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  #11  
Old August 19th, 2009, 09:14 AM
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Default Re: Research level available to indy mages

I've long thought that the indie mages spell lists are way too low.

Fire 3 ones don't even do fireball for crying out loud
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  #12  
Old August 19th, 2009, 08:27 PM
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Default Re: Research level available to indy mages

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Originally Posted by Adept View Post
I've long thought that the indie mages spell lists are way too low.

Fire 3 ones don't even do fireball for crying out loud
That Satina witch with the crazy levels (http://forum.shrapnelgames.com/showthread.php?t=43733) got me thinking about that too. Also imagine indy mages that communed and worked off a turn derived spell research formula.... could add some spice. Let them act just like unscripted player mages with whatever spells are available. Indies could get very interesting late game.

-ssj
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  #13  
Old August 20th, 2009, 12:05 AM
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Default Re: Research level available to indy mages

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Originally Posted by sansanjuan View Post
Got me thinking about that too. Also imagine indy mages that communed and worked off a turn derived spell research formula.... could add some spice. Let them act just like unscripted player mages with whatever spells are available. Indies could get very interesting late game.

-ssj
Unfortunately that's unlikely to happen in the near future (or at all). You could try modding a spell for each path of magic for the independents to use, using the "do a copy and modify the original" trick. It would be pretty easy to do and there seems to be some demand for it (at least I'd like to see better indy spellcasters)*.

It's not tested, but it might be possible to make a spell that summons animals in combat, like the "Summon Animals" ritual in the base game. That would be a nice feature for indy mages to cast.

To make it simple the trick works like this. Indy shamans love to cast Vine Arrow, so it's on indy spell list. First you make a modded copy of the "Vine Arrow" spell (Let's call it "Vine Arrow Copy"). Now you have two Vine Arrow spells in the game. Then you modify the original "Vine Arrow" spell into a spell, that for example summons vinemen and make that spell unresearchable. The result is that nature indies summon vinemen in combat and the players can use the "Vine Arrow Copy" spell whenever they want.

*= I'd do it myself, but I *really* can't take up additional projects. If someone takes up this project, I'll show my support and help with the code, if necessary.
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  #14  
Old August 20th, 2009, 11:01 AM

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Default Re: Research level available to indy mages

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Originally Posted by Burnsaber View Post
Unfortunately that's unlikely to happen in the near future (or at all). You could try modding a spell for each path of magic for the independents to use, using the "do a copy and modify the original" trick. It would be pretty easy to do and there seems to be some demand for it (at least I'd like to see better indy spellcasters)*.
Perhaps this could be approached from a map angle (vis-as-vis mod angle). I *think* map editing lets you set up certain nations with initial province ownership. Use one of the blank nations without units, and use a tool like SemiRandom to assign quasi-indy defenders to all or many otherwise-unassigned provinces. Give the blank nation an immobile pretender with a research bonus of 9000 or something, and/or a bunch of immobile sage units with similarly huge research bonuses. Yes, that means indies would produce more units over time until they max out on upkeep, and they would attack your provinces actively--but can you really tell me that that isn't more realistic (and fun) indy behavior?

-Max
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  #15  
Old August 20th, 2009, 12:09 PM
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Default Re: Research level available to indy mages

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Originally Posted by MaxWilson View Post

Perhaps this could be approached from a map angle (vis-as-vis mod angle). I *think* map editing lets you set up certain nations with initial province ownership. Use one of the blank nations without units, and use a tool like SemiRandom to assign quasi-indy defenders to all or many otherwise-unassigned provinces. Give the blank nation an immobile pretender with a research bonus of 9000 or something, and/or a bunch of immobile sage units with similarly huge research bonuses. Yes, that means indies would produce more units over time until they max out on upkeep, and they would attack your provinces actively--but can you really tell me that that isn't more realistic (and fun) indy behavior?

-Max
They also would declare war against you in turn 1 (because they have like 100 times more troops than you) and assault your capital with all the indies bordering your capital on turn 2/3.
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  #16  
Old August 20th, 2009, 01:53 PM
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Default Re: Research level available to indy mages

Set it to defensive AI then.
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  #17  
Old August 20th, 2009, 04:19 PM

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Default Re: Research level available to indy mages

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Originally Posted by Burnsaber View Post
They also would declare war against you in turn 1 (because they have like 100 times more troops than you) and assault your capital with all the indies bordering your capital on turn 2/3.
I think you'd want to set the initial pop level to be slightly weaker than typical indy provinces because they DO have the capability to build more. Still, yes, they could mob you early on. On the other hand, that weakens their provinces and makes it easier to expand.

-Max
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