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-   -   Spell list for CPCS v0.9 (http://forum.shrapnelgames.com/showthread.php?t=42113)

Burnsaber January 28th, 2009 12:33 AM

Spell list for CPCS v0.9
 
Thread Moved

Endoperez January 28th, 2009 05:05 AM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
I think Cloud spells are possible. I don't remember the details, but increasing some feature by 3000 nade a cloud that stays in place for 3 turns. IIRC, this was used in the mod that fixed Mists of Deception.

I've always wanted to see more cross-path Water spells. Poor Masters of the Way...

Water/Death:
* Streams of Tartarus: chilly waters of tartarus cause various nasty effects to living beings
* Death/Water ritual: Call Ghost Ship, including a commander with Sailing ability (use sprites from Damned Admiral spell and perhaps some mercs). Could also work as an underwater combat summon that summons lots of undead that disappear after battle.

Water/Nature (existing spells: naiads, bone melter, Mossbody):
* low-level version of Bone Melter
* underwater spell (or several) that create an AoE poison cloud effect
* W1N1, 100 fatigue (1 gem) combat summon that calls 2 Naiad Warriors

Water/Earth: Earth Grip/Meld-like effect with high AoE (transforms the battlefield into mud).

Water/Astral:
* Waterway, a teleport spell restricted to seas and coastal provinces (hard to do or even impossible).

Aezeal January 28th, 2009 05:47 AM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
I myself think holy/something spells are underrepresented.. holy magic as is is sort of weak. I've tried to make a few holy spells in my shiar mod and I think they work out nice. No real use to post here since they are thematic for that mod only. Soul to stone gives undead only (the 0 prot ethereal beings that nation has) stoneskin in AoE or BF wide variation. Which is nice against magic weapons since else they had no def at all.

Anyway, I'd propose to make holy/nature magic combo's or those 2 with other paths maybe but not give them combat offensive spells but AoE buffs etc etc.

rdonj January 28th, 2009 07:14 AM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
More/better healing spells would be nice. For example, enchantment 3 gives you a 10 yard, 3 or so precision spell with aoe 1. That's pretty hard to use under normal conditions. You'd need a fairly durable mage casting that, you can only script it 5 times, and if you've got a mage who can you're almost certainly better off using them for another purpose. Also, I'm not even sure it's possible, but fatigue-reducing spells would be nice. Say a cloud sort of along the same lines as healing mists. You definitely don't want 100 precision long range fatigue restorers though, that would be far too abusable. I'm thinking something more like a lower-level version of Relief that you could use to help counter stellar cascades, or just help keep up some of your better heavy infantry.

Redeyes January 28th, 2009 08:03 AM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
If you introduce new spells does the Combat-AI use them?

Burnsaber January 28th, 2009 11:01 AM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
I just had a long good jog and thought about this mod. I added Mod goals so that I'll make a structured and logical mod. Not just a collection of random spells for random paths.

Quote:

Originally Posted by Turin
Lots of stuff

Thanks! Many viable ideas.

Quote:

Originally Posted by Aezeal (Post 670222)
I myself think holy/something spells are underrepresented.. holy magic as is is sort of weak. I've tried to make a few holy spells in my shiar mod and I think they work out nice. No real use to post here since they are thematic for that mod only. Soul to stone gives undead only (the 0 prot ethereal beings that nation has) stoneskin in AoE or BF wide variation. Which is nice against magic weapons since else they had no def at all.

Anyway, I'd propose to make holy/nature magic combo's or those 2 with other paths maybe but not give them combat offensive spells but AoE buffs etc etc.

I decided to make this mod as "Vanilla"-friendly as possible and fitting to the Dominions world. Since there are no vanilla crosspath holy spells, I've decided against them.

Perhaps after I've finished the first spells.

Quote:

Originally Posted by rdonj (Post 670228)
More/better healing spells would be nice. For example, enchantment 3 gives you a 10 yard, 3 or so precision spell with aoe 1. That's pretty hard to use under normal conditions. You'd need a fairly durable mage casting that, you can only script it 5 times, and if you've got a mage who can you're almost certainly better off using them for another purpose. Also, I'm not even sure it's possible, but fatigue-reducing spells would be nice. Say a cloud sort of along the same lines as healing mists. You definitely don't want 100 precision long range fatigue restorers though, that would be far too abusable. I'm thinking something more like a lower-level version of Relief that you could use to help counter stellar cascades, or just help keep up some of your better heavy infantry.

I agree. There should be some weapons against fatigue. But this dangereous ground. If you make a single AoE anti-fatique spells that heals say 10 points of fatique, you could just spam it with your mages and have your sacred infatry going on and on and on and on and on..

Quote:

Originally Posted by Redeyes (Post 670233)
If you introduce new spells does the Combat-AI use them?

Yes it will. I've seen this in my Alugra mod. The casting AI was especially fond of the fatique healing "Inner Reserves" spell.

Redeyes January 28th, 2009 12:01 PM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
Some ideas to fill your open slots:

A/S: Shield of the Heavens, adds twist fate & charged body in a large area.

F/E: Summon Magma Elemental, as a water elemental but 2 crush attacks + Flame Strike, some protection, fire immunity/cold vulnerability and weak fire shield but no trample.
Con- Requires new sprite

F/N: Corpus Annihilō (Latin: Body to Nothing) as soul slay/bone melter but also deals fire damage in a small area.

F/S: Daystar's Blessing, adding flaming weapon, heat radiation and fire immunity effects as a self-buff. If flaming weapon doesn't work (no other spell does it), then fire shield.

E/N: Elemental Warding, as resist elements nature buff but in a small area, large with gem cost.

VedalkenBear January 28th, 2009 12:44 PM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
Red: I _like_ Shield of the Heavens.

Working off of that:

S/A: Heavenly Glow, Grant a unit (square, etc.) Awe.

A/D: Styxian Storm, puts up a Storm and drops clouds that Feeblemind anyone in them (MR negates).

A/S: Wrathful Descent, Stellar Cascades + lingering cloud that does AN lightning damage.


W/N: Ink Cloud, Underwater only, Poison damage + blind

Aezeal January 28th, 2009 03:15 PM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
I think charged body in large AoE is overpowered (on chaff for example it could really really destroy most armies.) combined with twistfate.... even more so.. would need to be a level 8-9 spell with requirement of liek 4-5 in a path and costing major gems.

rdonj January 28th, 2009 05:47 PM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
For the fatigue-reducing cloud, I was thinking you'd pretty much not be able to give it more than 1 point of fatigue reduction. This is what relief gives, but because of DRN rolls it can give more than that. Basically I was talking about a smaller scale relief spell, plus if you make it a cloud it can affect enemy units also. Path requirements would be something like air/nature, air/water, or water/nature. If you don't like the idea that's fine though.

VedalkenBear January 28th, 2009 06:15 PM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
Aezeal: Maybe I'm confused with Charge Body. Charge Body triggers on attack or hit? If it's hit, then Twist Fate doesn't combo with it, exactly. If on attack, it's a bit more problematic.

But still... what's not to like about a spell that can actually motivate something other than SC generation? Wouldn't that just increase the options available?

The one nation that would love this above all else (Caelum) both drastically needs something to improve the quality of their infantry, and doesn't normally get Astral magic. Alternately, you could see this as actually giving a use to Caelum's Shock-resistant troops.

Endoperez January 28th, 2009 06:45 PM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
Quote:

Originally Posted by Burnsaber (Post 670263)
I decided to make this mod as "Vanilla"-friendly as possible and fitting to the Dominions world. Since there are no vanilla crosspath holy spells, I've decided against them.

Perhaps after I've finished the first spells.

Earth/Holy spells exist for MA Ulm. I agree with your decision, just thought to point that out.

It looks like, somehow, you confused me with Turin.

Blood/Fire: Blood Boil & Hellfire already exist
Blood in general: Blood 1 mages can all bloodhunt. That alone makes them special and good, so they don't necessarily need any combat capability. Besides, they can always summon imps.

Gifts from Heaven: I think this is Earth/Astral, not Astral/Earth.

Earth/Death: one or the other could be damage spell that only works against inanimates (if that can be done). Kind of Dust to Dust, but also works against constructs.

Burnsaber January 29th, 2009 09:25 AM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
Quote:

Originally Posted by Endoperez (Post 670374)
It looks like, somehow, you confused me with Turin.

Blood/Fire: Blood Boil & Hellfire already exist
Blood in general: Blood 1 mages can all bloodhunt. That alone makes them special and good, so they don't necessarily need any combat capability. Besides, they can always summon imps.

Gifts from Heaven: I think this is Earth/Astral, not Astral/Earth.

Earth/Death: one or the other could be damage spell that only works against inanimates (if that can be done). Kind of Dust to Dust, but also works against constructs.

Sorry about the mixup. a Brainfart on my part.

Blood Thing: You're right. Still might be intresting to see more combat blood spells. I just made mutate (since it was easy)

Earth/Death: Yeah, I'll combine Fall of Muscle and Steel. Just because I have to. It appears that if you use a affect that's not in any vanilla spell (like causing "Lost an Arm" affliction, it's sort of "invisible" to the casting AI, it won't cast it even when scripted since the AI thinks that the spell doesn't do anything. So you'll have to combine a "vanilla" effect with a exotic one. Spell that causes "Weaknened" is not okay, but spell that causes Armor Destruction + "Weakened" is. I can't make a spell that targets only constucts, thought (you can only rule them out). So now I'm needing a D/E spell. Hmm.. it seems that yuo can cause "Starvation" by spell..

Quote:

Originally Posted by rdonj (Post 670360)
For the fatigue-reducing cloud, I was thinking you'd pretty much not be able to give it more than 1 point of fatigue reduction. This is what relief gives, but because of DRN rolls it can give more than that. Basically I was talking about a smaller scale relief spell, plus if you make it a cloud it can affect enemy units also. Path requirements would be something like air/nature, air/water, or water/nature. If you don't like the idea that's fine though.

That's a pretty good idea. Since troops move around the battlefield, it'll be hard to abuse. If I also make it heal troops, then AI will think of it as healing spell and target only wounded troops (Which means that it'll be hard to "cloud" your mages). The effect would quite similar to the spell "healing mists" so no N/A as path combo.

Quote:

Originally Posted by VedalkenBear (Post 670282)
S/A: Heavenly Glow, Grant a unit (square, etc.) Awe.

A/D: Styxian Storm, puts up a Storm and drops clouds that Feeblemind anyone in them (MR negates).

A/S: Wrathful Descent, Stellar Cascades + lingering cloud that does AN lightning damage.

W/N: Ink Cloud, Underwater only, Poison damage + blind

Heavenly Glow: unfortunately, you can't give awe by spell.

Styxian Storm and Wrathful Descent: I gave some thoughts on the issue of battle enchanments, see the new Design Goals.

Ink Cloud: Quite nice, I like it. I'll make the blindness resistable by def, like earthquake ("can you close your eyes in time?")

Quote:

Originally Posted by Redeyes (Post 670271)
Some ideas to fill your open slots:

A/S: Shield of the Heavens, adds twist fate & charged body in a large area.

F/E: Summon Magma Elemental, as a water elemental but 2 crush attacks + Flame Strike, some protection, fire immunity/cold vulnerability and weak fire shield but no trample.
Con- Requires new sprite

F/N: Corpus Annihilō (Latin: Body to Nothing) as soul slay/bone melter but also deals fire damage in a small area.

F/S: Daystar's Blessing, adding flaming weapon, heat radiation and fire immunity effects as a self-buff. If flaming weapon doesn't work (no other spell does it), then fire shield.

E/N: Elemental Warding, as resist elements nature buff but in a small area, large with gem cost.

Shield of the Heavens: I like the idea, but "reneweable" Twist Fate (especially with large AoE!) might be problematic. I can counteract that thought, I'll give hideously abysmal range so you can' rebuff your troops in comabt.

Summon Magma Elemental: Ok idea, but I really won't have time to graphics and mod 50+ spells! If someone gives me reasonably good and dominion-fitting graphics, I can make summon spell for them and it in the mod.

Corpus Annhilo: Awesome idea! It's a shame it can't be done. You can't do spell with "if", since #nextspell always goes off. This spell would be, if check fails and dude dies, do fire damage.

Daystar's Blessing: Intresting theme. I'll ponder this..

Elemental Warding: Nice work!

Endoperez January 29th, 2009 01:54 PM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
The old "divine armanents" Dom:PPP bless effect might still be accessible. I think it would be +2 att, +2 def and flaming weapons, but the fire damage at least used to deal extra damage to undead. I don't know how much the new blessings replaced the old one and how much the old stuff was just left unused.

darloth January 29th, 2009 04:22 PM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
Is it possible to have cloud spells that trigger exotic effects? I was considering the N/E (or maybe E/N) spell Rampant Overgrowth, that makes a cloud spell that does very small or nil damage, but repeatedly entangles anything in it.

Aezeal January 29th, 2009 10:50 PM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
I'm pretty sure it should be possible to give all spell effects all sorts of ranges or targets that already exist in game

Burnsaber January 30th, 2009 12:27 AM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
Quote:

Originally Posted by darloth (Post 670542)
Is it possible to have cloud spells that trigger exotic effects? I was considering the N/E (or maybe E/N) spell Rampant Overgrowth, that makes a cloud spell that does very small or nil damage, but repeatedly entangles anything in it.

Yeah, I think that's possible. Your idea is now added to the list as "Gaia's Revenge".

Quote:

Originally Posted by Endoperez (Post 670524)
The old "divine armanents" Dom:PPP bless effect might still be accessible. I think it would be +2 att, +2 def and flaming weapons, but the fire damage at least used to deal extra damage to undead. I don't know how much the new blessings replaced the old one and how much the old stuff was just left unused.

Hmm.. That would be a intresting buff. I can't see the effect in the Dr.P's spell lookup, thought. If someone would be willing to make a small code dive, the results could be intresting.

Quote:

Originally Posted by Aezeal (Post 670591)
I'm pretty sure it should be possible to give all spell effects all sorts of ranges or targets that already exist in game

Yeah, lots of stuff is possible. If someone is intrested, download Dr.P's spell lookup here:
http://forum.shrapnelgames.com/showt...t=Spell+Lookup

Then open the "bitmask" - excel chart. There's a list of debuffs and buffs that you can mod.

And then some questions of my own:

-Does anyone know what are actual bonuses granted by the "unholy power" - effect?

-Does anyone the link to the MoD fix thread? The actual mod would also be useful. My forum search proved.. inefficient. I could probably make cloud spells by #copyspelling existing cloud spells, but knowing how it's really done would expand my options.

JimMorrison January 30th, 2009 04:53 AM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
I love what you're doing here! It's something I've wanted to see for ages..... to justify cross-path mages of all flavors, and make randoms a bit more exciting. Anyway, I haven't read through everything yet, but I saw W+E was open, and I was inspired -

Deep Drowning

2W+1E, Alt 4, R= 25+,Dam= 20+AN (Fatigue damage only), AoE= 2+, NoE= 1, Prc= -2, UW++, MR

The caster animates the sand, silt, and muck of the seabed, swirling it around his foes until the murky sludge cakes their gills, sending the victims into terrible spasms of asphyxiation.


<3

Tifone January 30th, 2009 05:01 AM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
I'll hope for this to become an enjoyable and balanced mod :) - The ideas are very good

Endoperez January 30th, 2009 07:53 AM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
Quote:

Originally Posted by Burnsaber (Post 670615)
-Does anyone the link to the MoD fix thread? The actual mod would also be useful. My forum search proved.. inefficient. I could probably make cloud spells by #copyspelling existing cloud spells, but knowing how it's really done would expand my options.

http://forum.shrapnelgames.com/showt...s+of+deception

It's by Twan. The effect is

#eff 9043

and the clouds stay in the battlefield for 9 turns, so it could be that +1000 to #eff creates a cloud.

I wonder what happens if a cloud spell uses #nextspell "flame eruption"? Will the cloud explode every turn? What about a cloud followed by Falling Frost, would it center on the cloud or would the cloud "cast" it and choose a target as normal?

Possible Earth/Air spell: has three low-precision effects, each casts an area buff around itself. It's like Legions of Steel, except that it covers an uneven area, and you get more effects with higher Earth (so the affected area scales up very fast).

Aezeal January 30th, 2009 03:14 PM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
-Does anyone know what are actual bonuses granted by the "unholy power" - effect?

--> from THE MANUAL!!!!!! + 4 attack and +4 AP

Burnsaber February 1st, 2009 07:41 AM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
Quote:

Originally Posted by Aezeal (Post 670745)
from THE MANUAL!!!!!! + 4 attack and +4 AP

Oh, right. Forgot about that. Thanks for the info.

Quote:

Originally Posted by Endoperez (Post 670682)
I wonder what happens if a cloud spell uses #nextspell "flame eruption"? Will the cloud explode every turn? What about a cloud followed by Falling Frost, would it center on the cloud or would the cloud "cast" it and choose a target as normal?

I have no idea, but it's sure to be entertaining. I won't likely test that since no spell in planning has to use that kind of effects.

Quote:

Originally Posted by Endoperez (Post 670682)
Possible Earth/Air spell: has three low-precision effects, each casts an area puff around itself. It's like Legions of Steel, except that it covers an uneven area, and you get more effects with higher Earth (so the affected area scales up very fast).

Hmm.. possibly. It would take some time to write all those #nextspells. It has the sound of complexity for complexines's (is that a word?) sake.

I just noted that I'm having a bit of trouble writing the description. Just running them through a spellchecker doesn't make them well written. If someone with good skills in english grammar would like to be of assistance, it'd be sweet.

I'll be soon making the first release version. But I'll give it thread of it's own. I'll keep the spell list and non-bug-related discussion here.

llamabeast February 1st, 2009 08:27 AM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
I'm very happy to be the spelling and grammar man. PM me when you've got a draft for me to read, and I'll go through it.

VedalkenBear February 2nd, 2009 10:26 PM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
Just today reading the Astrapelagist's description in Bogarus gave me an idea for a spell.


Twice-Blasted Curse
AAS
Range: 30+
Damage: 5+ AN Lightning damage
Secondaryeffectalways: Curse

More or less, a less-powerful lightning bolt that also curses the target.

Edit: Hrm. I see that we already have an A/S spell. Perhaps the Anger of God, to mimic Wrath of God (global), should be moved to S/A? Or I can change this up:

Twice-Blasted Curse
SSA
Range: 30+
Effect: Curse (MR negates)
SecondaryEffect: 3 AN lightning damage

Also, for underwater...

Crushing Pressure
AW
Range: 35+
AoE: 1+
Damage: 12
SecondaryEffect: Fear(0)

Basically, a 'normal damage' attack that can also do Fear, only allowed underwater. Should be extremely effective against common underwater chaff.

Edit2: Oh yes, and I see in the original post we have a "Fall Winds" spell, and an "Autumn Winds" spell. Shouldn't the healing one be "Spring Winds"?

Burnsaber February 3rd, 2009 02:00 PM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
Quote:

Originally Posted by llamabeast (Post 671193)
I'm very happy to be the spelling and grammar man. PM me when you've got a draft for me to read, and I'll go through it.

Thank you.

Quote:

Originally Posted by VedalkenBear (Post 671670)
Just today reading the Astrapelagist's description in Bogarus gave me an idea for a spell.


Twice-Blasted Curse
AAS
Range: 30+
Damage: 5+ AN Lightning damage
Secondaryeffectalways: Curse

More or less, a less-powerful lightning bolt that also curses the target.

Edit: Hrm. I see that we already have an A/S spell. Perhaps the Anger of God, to mimic Wrath of God (global), should be moved to S/A? Or I can change this up:

Twice-Blasted Curse
SSA
Range: 30+
Effect: Curse (MR negates)
SecondaryEffect: 3 AN lightning damage

Also, for underwater...

Crushing Pressure
AW
Range: 35+
AoE: 1+
Damage: 12
SecondaryEffect: Fear(0)

Basically, a 'normal damage' attack that can also do Fear, only allowed underwater. Should be extremely effective against common underwater chaff.

Edit2: Oh yes, and I see in the original post we have a "Fall Winds" spell, and an "Autumn Winds" spell. Shouldn't the healing one be "Spring Winds"?

Unfortunately, I've done both A/S and S/A spell. But that could work as a S/F spell. I've added "Cursed by Flame" to the list.

I'll also change the spell in one minor way. I'll make the curse the major effect and the damage secondary. Thus the unit will get cursed first and the receive damage -> making him likely to receive afflictions. Synergy man, synergy!

I also added your UW combat spell, what could you explain the reason for air magic? I could see it as a pure water spell.

VedalkenBear February 3rd, 2009 03:28 PM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
Err... isn't Astral Fire S/F? Do you really need another one? Synergy is all well and good, but balance is also rather useful at times. My second Twice-Blasted Curse was designed in the 'synergistic' way you propose. If you want something _really_ evil, you could do

Cursed Barb
NS
Nbr of Effects: 1+
Range: 30+ (or so)
Damage: 15 + curse
Secondary Effect: Strong/Death Poison

If each 'tick' of poison damage has a separate chance of giving Afflictions, this could rack them up in no time.

The UW spell was originally designed to be the exact opposite of Sailor's Death; that is, fill the 'gills' of Aquatic troops with Air. That is why it would be AW. Unfortunately, I don't know of a way to target just Aquatic troops, so the spell was reconcepted to use expanding air in water to create the same kind of shockwave that can occur on land (such as from lightning strikes).

Could it be just Water? Sure, but Water already has enough tricks for Underwater.

JimMorrison February 3rd, 2009 03:49 PM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
My spell was inspired by Sailors' Death as well, but the post seems to have been glossed over.....

Burnsaber February 3rd, 2009 04:02 PM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
Quote:

Originally Posted by VedalkenBear (Post 671853)
Err... isn't Astral Fire S/F? Do you really need another one? Synergy is all well and good, but balance is also rather useful at times. My second Twice-Blasted Curse was designed in the 'synergistic' way you propose. If you want something _really_ evil, you could do

Cursed Barb
NS
Nbr of Effects: 1+
Range: 30+ (or so)
Damage: 15 + curse
Secondary Effect: Strong/Death Poison

If each 'tick' of poison damage has a separate chance of giving Afflictions, this could rack them up in no time.

The UW spell was originally designed to be the exact opposite of Sailor's Death; that is, fill the 'gills' of Aquatic troops with Air. That is why it would be AW. Unfortunately, I don't know of a way to target just Aquatic troops, so the spell was reconcepted to use expanding air in water to create the same kind of shockwave that can occur on land (such as from lightning strikes).

Could it be just Water? Sure, but Water already has enough tricks for Underwater.

Cursed Barbs is a sweet idea, I like the way our dicussions seem to go. My orginal idea for N/S combo wouldn't have worked anyway.

That Air explanation is a bit of stretch, it would probably be better if I didn't have to explain the spells physics in the description test. Yeah, and you can't make a spell that targets only amphibians, you can only exclude them (like constructs).

Earthquake is resistable by def, I know that. But anyone know the number it tests against? I was thinking of making a "quicksand" spell for W/E that'd instakill and be resisted by def and wondering if it could be balanced.

llamabeast February 3rd, 2009 04:44 PM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
Earthmeld + Quicksand = DOOM!

VedalkenBear February 3rd, 2009 07:00 PM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
Burn: Wait, you can exclude a certain type of monster from an effect? Then can you exclude amphibious creatures from an UW-only spell? That would 95% of the effect of an aquatic-only spell, no? You could name the spell 'Sailor's Revenge', in that case. ;)

Jim: Ah, no, I did see your spell, but I think I saw mine from a flavor perspective, while yours is more from a mechanical perspective. Sailor's Death uses Water to suffocate land units; your spell uses Earth to suffocate water units. Same effect. Mine was more of a literal inversion of the effect. Sailor's Death turns air into water. My spell turns water into air.

JimMorrison February 3rd, 2009 10:40 PM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
Hehehe. No I didn't mean that you didn't see my spell, but that Burnsaber seemed to have missed it. ;)

Also mine does fatigue damage from asphyxiation, rather than physical damage. Though, it should be changed to AP rather AN, if it is to be used, or the damage lowered a little.

I like yours, too. I am imagining sudden, explosive expansion of the dissolved gasses in the water, dramatically compressing the water itself, and anything in it. None too realistic of course, but it's "magic". :D

(PS- I didn't ignore your request for another avatar change, I just wanted to give my baby his 15 minutes of fame before replacing him. :p)

Burnsaber February 4th, 2009 12:53 AM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
Quote:

Originally Posted by VedalkenBear (Post 671910)
Burn: Wait, you can exclude a certain type of monster from an effect? Then can you exclude amphibious creatures from an UW-only spell? That would 95% of the effect of an aquatic-only spell, no? You could name the spell 'Sailor's Revenge', in that case. ;)

Underwater spell that targets only non-amphibians (targeting those who breath by using items) is possible, but I think that getting underwater is hard enough even without some "smite landlubbers"-spell.

Quote:

Originally Posted by llamabeast (Post 671872)
Earthmeld + Quicksand = DOOM!

Err.. True. So that if I made the Quicksand spell, you could kill any SC by that combo. Back to the drawing board, then.

Quote:

Originally Posted by JimMorrison (Post 671961)
Hehehe. No I didn't mean that you didn't see my spell, but that Burnsaber seemed to have missed it. ;)

Also mine does fatigue damage from asphyxiation, rather than physical damage. Though, it should be changed to AP rather AN, if it is to be used, or the damage lowered a little.

I invite you to read the whole "spells to be added" list. There is a section for UW only combat spells. Your's there. I just haven't given it stats much thought yeat, I just copypasted your suggestion.

It's good in the way that you could see affecting both naturally amphibious and those who breath by magic items.

JimMorrison February 4th, 2009 05:17 AM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
Ahah! I didn't notice that subsection. Is that because you want to give UW spells extra attention (since there are so few), or because you don't want them to count towards the total, so that all land mages get extra spells for each combo?

If the latter, I think I might sit down in a bit and brainstorm some goodies, for the land path combos that are still open - and try to throw in several water spells as well, because trying to develop combat magic as a water nation is kind of lame presently.

<3

Burnsaber February 4th, 2009 02:30 PM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
Quote:

Originally Posted by JimMorrison (Post 672039)
Ahah! I didn't notice that subsection. Is that because you want to give UW spells extra attention (since there are so few), or because you don't want them to count towards the total, so that all land mages get extra spells for each combo?

If the latter, I think I might sit down in a bit and brainstorm some goodies, for the land path combos that are still open - and try to throw in several water spells as well, because trying to develop combat magic as a water nation is kind of lame presently.

<3

The latter. I don't want them to count towards the total. The lack of crosspath combat spells and the lack of UW combat spells are separate issues.

It now seems that about 30% crosspath spells I'll be doing will be castable UW. It helps, but better be safe than sorry, since the path combos for them are totally random. How many UW nations have D/F mage for example? Besides it might be kinda lame that someone who would download this mod so his favourite E/W mage would have more stuff to cast. And then he notices that the E/W spell is UW only. Kinda downer?

Trumanator February 4th, 2009 07:15 PM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
I don't see an efficient SC killer as a necessarily bad thing honestly. It would encourage more variety.

Burnsaber February 5th, 2009 01:45 AM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
Quote:

Originally Posted by Trumanator (Post 672258)
I don't see an efficient SC killer as a necessarily bad thing honestly. It would encourage more variety.

Efficient, yeah, not a bad thing. Completely unresistable combo? That's just broken, plain and simple. Since there is no resistance check against Earth Hold the SC will automatically reduced to 0 def and then the "Quicksand" spell hits (Oh, you'll have to roll 15+ on DNR or die, good luck). It's just cheesy and anti-climatic ending for a Seraph SC, for example.

I just checked the list, and there will be some new ways to combat SC's and thugs. Just to name a few;

A/S Anger of God, unresistable, undodgable physical damage against sacreds (not AN thought, so having very high prot will help)

N/F Curse of the Salamander (if not fire resistant)

E/A Boulder Barrage: If you have a high stenght caster, those boulders will really bring on the pain if they are thrown on a single target. (good against non-shielded targets, since the boulders can be parried)

N/E Gaia's revenge: If the target in the cloud is not quickened, it won't be able to move until the effect ends. (you'd better have high precision on the caster though)

N/S Cursed Barbs: Entagles (always useful), Curses (yeah!) and the poison damage the guy will take each turn is likely to cause afflictions when he is cursed.

D/S Curse of the Four Horsemen: This spell won't kill the target outright, but the effects are nasty. Since there a four separate MR checks, with some penetration, some are bound to get through even high MR.

VedalkenBear February 5th, 2009 06:05 PM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
Burn: Ah, I didn't intend for Cursed Barbs to be an Entangle effect. It was more patterned off of Vine Arrow than Tangle Vines. Honestly, it was meant to be an analog of Iron Darts, etc. But hey, whatever works for you.

For S/W...

Waters of Insane Clarity
Range: 20+
Fat: 40-
Prec: -2
Area of Effect: 1+
NoE: 1+
Effect: Grants Luck, Etherealness, Madness(5), and Cursed.
Underwater-only
(Note: This can affect enemies.)

Steamvault
FW
Range: 10+
AoE: 2+
Damage: 2+ (AN)
SecondaryEffect: Haste
Underwater-only

Burnsaber February 6th, 2009 01:45 PM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
Quote:

Originally Posted by VedalkenBear (Post 672506)
Burn: Ah, I didn't intend for Cursed Barbs to be an Entangle effect. It was more patterned off of Vine Arrow than Tangle Vines. Honestly, it was meant to be an analog of Iron Darts, etc. But hey, whatever works for you.

For S/W...

Waters of Insane Clarity
Range: 20+
Fat: 40-
Prec: -2
Area of Effect: 1+
NoE: 1+
Effect: Grants Luck, Etherealness, Madness(5), and Cursed.
Underwater-only
(Note: This can affect enemies.)

Steamvault
FW
Range: 10+
AoE: 2+
Damage: 2+ (AN)
SecondaryEffect: Haste
Underwater-only

Oh, when I thought of barbs, I just immediately thought of barded vines. Entangling and poison damage! Sweet Synergy, Batman! Well, something good can happen from misunderstandings.

Waters of Insane Clarity: You can't give madness through spell. Does R'lyeh have any as nationals? If it does, I could try to do some #copyspell magic. I just did a double-edged buff-spell with the "might hurt your own guys theme", thought (see N/F spell "Release Inner Beast"). But since this theme is unexplored in vanilla, there could be more of these. Granting Ethrealness and Luck is quite powerful and would need to bring in some real pain to be balanced. Cursed won't cut it thought, it's a nuicanse, not a drawback.

Steamvault: Creating steam in UW would likely create a hot air bubble and that damages opponents, but why does it give Haste? I like the concept, thought. A damage spell that buff's opponents if they manage to survive. You have given me a lot to ponder..

rdonj February 6th, 2009 03:07 PM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
Quote:

Originally Posted by Burnsaber (Post 672752)
Waters of Insane Clarity: You can't give madness through spell. Does R'lyeh have any as nationals? If it does, I could try to do some #copyspell magic. I just did a double-edged buff-spell with the "might hurt your own guys theme", thought (see N/F spell "Release Inner Beast"). But since this theme is unexplored in vanilla, there could be more of these. Granting Ethrealness and Luck is quite powerful and would need to bring in some real pain to be balanced. Cursed won't cut it thought, it's a nuicanse, not a drawback.

You could make the luck and ethereal mr negates, and/or horror mark...

Aezeal February 6th, 2009 09:51 PM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
hmm I'd just say keep the AoE small (1) and keep it fairly high on the research end and high fatigue (80) so it can't really be used as a self buff for a SC without ruining his own combat abilities. Or make it AoE 3-5 and make it cost a gem.

Or make it (1/2) BF and cost 5 gems (no better not do this still overpowered .. though maybe as level 9 spell with high requirement in path (6)...


Hey you know what I think would be nice. A spell to give ALL units (yours and enemy all BF) high strenght, high armor and high att, def (is that possible?) so all troops will be more equal (stoneskin sort of caps in the end) ti will end up in a massacre where elites aren't as elite anymore will be fun. Also SC would be hurt more easily and be less important for that battle at least.

A high end fire earth spell I'd say.

Aezeal February 6th, 2009 09:56 PM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
Steamvault: Creating steam in UW would likely create a hot air bubble and that damages opponents, but why does it give Haste? I like the concept, thought. A damage spell that buff's opponents if they manage to survive. You have given me a lot to ponder..

---> wouldnt'it be more like a self buff that damages.. 2 damage isn't that much.. haste would be worth that I think especially underwater with out ranged combat. I'd not use that spell on the enemy I think (script the effect switched around or they might cast it as a damage spell.. (no idea how the AI works with spell like this though..))

Burnsaber February 7th, 2009 04:22 AM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
Quote:

Originally Posted by Aezeal (Post 672836)
Steamvault: Creating steam in UW would likely create a hot air bubble and that damages opponents, but why does it give Haste? I like the concept, thought. A damage spell that buff's opponents if they manage to survive. You have given me a lot to ponder..

---> wouldnt'it be more like a self buff that damages.. 2 damage isn't that much.. haste would be worth that I think especially underwater with out ranged combat. I'd not use that spell on the enemy I think (script the effect switched around or they might cast it as a damage spell.. (no idea how the AI works with spell like this though..))

With 2+ damage and AoE 2+? So that the more skilled mage you have the more likely this "buff" spell is to kill your own troops? I'm not sure I agree.

The AI working on spells is pretty straightforward. It reads the main spell code and figures out on that what the spell does. It does not care what the nextspells do. If I have a damage spell that has #nextspell buff, the will think that it's a pure damage spell. If I have a buff spell that has damage spell as #nextspell, the AI will think of it as a buff spell. That's why these spells need to cost gems, so that the AI doesn't cast a buff-damage spell over and over on your troops, killing them.

[VENT]
It's quite annoying really. I'm not really limited by the modding tools, they're quite excellent. The casting AI is my worst enemy on this project. For Example, let's take "Enforce Natural Order" a "Dust to Dust"-type spell that damages also Demons and Magical Beings. Should be easy, right? Brrrrr, wrong answer! Since you can't make a spell that targets Only Undead, Only Demons and Only Magical Beings you need to nextspell 3 effects. But the AI will only target based on the first one! If I make the demonsmiting spell first, the AI will refuse to cast it if the enemy army has no demons to target (even if there are like over 1000 undead). What I have now is a makeshift workaround, until I figure out something better. I'm thinking of making it battlefield wide (affecting like 5-10% of squares in the battlefield).
[/VENT]

Quote:

Originally Posted by Aezeal (Post 672836)
Hey you know what I think would be nice. A spell to give ALL units (yours and enemy all BF) high strenght, high armor and high att, def (is that possible?) so all troops will be more equal (stoneskin sort of caps in the end) ti will end up in a massacre where elites aren't as elite anymore will be fun. Also SC would be hurt more easily and be less important for that battle at least.

A high end fire earth spell I'd say.

Yeah, spells to make chaff more useful could be nice, that's why I try to keep my buff AoE's as large as possible. But this mod is about those A1N2S1 mages who have really don't anything more to contribute in combat than a N2 mage. High end spells with high path reguiements won't help them.

But that's a nice mechanic, I'll also make the buffs MR negates (so that those pisky elites, mages and SC's would be rarely affected, Long live Cavemen!). Now I just need a theme. Why/How would all the soldiers in the battlefield be buffed?

Aezeal February 7th, 2009 10:05 PM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
Blood for the Bloodgod. All troops get battlecrazed and blessed by Khorne and fight with more strenght than ever (also put a BF wide berserk in it is SWEET so ALL TROOPS WILL FIGHT TILL THEY DIE, and chaff will be more more on par with elites and SC.) ow and don't make it MR negates then so everyone will really fight till the death (no fleeing sc's :D).

I'm thinking blood or fire blood, or blood nature.
5 gems and 5 in path needed to cast. (or blood/holy since it's somewhat religious in nature) (or Blood for the wargod and make it holy/fire)(Or blood for the deathgod and make it D/H) or Primeval power and let it be nature :D

no it's not for those useless crosspaths but.. whatever :D
personally I think those worthless leftovers from training mages to get the right combination of paths (usually get a high number in one of their paths) should be worthless else the balance will be ruined. Instead of 75% worthless mages a nation will get 100% usefull battlemages.. balance will be gone..

but that is probably not what you want to hear in this thread :D

Maraxus February 7th, 2009 11:01 PM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
"All troops will go berserk" sounds like a mage-killer.

Burnsaber February 8th, 2009 06:17 AM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
Quote:

Originally Posted by Aezeal (Post 673048)
Blood for the Bloodgod...
...
no it's not for those useless crosspaths but.. whatever :D
personally I think those worthless leftovers from training mages to get the right combination of paths (usually get a high number in one of their paths) should be worthless else the balance will be ruined. Instead of 75% worthless mages a nation will get 100% usefull battlemages.. balance will be gone..

but that is probably not what you want to hear in this thread :D

Actually, that is excatly the stuff I want to hear. Criticism is always good to hear. If I didn't listen to critics, I'd be nothing but a mere troll.

But I'm kinda confused by your argument. Are you saying that a nation can only have 1-2 useful battlemages and rest have to be crap? This mod doesn't allow you to recruit any more mages than normally, you just might be sometimes tempted to recruit Celestial Masters for their combat ability (seriously, in vanilla, they're just researchers and item forgers, in combat they're W2 mages.. Now that's seriously lame for 6 pick mage).

Besides, all of my spell are mid and low level, since I don't want to touch the late-game balance, not even with a 10-foot laser pole. It's a castle made of cardboard and make-believe. Your E4 mages are still awesome, even if there happens to be some more cross-path spells.

Like Maraxus said, EVERYTHING GOING BERSERK WITHOUT SAVING THROWS IS UNBALANCED. That sounds like a spell for Chaos warhammer mod. Besides, there already is that nature spell that makes units go berserk. But I made this based on our discussion. Astral weapons makes melee weapons AN.

Quote:

S/N: Blessings of Fortuna: The caster calls for the god of fortune to meddle with outcome of the battle. She will bless some troops on the battlefield by powerful astral protections. The caster has no power over who the Fortuna decides to bless, but she is known to take liking to helping the meek underdogs to prevail against powerful foes. Or the other way around. (battlefield wide, affects both enemy and opponent, costs a gem, MR easily negates!, gives Astral Weapons, Luck, and Twist Fate)
Since it's MR negates easily, it's most powerful when you have a chaff horde and the opponent just has some elite high mr troops.

Aezeal February 8th, 2009 08:16 AM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
hmmm that one is nice too.. but berserk would make sure one army would be gone in the end.. and that is fun :D.. maybe berserk but with MR negates then.. so you loose some of your mages but the other still do something. And lets be fair with spells like MoD, SHimmering fields, MASTER ENSLAVE, undead mastery etc etc you can't really call any army killing spell overpowered... this one will hurt your army too remember.

btw your spell is also very powerfull and having that as midrange spell will still be.. game changing.. late game too, only now it starts earlier :D This because you can easily make and army that takes full benefit of it (and it will be cheap) when opponents will only get 50% or less benefit... at least my idea was less about buffing yourself :D

VedalkenBear February 8th, 2009 11:38 AM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
Aezeal: You have hit exactly on what I was trying to illustrate: specifically, that Steamvault can be either a buff or a debuff depending on what you need.

The Insanity one was also in the same vein; if I have magic weapons, what do I care if I give my opponent etherealness? Etc. etc.

For another spell with a 'drawback', try

Quickening Venom
NW
Range: 20+
AoE: 5+
Effect: Cloud that grants Quickness to those within it.
SecondaryEffect: Poison (Probably at least Strong)

For a high-level alternate...

Shocking Rage
NNNAA
Effect: Whole Battlefield, every unit gains Berserk(+2)
SecondaryEffect: Battlefield-wide 1 AN lightning damage.

Burnsaber February 8th, 2009 02:43 PM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
Quote:

Originally Posted by Aezeal (Post 673089)
hmmm that one is nice too.. but berserk would make sure one army would be gone in the end.. and that is fun :D.. maybe berserk but with MR negates then.. so you loose some of your mages but the other still do something. And lets be fair with spells like MoD, SHimmering fields, MASTER ENSLAVE, undead mastery etc etc you can't really call any army killing spell overpowered... this one will hurt your army too remember.

btw your spell is also very powerfull and having that as midrange spell will still be.. game changing.. late game too, only now it starts earlier :D This because you can easily make and army that takes full benefit of it (and it will be cheap) when opponents will only get 50% or less benefit... at least my idea was less about buffing yourself :D

Yeah, I made it bit less good. It now covers only 25% of the battlefield.

Quote:

X2 ---------- 3S1N: Blessings to the Meek: The caster calls for the god of fortune to meddle with outcome of the battle. She will bless some troops on the battlefield by powerful astral protections and the ability to always strike on the opponents weak spot. The caster has no power over who the Fortuna decides to bless, but she is known to take liking to helping the meek underdogs to prevail against powerful foes. (Affects both enemy and opponent, costs a gem, MR easily negates, gives Astral Weapons (all weapons get AN), and Luck)
Alt lev 6, Fat:100 (1 gem), AoE: 25% of the battlefield, MR++, UW+
Quote:

Originally Posted by VedalkenBear (Post 673113)
Aezeal: You have hit exactly on what I was trying to illustrate: specifically, that Steamvault can be either a buff or a debuff depending on what you need.

Actually, that's not possible.

Quote:

The AI working on spells is pretty straightforward. It reads the main spell code and figures out on that what the spell does. It does not care what the nextspells do. If I have a damage spell that has #nextspell buff, the will think that it's a pure damage spell. If I have a buff spell that has damage spell as #nextspell, the AI will think of it as a buff spell.
Quote:

Originally Posted by VedalkenBear (Post 673113)
Quickening Venom
NW
Range: 20+
AoE: 5+
Effect: Cloud that grants Quickness to those within it.
SecondaryEffect: Poison (Probably at least Strong)

That is very good idea. Nice theme and mechanic. I have a N/W spell already, thought. Screw that. I'm making this, I hereby evoke the master rule of Awesome!*

Quote:

Originally Posted by VedalkenBear (Post 673113)
Shocking Rage
NNNAA
Effect: Whole Battlefield, every unit gains Berserk(+2)
SecondaryEffect: Battlefield-wide 1 AN lightning damage.

Global berserking is kinda covered by that N spell. Besides I already have N/A spell.

* = Master rule of awesome can break all other rules in the name of awesome

JimMorrison February 8th, 2009 03:06 PM

Re: Mod in Progress: CPCS - CrossPathCombatSpells
 
Quote:

Originally Posted by Burnsaber (Post 673167)
* = Master rule of awesome can break all other rules in the name of awesome

So the Master Rule of Awesome could create a F/S spell like Howl or School of Sharks, that spawns hordes of kittens, instead? :o

Aezeal February 8th, 2009 04:37 PM

Re: CPCS - CrossPathCombatSpells - v0.2 is out!
 
Astral fire kittens to the rescue!!!! But they'd have to be miniature giant space hamsters.

Go for the eyes Boo, GO FOR THE EYES!! RrraaaAAGHGHH!!!

Butt-kickin' for goodness!

Make way evil! I'm armed to the teeth and packing a hamster!


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