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-   -   Improving the Transformation spell (http://forum.shrapnelgames.com/showthread.php?t=19234)

NTJedi June 1st, 2004 05:26 PM

Improving the Transformation spell
 
Not sure if anyone else has noticed but the transformation spell has only a limited number of possibilities. Hopefully the next patch will add more possible creature types.


Also we should everyone here should list what creature/being types should not be added into the transformation spell.
Doom Horror and Vastness should not be added in my opinion.

Teraswaerto June 1st, 2004 06:01 PM

Re: Improving the Transformation spell
 
No Horrors, Void monsters, Undead or Demons.

Cheezeninja June 1st, 2004 06:04 PM

Re: Improving the Transformation spell
 
Awwww C'mon, i really really want the chance to turn my 0 point pretender into a all conquering doom horror with multiple magic paths.... pleaaase?

NTJedi June 1st, 2004 06:48 PM

Re: Improving the Transformation spell
 
Quote:

Originally posted by Cheezeninja:
Awwww C'mon, i really really want the chance to turn my 0 point pretender into a all conquering doom horror with multiple magic paths.... pleaaase?
<font size="2" face="sans-serif, arial, verdana">Any pretender would need at least 1 in nature magic plus items for nature bonus to cast the spell. Also it would be advisable to have some nature gems and a nature mage which can do gift of reason if something goes wrong.


The spell should definitely have more possibilities for it to be considered since it has such a high level for what it does.

Cheezeninja June 1st, 2004 07:00 PM

Re: Improving the Transformation spell
 
err... I believe you mistook an attempt to be light hearted for a remark that contained content. I didnt mean to imply the spell should not be made more powerful, i was just being flippant.

I've never even used the spell, actually.

Endoperez June 2nd, 2004 09:02 AM

Re: Improving the Transformation spell
 
It shouldn't Transform your mage into anything that would need more research to summon it. So no level-9 units. Also, Magical units should not be included. And as most units (militia, knight, longbowman etc.) come with the training and equipment... There is not much left. All the animals(maybe not hydra), Foul Spawns (heh, these should be pretty rare), maybe some cheaper pretender forms... Well, not cheaper but weaker, as a Wyrm or a Manticore, would be evil! Maybe the Freak of the Freak Lord.

Teraswaerto said no undead, horrors, demons or void monsters. I would say nothing inanimate or undead and no units that are "out of this world", that is, from hell, void, Astral Planes...

Norfleet June 2nd, 2004 09:14 AM

Re: Improving the Transformation spell
 
Are there even any GOOD transformations? I'm not quite sure what the benefit of turning a perfectly good mage into what will likely be a feebleminded, poorly-slotted animal is, especially since you have to be a fairly decent nature mage to even cast it in the first place...and the benefit is to be turned into a dog?

Teraswaerto June 2nd, 2004 09:25 AM

Re: Improving the Transformation spell
 
The spell should have a chance of getting a powerful form, hydra, tarrasque, wyrm, etc. since it's a high level spell and it would only be a small chance, and there's the danger of getting feebleminded too.

I said no undeads, etc. mainly for thematic reasons.

Arralen June 2nd, 2004 10:50 AM

Re: Improving the Transformation spell
 
You may want to check out the discussion about this spell we had some time ago in another thread - look here ...

Molog June 2nd, 2004 12:54 PM

Re: Improving the Transformation spell
 
Played around with transformation a bit a while ago. Transformations are various animals, the various drakes, a chimera, foul spawns are also possible but they always seem to come with feeblemindedness. Think ritual of rebirth is a better option if you want your immobile pretender to become mobile. Just teleport somewhere you drown to avoid getting any afflications.

Transformation doesn't go bad very often. Advantages are reduced upkeep and stronger forms for your mages.
Disadvantages are most transformation only have two misc slots and crappy precision.

Taqwus June 2nd, 2004 04:19 PM

Re: Improving the Transformation spell
 
Live as a Void Lurker, die as a Void Lurker, drown as a Wight Mage, get called back as a Wight Mage. Call God brings you back in whatever form you were.
So, er, don't forget the water magic if you're doing this with a Void Lurker, and don't die again if you're already a Wight Mage with only water-1.

Nagot Gick Fel June 3rd, 2004 01:53 AM

Re: Improving the Transformation spell
 
Quote:

Originally posted by Molog:
Think ritual of rebirth is a better option if you want your immobile pretender to become mobile. Just teleport somewhere you drown to avoid getting any afflications.
<font size="2" face="sans-serif, arial, verdana">Teleporting/Drowning doesn't prevent afflictions. Besides it wouldn't work with most immobile pretenders since most are full amphibians.

BTW, I never had to call a pretender back with Ritual of Rebirth, doesn't he lose magic levels that way?

Or do you mean Twiceborn instead? IIRC that ritual doesn't work on most rocks since they're lifeless - I don't remember if the Glyph and Baphomet are amphibian, if they are that TP/drown trick would work only with the Void Lurker.

Which brings an interesting question: what happens if your Void Lurker (presumably with some Death and Water magic)

(1) casts Twiceborn
(2) cast TP to a friendly land province and drowns
(3) comes back as a feebleminded Wight Mage without any amphibian ability

I don't know if the 'Call God' command brings the God back in its original or current form, but if it's the latter, that would be the only way to defeat resurrection in Dominions. http://forum.shrapnelgames.com/images/icons/icon10.gif

NTJedi June 3rd, 2004 08:51 PM

Re: Improving the Transformation spell
 
Quote:

Originally posted by Norfleet:
Are there even any GOOD transformations? I'm not quite sure what the benefit of ...
<font size="2" face="sans-serif, arial, verdana">There are only a few good transformations with limited usage. That's why I created this topic to hopefully see this spell be improved in the next patch.... otherwise this spell is just not going to be used.

Shouldn't be that difficult for the developers to increase the number of random creatures/beings for this spell. Depends on the programing tho.

[ June 03, 2004, 19:52: Message edited by: NTJedi ]

Norfleet June 3rd, 2004 08:54 PM

Re: Improving the Transformation spell
 
Quote:

Originally posted by Molog:
Think ritual of rebirth is a better option if you want your immobile pretender to become mobile. Just teleport somewhere you drown to avoid getting any afflications.
<font size="2" face="sans-serif, arial, verdana">Ritual of Rebirth does not work on pretenders, and drowning appears to simply inflict a buttload of damage on you, which nearly guarantees you will pick up an affliction.

Molog June 3rd, 2004 11:24 PM

Re: Improving the Transformation spell
 
Yeah, got ritual of rebirth and twiceborn mixed up.

I have never picked up an affliction when I drowned my pretender. Could be just luck.


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