Teleport: what spell book?

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Thanks!

16,938 views 26 replies
Reply #2 Top

Quoting Corbeaubm, reply 1
Mobility.
End of Corbeaubm's quote

  Yup ~ what he said. ^^

Reply #3 Top

Thanks, but which book is mobility under? Life or Air or what?

I am not seeing that option. Is there something I need to research first?

Since the reordering of the magic system, I can't find it.

Reply #4 Top

You HAVE to select it for your Sovereing (or pick one) that has it initally or there is now way to get it.

(Really bad desing choice i'd say)

Reply #5 Top

you should be able to research the other magic books that you don't pick in the beginning of the game later like the book of fire air etc

Reply #7 Top

Quoting FatNonFree, reply 5
you should be able to research the other magic books that you don't pick in the beginning of the game later like the book of fire air etc
End of FatNonFree's quote
Scared of being forced to make choices in sovereign creation? :P

Reply #8 Top

Scared of being forced to make choices in sovereign creation?
End of quote

It's a good attempt at faction differentiation, but not so good an implementation of it, imho.

Reply #9 Top

Quoting LightofAbraxas, reply 8

It's a good attempt at faction differentiation, but not so good an implementation of it, imho.
End of LightofAbraxas's quote
You don't see complains of the type "I cannot get Green Thumb during the game" or "I cannot get Attunement" during the game. Like Talents/Weaknesses and Professions, those spellbooks are one time deal. You pick them or not, much like Green Thumg, Stupid or Royalty. Only things you can actually research that can also be bought during Sov creation is equipment.

About default Sovereigns, they are as they are. The fallen Sovereigns' talents/weaknesses seem quite "lets give them something" to me. And spellbooks are given as... whichever the reason. But that's not reason enough to say "I should be able to research the books from Sovereign creation".

Differentiation? According to the Hiergamon (the book, not the web thing), Procipinee seems to be the only human Sovereign able to revive the lands. Not that in game seems to mean anything at all right now, but would indicate that if the default Sovereigns were to get really deep in their differentiation, it would include also access to exclusive spellbooks (or just spells?).

I want to think that for Expansion 2, the factions will really be different (looking for equivalents to Gal Civ II).

Reply #10 Top

}:)  I pledge my soul to chaos , my flesh to the warp & your souls shall feed my power}:)

Reply #11 Top

}:)  I pledge my soul to chaos , my flesh to the warp & your souls shall feed my power}:)

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Scared of being forced to make choices in sovereign creation?
End of quote

  • Not at all. In my opinion there is never such a thing as exclusive spells or books. If you can figure it out, infuse it with the raw power of magic then it should be atainable; hell, why not even go so far as to create your own spells... I'll even go so far as to say that why could someone not learn how to generate mana per turn especially with the availabilty of fresh souls to sacrifice, or perhaps with raw magic produce more food (horn of plenty). Its just that character progress in game is flat. What I mean by that is all you basically do is get mega armor & a mega weapon & nothing can even scratch you...

I want to think that for Expansion 2, the factions will really be different (looking for equivalents to Gal Civ II).
End of quote

  • At the very least that is one of the things that should be added.

EDIT: Damn it, sorry. No clue how i managed to post that twice... sigh.. note to self; avoiofd posting with this little sleep. :zzz:

Reply #12 Top

Quoting Diardiamond, reply 11
<snip> character progress in game is flat. What I mean by that is all you basically do is get mega armor & a mega weapon & nothing can even scratch you...
End of Diardiamond's quote
That I must agree with. Funny how people talk about Wizard/Mage Sovereigns when they all are Jack of all Trades in Heavy Armour.

In any case, even if we were to get skill trees and similars, I would have to say that you shouldn't be able to learn anything just because it's in game. Maybe your bloodline prevents you from reaching a better attunement with the Shards or maybe no matter how much you love gardning, you simply don't have the "touch" to become a green thumb. (eventually everybody would end wealthy though, unless they tank their economy :P)

Reply #13 Top

   Right, well I was over generalizing. I do agree with you about not everything for everyone.. that sort of "ballance" wasn't what I was aiming at.. Argh.. I would probably be more clear with a little R&R...

   So on that note before I go back to dream about the "perfect" EWoM, lemme just say... City population could be used as "food" in a pinch... no? ^^jk

Reply #14 Top

Quoting Diardiamond, reply 13
City population could be used as "food" in a pinch... no? ^^jk
End of Diardiamond's quote
If it moves, it's food. :P

I do want to add a building that gives extra food by canibalizing citizens but as Food works, most probably would be a -X to Prestige in the city.

Reply #15 Top

Quoting Wintersong, reply 7

Quoting FatNonFree, reply 5you should be able to research the other magic books that you don't pick in the beginning of the game later like the book of fire air etc
Scared of being forced to make choices in sovereign creation?
End of Wintersong's quote

actually i agree. it seems odd that a mega powerful end game sorceror should have no way of discovering magic available to some start-up hedge wizard. i'm not saying it should be easy to get hold of them (ie, it should not happen until the late game), but it's not as if there's any lore basis for prohibiting research. if there was a stat or shard requirement i'd understand.

Reply #16 Top

Quoting Sethai, reply 15

Quoting Wintersong, reply 7
Quoting FatNonFree, reply 5you should be able to research the other magic books that you don't pick in the beginning of the game later like the book of fire air etc
Scared of being forced to make choices in sovereign creation?
actually i agree. it seems odd that a mega powerful end game sorceror should have no way of discovering magic available to some start-up hedge wizard. i'm not saying it should be easy to get hold of them (ie, it should not happen until the late game), but it's not as if there's any lore basis for prohibiting research. if there was a stat or shard requirement i'd understand.
End of Sethai's quote

 

I don't think there is a problem with preventing some sovereigns from learning specific schools of magic.  Look at the real world.  Can anyone who feels like it go research medical information? Heck yes.  Engineering of various sorts(electrical, mechanical, civil, tons and tons more)? Sure.  The issue is that not everyone has the right kind of mind for these things even though they may have the raw IQ required.  Take a group of electrical engineers and ask them to write you a novel.  Sure there may be a few who can pull it off (some people have a wider range of talents than others) but most would write you a piece of pathetic crap.  Just because someone can excel at a given pursuit, does not mean that will be able to master others.  I see no reason types of magic would be any different.  Perhaps water = emotional/empathic casters and air = logical minds.  Now and then you would get people who could handle both, but it would be much more common to see 1 or the other.

Reply #17 Top

Quoting Arendis, reply 4
You HAVE to select it for your Sovereing (or pick one) that has it initally or there is now way to get it.

(Really bad desing choice i'd say)
End of Arendis's quote

It's been a while (and several versions) since I was on the Sov. create screen.

So you have to select the mobility book at this juncture for it to show up?

In the 1.1 release notes, Froggie states that users start with the mobility book.

 

Maybe I should just ditch the VERY interesting game I have going and start over after the 1.1 update.

 

>:(

 

Oh, well. That's what I get for being a beta tester! Small price to pay!

 

Reply #18 Top

Quoting kapeman, reply 17



Maybe I should just ditch the VERY interesting game I have going and start over after the 1.1 update.

 



 

Oh, well. That's what I get for being a beta tester! Small price to pay!

 
End of kapeman's quote

I've been ditching games everytime there's a new beta patch (read daily) lol

Reply #19 Top

hehe same here

 

Though with the latest beta patch I seem to crash every other turn (managed a 300 turn game in previous patch!) in early game so hopefully a fresh install fixes things after 1.1 is released or I think I am boned until next year :(

Reply #20 Top

I think it was a bad design decision to put such a powerful spell (teleport) into a starting character selection. Teleport trumps Organized (the thing that lets your army move at your sovereigns speed) by a massive ammount and cost significantly fewer points. I seriously don't miss any spells out of enchantment or (terraforming?), and only combat if I'm going intelligence heavy, but I always -ALWAYS- miss teleport. This spell should either be avaible via research (probably book of air) or the other books should get some serious love.

Reply #21 Top

Quoting CdrRogdan, reply 20
I think it was a bad design decision to put such a powerful spell (teleport) into a starting character selection. Teleport trumps Organized (the thing that lets your army move at your sovereigns speed) by a massive ammount and cost significantly fewer points. I seriously don't miss any spells out of enchantment or (terraforming?), and only combat if I'm going intelligence heavy, but I always -ALWAYS- miss teleport. This spell should either be avaible via research (probably book of air) or the other books should get some serious love.
End of CdrRogdan's quote

 

Or Teleport needs to be brought in line to where it should be.  One spell shouldn't entirely remove logistics from the game as a concern.

Reply #22 Top

Its not that overpowered. It costs a ton of mana, you can't access it until a late spell research, and you can't use it to teleport entire armies across the map or something crazy like that. Oh wait...

 

Honestly I've thought of it like a cheat we use to help beta test >_<

Reply #23 Top

Quoting Ratatosk7, reply 22
Its not that overpowered. It costs a ton of mana, you can't access it until a late spell research, and you can't use it to teleport entire armies across the map or something crazy like that. Oh wait...

 

Honestly I've thought of it like a cheat we use to help beta test
End of Ratatosk7's quote

Lol. Teleport as it stands today is godlike. It's kind of like that dude from Star Trek "Q" who would pop in at the strangest times and locations - except Elemental Q brings a Borg horde armed with Oak Spears with him. I'm optimistic that logistics will get a fresh look, incorporate a natural progression through the game, and of course be balanced. An uber spell like Teleport should have high-level counter spells centered around the ZOC border regions so it's a back-and-forth competition around who has the logistical upper-hand. In fact, that should be the flavor for the entire game: back-and-forth battle between tactical attack/defense, tactical magical offense/defense, strategic magical buff/debuff, etc. Anyway, that's my 2 gildars! Back to waiting for 1.1...

Reply #24 Top

They field cavalry, I field spearmen. They counter with light infantry, I rain down enough arrows to block out the sun. They fight in the shade, I send in war elephants. They respond with red shirts, I teleport in the borg. A guy can dream :borg:

Reply #25 Top

Quoting Tempestwrath, reply 21



Quoting CdrRogdan,
reply 20
I think it was a bad design decision to put such a powerful spell (teleport) into a starting character selection. Teleport trumps Organized (the thing that lets your army move at your sovereigns speed) by a massive ammount and cost significantly fewer points. I seriously don't miss any spells out of enchantment or (terraforming?), and only combat if I'm going intelligence heavy, but I always -ALWAYS- miss teleport. This spell should either be avaible via research (probably book of air) or the other books should get some serious love.


 

Or Teleport needs to be brought in line to where it should be.  One spell shouldn't entirely remove logistics from the game as a concern.
End of Tempestwrath's quote

 

Probably this would be better. Should be relatively easy to fix.. simply make it so that teleport has a limit of intelligence/3 squares, and consumes (and requires) all movement points of the caster. No more teleporting and then attacking multiple enemies per turn.