[.295] Prevent the Map Trap (Magic Rules)

switch em up

To prevent being trapped or map isolated, I had an idea. Last time, wrong Shard, this time...nothing but a grand Mountain view. :)

http://img19.imageshack.us/img19/1331/elemental1268178718.jpg

Then I looked at the opening Magic.

http://img39.imageshack.us/img39/4295/elemental1268181085.jpg

Well, we caught a break of sorts, there is opening FREE magic. Sadly it is not trap proof Magic. So I thought...perhaps make Mass Heal and Imbue Champion cost 1 Earth Shard, and switch them with...

http://img22.imageshack.us/img22/2884/elemental1268181147.jpg

Raise and Lower Land. No way to get trapped, and I can't see any over-riding reason why they can't be switched.

Anyone?

848 views 2 replies
Reply #1 Top

I'm expecting that raise/lower will go through some serious balancing and tweaking, because right now it's pretty overpowered ;) Why would you ever build a navy/transports? Just build a land bridge and be done with it (I'm guessing ocean currents and their weather and food implications are not modeled).

What I think I'd like to see is that shards augment the power of your spells, such as raise/lower land, allowing you to make a bigger impact.

So without an earth shard, maybe you can raise/lower bits of land to help your people get arable land for farming and building but you can't plow through a mountain range (well, maybe if you spent a few years doing just that). Then, with an earth shard you can raise/lower hills and eventually carve your way through a mountain range. With 3 shards (or whatever), you put modern excavating to shame. With 6 shards, you raise and lower mountains at dawn and dusk because you like the way they change the lighting to your bedroom.

That makes shards definitely important but doesn't mean you're impotent without them. I hate starting the game, looking at my spell book and realizing "Gee, so maybe some day I'll get to use some spells. If I find a shard. And the shard happens to be one I need. Guess I'll go use my sword."

[Edit] I realize this went a bit astray from the original topic ;) So let me say, I'd rather the game did a connectivity test for each continent to prevent getting locked away. Then let power with magic & shards allow us to warp the land to our wishes :)

Reply #2 Top

Just as an aside, If you have Raise Land, it works well but my attempts at Lower Land were not so successful.

In one case, one casting Lowered multiple Mountain tiles (at least 4-5) other than the one I had selected, but was then not permitted to move onto any of those squares.

Having those Spells early should not be to over powering seeing as they cost Mana to use and the early game supply is limited at best.

I realize we are very early Beta here but I also noticed that I cannot always Raise or Lower the exact square I want. Like with building squares (they seem predetermined by something)

In one game I was forced to meander (zigzag) with my Raise Land spell to get into a trapped Enemy factions area to finish the kill.

P.S. I will note that my Sov was a new creation and I did pick the Weakness that says "Will be placed badly on the map" but had no idea how bad that meant. LOL