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June 6th, 2004, 01:29 AM
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Lieutenant Colonel
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New Water Spells
People seemed to feel there is a need for expanding water skills, here are some ideas from your humble servant TT.
1. Dance of the Rainmaker. Ritual Spell, cannot be cast underwater. 4 Water gems. Increases Growth in a friendly land target province.
2. Warm Waters. Ritual Spell. Can only be cast underwater. 3 water gems. Increases Growth in a friendly water target province.
3. Steam. 2 water gems, 200 Fatigue. Affects entire battlefield. Requires 3 water, 1 earth. Evocation or Alteration. Causes small cracks to appear on the battlefield, through which boiling steam will surge up. Randomly damages squares on a battlefield with steam damage.
4. Waterfall Flood. A mage can channel waters into a sudden flood which can affect 5+ squares on the battlefield, prec 0, range 25+. Units in the affected squares have a chance of being washed away (treat as: Trample) or immobilized as they attempt to hold their balance against the flood. Aquatic units are immune to this spell.
EDIT: Treat as Trample from a size 6 unit. Perhaps Aquatic and Amphibian units are treated as having a size+3 bonus (thus small units might still be knocked away in the flood?)?
Feel free to comment, flame, and add your own ideas.
[ June 05, 2004, 12:37: Message edited by: tinkthank ]
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June 5th, 2004, 02:42 PM
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Sergeant
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Re: New Water Spells
These are all pretty cool. I especially like the idea of flooding spell that tramples people. That's nifty. 
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June 5th, 2004, 03:38 PM
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Captain
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Re: New Water Spells
The problem of Growth enhancing pop spells is that soon your dominion will kill grwoth.
So it's better to pump the population of a fixed percentage with that spell.
__________________
- Cohen
- The Paladin of the Lost Causes
- The Prophet of the National Armyes
- The Enemy of the SC and all the overpowered and unbalanced things.
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June 5th, 2004, 03:50 PM
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Major
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Re: New Water Spells
Quote:
Originally posted by Cohen:
The problem of Growth enhancing pop spells is that soon your dominion will kill grwoth.
So it's better to pump the population of a fixed percentage with that spell.
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I think it's better to leave it as it is. The main purpose I see in these 'growth' spells is to provide supplies to campaigning armies, and the supplies you get from a province is strongly correlated to its growth scale. Moving your troops to a province that hosts a Well of Pestilence, and lacking Bags of Wine? Cast, and voilà!
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God does not play dice, He plays Dominions Albert von Ulm
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June 5th, 2004, 04:07 PM
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Re: New Water Spells
The time you move your army away, you have cast the spell.
I believe the problem of grwoth scale isn't supply, but too slow birthrate of people.
__________________
- Cohen
- The Paladin of the Lost Causes
- The Prophet of the National Armyes
- The Enemy of the SC and all the overpowered and unbalanced things.
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June 5th, 2004, 04:21 PM
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Major
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Re: New Water Spells
Quote:
Originally posted by Cohen:
The time you move your army away, you have cast the spell.
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FYI, you can cast at province X and order your troops to move to X in the same turn. When your troops arrive next turn, the spell has just been cast and the growth scale has increased - just what you wanted to achieve.
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God does not play dice, He plays Dominions Albert von Ulm
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