be blood spells, but I'm not going to mess with vanilla spells. Let's leave this as it is. Death: Loses some cloud spells, but retains Shadow Blast and it's ilk. Skelly spam still works. Earth: Loses almost all of direct attack spells. I'll add one pure-earth UW spell. (Most likely crushing pressure, I'll fix the theme in spell description.) Fire: Ouch. Ouch. It's a shame that vanilla has that useless "Boil" spell. Since I'm not going to mess with vanilla spells, I'll have to try to figure something out. I mean it's thematic for fire to suck underwater, but at least some decency! Nature: Loses vine arrows and combat summons. I've given them a direct poison damage spell to compensate. A UW version of howl with underwater animals could also be thematic and hideously easy to make. Witness: #newspell #copyspell "Howl" #name "UW Howl" #damage "XX" #spec "XX" #end Water: Will be okay, and most UW crosspaths will have it. Quote:
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So umm.. I need a point. Yeah, I'm not going for a huge change, but for a small one. This mod won't make any excisting stragedy obsolete, but try to raise others on par with them. For example, I'm afraid that "Traveller's Curse" would be too strong against SC's, nulling that stragedy option and thus making the game that less stragedically richer. |
Re: CPCS - v0.3 is out!
Do you really want land nations to be more powerful underwater? Is that a considered balance change that you think needs doing?
I am nervous of significant changes like that, because it makes the potential user base rather smaller. However, I'm prone to excessive caution in such things so feel free to take no notice. :) |
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