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June 12th, 2008, 12:28 PM
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Corporal
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Join Date: Apr 2007
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Re: Artificial Myth and the Endgame...
I really wish that the elemental kings/queens were better. I mean, they currently have like four paths in whatever their element is. There are recruitable mages that are better at casting elemental spells than the kings of those elements. It just doesn't sound right to me.
If it were me, I'd bump them up the conjuration tree and give them like seven or eight levels in their respective magics. Jack up their stats, and give them some cool #onebattlespell effects. Instead of the king of elemental fire being a sort of tough fire mage that nobody really gives a crap about, he could stroll into combat whipping out crazy high level fire magic without communions or boosters and auto-casting Heat From Hell via #onebattlespell to simulate the fact that the second he shows up everything for miles around starts lighting on fire.
I'm not really sure offhand how one could upgrade the others, particularly given that they should all have their own thing that sets them apart from one another. Offhand, one of the earth kings could #onebattlespell that earth magic that makes everyone take fatigue as they sink into the ground (I think it's earth grip, although thath might not be the whole battlefield version) and the Queen of Storms should probably autocast Storm.
The elemental royalty should be imposing as hell on their own, instead of just the one amphibious water queen and the earth kings being respectable SCs while the others make for desirable casters and not much else.
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June 12th, 2008, 01:13 PM
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Major General
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Join Date: Mar 2007
Location: Seattle
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Re: Artificial Myth and the Endgame...
Agreed about the wimpiness (as mages) of the elemental kings compared to recruitables. I'd like to see them boosted up to Conj-9 and given more magic, as you describe.
Earth could do #onebattlespell "Curse of Stones" and the other could do "Iron Bane".
-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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June 12th, 2008, 04:31 PM
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General
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Join Date: May 2004
Location: Seattle, WA
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Re: Artificial Myth and the Endgame...
I agree that the Royals could use a bit of a boost to thier magic paths. However, giving them #onebattlespells like Menacer describes would be a really bad idea. Not because it isnt thematic - it definitely sounds cool! - but think about the logistics of trying to deploy the Fire and Earth Kings you describe. You'd need a fully fire immune army for the first one and a Relief caster for the second, just to counter bringing your elemental royalty to the field.
Also, you dont want to move them up higher in conj or you make Death even more appealing as a summoning path because it would then take longer for the elemental paths to pay off.
I'd say, leave them where they are. Bump them up in magic by +1. And maybe just review thier stats for any thematic bumps to give them.
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June 12th, 2008, 04:36 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
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Re: Artificial Myth and the Endgame...
Information for those tempted by modding a dragon's egg: #firstshape takes effect every round. So you can use a chain of #firstshapes to simulate the hatching of an egg over time.
It'll take up a lot of unit slots though. I'm not sure how much of a problem that might be.
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June 12th, 2008, 04:45 PM
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Major General
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Join Date: Mar 2007
Location: Seattle
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Re: Artificial Myth and the Endgame...
Quote:
Ironhawk said:
I agree that the Royals could use a bit of a boost to thier magic paths. However, giving them #onebattlespells like Menacer describes would be a really bad idea. Not because it isnt thematic - it definitely sounds cool! - but think about the logistics of trying to deploy the Fire and Earth Kings you describe. You'd need a fully fire immune army for the first one and a Relief caster for the second, just to counter bringing your elemental royalty to the field.
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Minor quibble: Curse of Stones does not affect friendlies so you don't need Relief. Iron Bane would be a huge pain though.
-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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June 12th, 2008, 04:48 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
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Re: Artificial Myth and the Endgame...
You could make modded versions of the spells that only affected enemies. However, at present you can't satisfactorily use #onebattlespell with modded spells.
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June 12th, 2008, 05:50 PM
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Major General
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Join Date: Mar 2007
Location: Seattle
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Re: Artificial Myth and the Endgame...
Well, you can #copystats the original spell and modify the original version to affect only enemies, and then #onebattlespell the original. It's cumbersome to implement but perfectly satisfactory for the end-user.
-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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June 12th, 2008, 08:50 PM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
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Re: Artificial Myth and the Endgame...
Quote:
MaxWilson said:
Well, you can #copystats the original spell and modify the original version to affect only enemies, and then #onebattlespell the original. It's cumbersome to implement but perfectly satisfactory for the end-user.
-Max
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I think his point had something to do with the bug where modded spells gain IDs in different order depending on the order that mods are loaded in. IIRC it's because the #onebattlespell won't use the name, only the ID of the spell.
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