MOM Nature Magic Spells

By on September 4, 2010 2:18:16 AM from Elemental Forums Elemental Forums

jereome

Join Date 08/2008
0

Here you go, spent a greater part of the day puting these spells together. Some things like sound effects and maybe icons or effects havent been polished up yet but the major work has been done. Try it out and tell me what you think.

The spells are as follows:

  1. Create Grassland
  2. Earth to Mud
  3. Wall of Stone
  4. Gaias Blessing
  5. Giant Strength
  6. Natures Eye
  7. Earth Lore
  8. Path Finding
  9. Gaias Wrath
  10. Summon Basilisk
  11. Regeneration.
  12. Stone Skin
  13. Hurl Boulder
  14. SummonStoneGiant
  15. RaiseLand
  16. LowerLand
  17. SummonEarthElemental
  18. CreateDesert
  19. StinkingMud
  20. RockSlide
  21. King of the hill.

Here is the xml code for the new spells:

<!-- ****************** -->
 <!-- ** Regeneration ** -->
 <!-- ****************** -->
 <SpellDef InternalName="Buff_Regeneration">
  <DisplayName>Regeneration</DisplayName>
  <Description>Target unit can regenerate during combat INT/4. Also out of combat he regenerates to Hitpoints to full, each turn.</Description>
  <Image>BG_MassHeal.png</Image>
  <IconFG>LifeHand1.png</IconFG>
  <IconColor>68,128,32</IconColor>
  <SoundFX>Spell_HealLand_01</SoundFX>
  <ManaCost>10</ManaCost>
  <SpellLevel>1</SpellLevel>
  <Range>1</Range>
  <SpellType>Strategic</SpellType>
  <SpellClass>Defensive</SpellClass>
  <SpellTargetType>FriendlyUnit</SpellTargetType>
  <SpellDefEffect>
   <EffectName>Restoration</EffectName>
   <LocalPosition>0,0,0</LocalPosition>
   <EffectScale>1.5</EffectScale>
   <EffectDelay>0.0</EffectDelay>
   <SnapToTerrain>1</SnapToTerrain>
  </SpellDefEffect>
  <GameModifier InternalName="AdjustUnitStat">
   <ModType>Unit</ModType>
   <Attribute>AdjustUnitStat</Attribute>
   <StrVal>UnitStat_TacticalHealthRegen</StrVal>
   <Calculate InternalName="CasterIntelligence" ValueOwner="CastingUnit">
    <Expression><![CDATA[[UnitStat_Intelligence] * 0.25]]></Expression>
   </Calculate>
   <Calculate InternalName="Value">
    <Expression><![CDATA[[CasterIntelligence]]]></Expression>
   </Calculate>
      <Duration>-1</Duration>
  </GameModifier>
  <GameModifier InternalName="AdjustUnitStat">
   <ModType>Unit</ModType>
   <Attribute>AdjustUnitStat</Attribute>
   <StrVal>UnitStat_HealthRegen</StrVal>
   <value>1000</value>
         <Duration>-1</Duration>
  </GameModifier>
 </SpellDef>
 <!-- ******************* -->
 <!-- ** Create Grassland ** -->
 <!-- ******************* -->
 <SpellDef InternalName="CreateGrassland">
  <DisplayName>Grass Land</DisplayName>
  <Description>Turns target land tile into a Grassland, destroying any special resource on the tile.</Description>
  <Image>BG_ReviveLand.png</Image>
  <IconFG>RaiseDesert.png</IconFG>
  <IconBG>RaiseDesert_BG.png</IconBG>
  <IconColor>68,128,32</IconColor>
  <SoundFX>Cast_ReviveLand</SoundFX>
  <Range>5</Range>
  <ManaCost>0</ManaCost>
  <SpellLevel>5</SpellLevel>
  <SpellType>Strategic</SpellType>
  <SpellClass>Terraform</SpellClass>
  <SpellTargetType>NeutralGround</SpellTargetType>
  <ValidTerrainCategory>Land</ValidTerrainCategory>
  <ValidTerrainCategory>Forest</ValidTerrainCategory>
  <ValidTerrainCategory>City</ValidTerrainCategory>
  <SpellDefEffect>
   <EffectName>Revive_Land</EffectName>
   <LocalPosition>0,0,0</LocalPosition>
   <EffectScale>0.3</EffectScale>
   <EffectDelay>0.0</EffectDelay>
   <SnapToTerrain>1</SnapToTerrain>
  </SpellDefEffect>
  <GameModifier InternalName="PlaceTerrain">
   <ModType>Map</ModType>
   <Attribute>PlaceTerrain</Attribute>
   <TerrainType>Land</TerrainType>
   <Value>0</Value>
  </GameModifier>
  <GameModifier InternalName="PlaceEnvironment">
   <ModType>Map</ModType>
   <Attribute>PlaceEnvironment</Attribute>
   <TerrainType>GrasslandEnvironment</TerrainType>
   <Value>0</Value>
  </GameModifier>
 </SpellDef>
 <!-- ****************** -->
   <!-- ** Earth to Mud ** -->
   <!-- ****************** -->
   <SpellDef InternalName="Earth to Mud">
    <DisplayName>Earth to Mud</DisplayName>
    <Description>Target tile is turned into hill for the rest of the battle and gains at 25% bonus to defense.</Description>
    <Image>EarthCrystal_Medallion.png</Image>
    <IconFG>RaiseLand1.png</IconFG>
    <IconColor>68,128,32</IconColor>
    <SoundFX>Spell_Fireball_01</SoundFX>
    <SpellLevel>3</SpellLevel>
    <ManaCost>3</ManaCost>
    <Range>5</Range>
 <Radius>1</Radius>
    <SpellType>Tactical</SpellType>
    <SpellClass>Terraform</SpellClass>
    <SpellTargetType>NeutralGround</SpellTargetType>
    <SpellDefEffect>
      <EffectName>Grounddust1</EffectName>
      <LocalPosition>0,0,0</LocalPosition>
      <EffectScale>0.8</EffectScale>
      <EffectDelay>0.0</EffectDelay>
      <SnapToTerrain>1</SnapToTerrain>
    </SpellDefEffect>
     <GameModifier InternalName="PlaceTerrain">
  <ModType>Map</ModType>
  <Attribute>PlaceTerrain</Attribute>
  <TerrainType>Tactical_EarthtoMud</TerrainType>
        <Value>0</Value>
 </GameModifier>
 <GameModifier InternalName="PlaceEnvironment">
  <ModType>Map</ModType>
  <Attribute>PlaceEnvironment</Attribute>
  <TerrainType>DeadEnvironment</TerrainType>
  <Value>0</Value>
 </GameModifier>
  </SpellDef>
 <!-- ********************** -->
 <!-- ** Wall of Stone ** -->
 <!-- ********************** -->
 <SpellDef InternalName="Wall of Stone">
  <DisplayName>Wall of Stone</DisplayName>
  <Description>Surrounds a target city with a sturdy stone wall.</Description>
  <Image>EarthCrystal_Medallion.png</Image>
  <IconFG>Enchant_Defenses.png</IconFG>
  <IconColor>10,10,117</IconColor>
  <SoundFX>Spell_EnchantLand_02</SoundFX>
  <Range>1</Range>
  <ManaCost>5</ManaCost>
  <SpellLevel>1</SpellLevel>
  <SpellType>Strategic</SpellType>
  <SpellClass>Defensive</SpellClass>
  <SpellTargetType>FriendlyCity</SpellTargetType>
  <SpellDefEffect>
   <EffectName>Protect</EffectName>
   <LocalPosition>0,0,0</LocalPosition>
   <EffectScale>0.35</EffectScale>
   <EffectDelay>0.0</EffectDelay>
   <SnapToTerrain>1</SnapToTerrain>
  </SpellDefEffect>
  <GameModifier>
   <ModType>City</ModType>
   <Attribute>UpgradeCityWalls</Attribute>
   <StrVal>CityWalls_Advanced</StrVal>
  </GameModifier>
  <GameModifier>
   <ModType>City</ModType>
   <Attribute>AdjustDefendingUnit</Attribute>
   <Value>8</Value>
   <Provides>+8 Unit Defense</Provides>
   <!-- doubles the defense of defending units -->
   <Operator>+</Operator>
   <StrVal>UnitStat_Defense</StrVal>
   <PerTurn>1</PerTurn>
   <Duration>-1</Duration>
  </GameModifier>
 </SpellDef>
 <!-- ********************** -->
 <!-- ** Gaias Blessing **** -->
 <!-- ********************** -->
 <SpellDef InternalName="Gaias Blessing">
  <DisplayName>Gaias Blessing</DisplayName>
  <Description>Can turn a friendly city into a virtual paradise. The maximum
quantity of food the city can produce increases by 50%.</Description>
  <Image>BG_ReviveLand.png</Image>
  <IconFG>Enchant_Farm.png</IconFG>
  <IconColor>10,10,117</IconColor>
  <SoundFX>Spell_EnchantLand_02</SoundFX>
  <Range>1</Range>
  <ManaCost>5</ManaCost>
  <SpellLevel>1</SpellLevel>
  <SpellType>Strategic</SpellType>
  <SpellClass>Defensive</SpellClass>
  <SpellTargetType>FriendlyCity</SpellTargetType>
  <SpellDefEffect>
   <EffectName>Natures_Friend</EffectName>
   <LocalPosition>0,0,0</LocalPosition>
   <EffectScale>0.35</EffectScale>
   <EffectDelay>0.0</EffectDelay>
   <SnapToTerrain>1</SnapToTerrain>
  </SpellDefEffect>
  <GameModifier>
   <ModType>ResourceMultiplier</ModType>
   <Attribute>Rations</Attribute>
   <Value>1.50</Value>
   <Provides>+50% Food</Provides>
    <Duration>-1</Duration>
  </GameModifier>
 </SpellDef>
    
  
 <!-- ******************** -->
 <!-- ** Giant Strength ** -->
 <!-- ******************** -->
 <SpellDef InternalName="GiantStrength">
  <DisplayName>Giant Strength</DisplayName>
  <Description>Increases target's strength by 3. Requires an Enchantment slot.</Description>
  <Image>EarthCrystal_Medallion.png</Image>
  <IconFG>Giantstrength.png</IconFG>
  <IconColor>128,128,128</IconColor>
  <SoundFX>Spell_Beserk_01</SoundFX>
  <ManaCost>10</ManaCost>
  <Range>-1</Range>
  <SpellLevel>1</SpellLevel>
  <SpellType>Strategic</SpellType>
  <SpellClass>Defensive</SpellClass>
  <SpellTargetType>FriendlyUnit</SpellTargetType>
  <SpellDefEffect>
   <EffectName>Giant_Strength</EffectName>
   <LocalPosition>0,50,0</LocalPosition>
   <EffectScale>1.5</EffectScale>
   <EffectDelay>0.0</EffectDelay>
   <SnapToTerrain>1</SnapToTerrain>
  </SpellDefEffect>
  <GameModifier InternalName="AdjustUnitStat">
   <ModType>Unit</ModType>
   <Attribute>AdjustUnitStat</Attribute>
   <StrVal>UnitStat_Strength</StrVal>
   <Value>3</Value>
      <Duration>-1</Duration>
  </GameModifier>
 </SpellDef>
 <!-- ************ -->
 <!-- ** Natures Eye ** -->
 <!-- ************ -->
 <SpellDef InternalName="Natures Eye">
  <DisplayName>Natures Eye</DisplayName>
  <Description>Extends the scouting range of a friendly target city to five squares
in any direction, revealing all lands and all non-invisible enemy
troops within that radius.</Description>
  <Image>EarthCrystal_Medallion.png</Image>
  <IconFG>Reveal.png</IconFG>
  <IconColor>245,236,46</IconColor>
  <SoundFX>Spell_Slow_01</SoundFX>
  <SpellLevel>2</SpellLevel>
  <ManaCost>10</ManaCost>
  <Radius>9</Radius>
  <Range>-1</Range>
  <SpellType>Strategic</SpellType>
  <SpellClass>Defensive</SpellClass>
  <SpellTargetType>FriendlyCity</SpellTargetType>
  <SpellDefEffect>
   <EffectName>Reveal</EffectName>
   <EffectScale>1.5</EffectScale>
   <EffectDelay>0.0</EffectDelay>
   <SnapToTerrain>1</SnapToTerrain>
  </SpellDefEffect>
  <GameModifier InternalName="Reveal">
   <ModType>Map</ModType>
   <Attribute>Reveal</Attribute>
   <Duration>-1</Duration>
  </GameModifier>
 </SpellDef>
 <!-- ************ -->
 <!-- ** Earth Lore ** -->
 <!-- ************ -->
 <SpellDef InternalName="Earth Lore">
  <DisplayName>Reveal</DisplayName>
  <Description>Fully reveals all of the terrain, terrain specials, cities and armies
on all map squares in the targeted “map window.”</Description>
  <Image>AirCrystal_Medallion.png</Image>
  <IconFG>Reveal.png</IconFG>
  <IconColor>245,236,46</IconColor>
  <SoundFX>Spell_Slow_01</SoundFX>
  <SpellLevel>2</SpellLevel>
  <ManaCost>10</ManaCost>
  <Radius>5</Radius>
  <Range>-1</Range>
  <SpellType>Strategic</SpellType>
  <SpellClass>Offensive</SpellClass>
  <SpellTargetType>FOWTerritory</SpellTargetType>
  <SpellDefEffect>
   <EffectName>Reveal</EffectName>
   <EffectScale>1.5</EffectScale>
   <EffectDelay>0.0</EffectDelay>
   <SnapToTerrain>1</SnapToTerrain>
  </SpellDefEffect>
  <GameModifier InternalName="Reveal">
   <ModType>Map</ModType>
   <Attribute>Reveal</Attribute>
   <Duration>5</Duration>
  </GameModifier>
 </SpellDef>
 <!-- ******************** -->
 <!-- ** Path Finding ** -->
 <!-- ******************** -->
 <SpellDef InternalName="Path Finding">
  <DisplayName>Path Finding</DisplayName>
  <Description>Endows a target unit (and any units currently stacked with that
unit) to travel faster and at the target units pace.</Description>
  <Image>EarthCrystal_Medallion.png</Image>
  <IconFG>Haste.png</IconFG>
  <IconColor>128,128,128</IconColor>
  <SoundFX>Spell_Beserk_01</SoundFX>
  <ManaCost>10</ManaCost>
  <Range>-1</Range>
  <SpellLevel>1</SpellLevel>
  <SpellType>Strategic</SpellType>
  <SpellClass>Defensive</SpellClass>
  <SpellTargetType>FriendlyUnit</SpellTargetType>
  <SpellDefEffect>
   <EffectName>Giant_Strength</EffectName>
   <LocalPosition>0,50,0</LocalPosition>
   <EffectScale>1.5</EffectScale>
   <EffectDelay>0.0</EffectDelay>
   <SnapToTerrain>1</SnapToTerrain>
  </SpellDefEffect>
  <GameModifier>
    <ModType>Unit</ModType>
    <Attribute>UnlockUnitAbility</Attribute>
    <StrVal>Organized</StrVal>
  </GameModifier>
  <GameModifier InternalName="AdjustUnitStat">
   <ModType>Unit</ModType>
   <Attribute>AdjustUnitStat</Attribute>
   <StrVal>UnitStat_Moves</StrVal>
   <Value>2</Value>
      <Duration>-1</Duration>
  </GameModifier>
 </SpellDef>
 <!-- **************** -->
 <!-- ** Gaias Wrath ** -->
 <!-- **************** -->
 <SpellDef InternalName="Gaias Wrath">
  <DisplayName>Gaias Wrath</DisplayName>
  <Description>This spell shakes the area to destroy buildings and alter the land randomly.</Description>
  <Image>EarthCrystal_Medallion.png</Image>
  <IconFG>Earthquake.png</IconFG>
  <IconColor>10,10,117</IconColor>
  <SoundFX>Spell_Volcano_01</SoundFX>
  <CameraShakeDuration>4.25</CameraShakeDuration>
  <CameraShakeStrength>0.50</CameraShakeStrength>
  <Radius>1.0</Radius>
  <Range>8</Range>
  <ManaCost>1</ManaCost>
  <SpellLevel>1</SpellLevel>
  <AirShards>0</AirShards>
  <EarthShards>0</EarthShards>
  <SpellType>Tactical</SpellType>
  <SpellClass>Offensive</SpellClass>
  <SpellTargetType>Any</SpellTargetType>
  <ValidTerrainCategory>Land</ValidTerrainCategory>
  <ValidTerrainCategory>Forest</ValidTerrainCategory>
  <ValidTerrainCategory>City</ValidTerrainCategory>
  <ValidTerrainCategory>Mountain</ValidTerrainCategory>
  <GameModifier InternalName="GaiasWrathDamageModifier">
   <ModType>Unit</ModType>
   <Attribute>DefendableDamage</Attribute>
   <!--take casters intelligence/3 and subtract that from the targets cur health (can't be blocked)-->
   <Calculate InternalName="AttackerIntelligence" ValueOwner="CastingUnit">
    <Expression><![CDATA[[UnitStat_Intelligence] / -1.0]]></Expression>
   </Calculate>
   <Calculate InternalName="Value" ValueOwner="CastingUnit">
    <Expression><![CDATA[[AttackerIntelligence]]]></Expression>
   </Calculate>
      <Calculate InternalName="Value">
        <Expression><![CDATA[[Value] * [UnitStat_NumEarthShards]]]></Expression>
      </Calculate>
  </GameModifier>
  <!--casting effect-->
  <SpellCastEffectName>Brilliance</SpellCastEffectName>
  <SpellCastEffectScale>1.0</SpellCastEffectScale>
  <!--target effect-->
  <SpellDefEffect>
   <EffectName>GroundDust1</EffectName>
   <LocalPosition>0,70,0</LocalPosition>
   <EffectScale>0.60</EffectScale>
   <EffectDelay>1.2</EffectDelay>
   <SnapToTerrain>0</SnapToTerrain>
  </SpellDefEffect>
 </SpellDef>
 <!-- ********************* -->
 <!-- ** Summon Basilisk ** -->
 <!-- ********************* -->
 <SpellDef InternalName="Summon Basilisk">
  <DisplayName>Summon Basilisk</DisplayName>
  <Description>Summons a mighty Basilisk this mightly lizard is so terrible to behold that the mere sight of it can turn you to stone.</Description>
  <Image>SandCrawlerWarrior_Medallion.png</Image>
  <IconFG>SavageFiend.png</IconFG>
  <IconColor>68,48,32</IconColor>
  <SoundFX>DarklingIdleGiggle10</SoundFX>
  <ManaCost>5</ManaCost>
  <Range>2</Range>
  <SpellLevel>1</SpellLevel>
  <SpellType>Strategic</SpellType>
  <SpellClass>Defensive</SpellClass>
  <SpellTargetType>Self</SpellTargetType>
  <SpellDefEffect>
   <EffectName>SummonLife</EffectName>
   <LocalPosition>0,0,0</LocalPosition>
   <EffectScale>0.3</EffectScale>
   <EffectDelay>0.0</EffectDelay>
   <SnapToTerrain>1</SnapToTerrain>
  </SpellDefEffect>
  <GameModifier InternalName="SummonUnit">
   <ModType>Unit</ModType>
   <Attribute>SummonUnit</Attribute>
   <UnitClass>Basilisk</UnitClass>
   <StrVal>Basilisk</StrVal>
  </GameModifier>

  </SpellDef>

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September 4, 2010 5:05:14 AM from Elemental Forums Elemental Forums

Wow! I'll surely try those! Unfortunately I just started a promising game and I want to test 1.7 without any major mod (except bugfix) but in a couple of dayse I'll give you an opinion!

 

In the meantime, to you for bringing a bit of MoM inside Elemental, you made my day!

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September 4, 2010 8:02:58 AM from Elemental Forums Elemental Forums

Awesome spells! to you!

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September 4, 2010 8:15:31 AM from Elemental Forums Elemental Forums

This is so many kinds of awesome.

A bit overpowered maybe, especially the regen and organised spell, but they had been overpowered in MOM, too. But I figure, if I don't like it, I can just type in another number.

I think regen should rather heal a percentage of the monster's max HP each turn.
That is easier to scale, avoiding small units popping back to full health every turn while a mid-game unit with 8 menbers would automatically heal 8 times as fast.
Of course they would be near invulnerable to weak attacks but wouldn't they be that anyway? Regen or not?

Scaling is a huge issue with the current magic implementation. A regen formula that wouldn't go out of whack that quickly would be

Regen.HP =    Unit.Max.HP * ( 0,10 + Caster.Int / 1000 + Nature.Shards / 100 )

/1000 looks like a lot but offspring can have pretty huge starting stats. 50 Int would then give a 5 % regen bonus.
Every proper shard would give a 1 % bonus.
This adds up quickly enough...

Still a big improvement over the bland and boring spells of that kind we had before.

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September 4, 2010 8:36:41 AM from Elemental Forums Elemental Forums

Awesome job.  But I do have a couple of thoughts intended solely as constructive.  Take these for what they are worth. 

In MoM, the Earth to Mud combat spell had the effect of forcing advancing enemy troops to break their skirmish line and single file march around the outskirts of the mud puddle.  (this spell, combined with ranged attacks was very powerful)  I'd like to see your Earth to Mud have a similar effect in EWoM.

I don't remember a Create Grassland or Create Desert in MoM.  However, the ChangeTerrain spell was in MoM and its effect was to make tiles produce more food and thus allow bigger cities.  It would be cool if your Grasslands spell could add a Fertile Land improvement or something else similar.  Your current Grassland spell more closely resembles the Corrupt Land spell. Your Create Desert spell is effectively a Corrupt Land spell.

Otherwise, I think the rest of your spells are pretty dead on.

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September 4, 2010 8:55:21 AM from Elemental Forums Elemental Forums

Right now the only effects of terrain are

- can built city improvements or not

- defense bonus

Desert, swamp, and grasslands are completely interchangeable and the obvious main use of that spell is turning forests into buildable land. Elemental trees are far tougher than mountain ranges...

Oh, actually: swamp has a -25% defense bonus so you might include that in the target terrain types because it would have some use turning swamp into grasslands for your own cities / battlefields.

 

The "counterspell" could even be used offensively.  Turning the defenders tile into swamp before attacking would hurt their defense...
(that's assuming that this feature works at all - I gotta admit I was merely quoting the tooltip, which doesn't mean a lot...)

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