@ kenata: that would be awesome, did you have a theme for a chapter in mind? I had thought about proposing something for tactical based around your special abilities library. Doing straight up enchantments seemed lame, as it de-values the ability from the stuff in Artifacts, but I thought an expensive, 1 battle "Blessing" of the ability could work. I also am not sure if there is any way to apply something graphical to a unit to have it obvious "one fight only has magic superpower here!" Full disclosure: my idea for a chapter title for these type's of 1 battle only buffs /abilities was "Kenata's Blessings" anyways
I jumped to tactical stuff for obvious reasons, but love to hear your thoughts?
While I have your attention, is it possible to have spells that only have Champs as valid targets? Maybe different spells for hero's then units?
@Nimbyjester / oddrheia: I had actually thought about the idea of a "fortify" spell but think that would work better as a tactical level summoning of earthworks than as an overland spell. Right now there is simply not enough ways to control terrain tactically on the main map without actually having an army in the tile, having people waltz by the "fort" to do what they please. (or throwing up mountains) Bypassed defensive fortifications do have a tradition in military history, but its not good.
My grand evil plan was to add the Raiding stuff, then do a chapter of spells focused on tactical control of the big map. Currently the only spell that does anything like this is "Inferno". I figured it we added more reasons to move around the map and into / out of territory, THEN we would add fun things to do with controlling the map / territory. I am enough of realist about the time Murteas and I have to spend that I want to only focus on one chapter at a time, and not release Road Maps or anything like that (IMO) that is too much documentation work for what should be a very iterative design process. We are building toys, need to play with them for awhile to see if they are fun.
>> Art assets are also very rare and time consuming to produce, and adds enough to the final product we aim to try and KIND of keep up for in-game effects at least. Thus the focusing on small units of spells at a time.
@bout transmutation chapter: Sorry for getting on my game design soapbox here, but this one is something I feel kind of strongly about. I like the idea of having transmute effects, but I think spells would be the worst mechanic to add them to the game. Right now having the resources be geographic serves as the best source of conflict & tension in the game. I am not destroying Ard cause he and Living Stone are bad people. Dude has the crystal, and I gots to have it. The shortages and lack of specific materials is suppose to be a way to choose different strategy, start wars, and a reason to engage in diplomacy (this sucks and is braindead, but that is a different issue than game design. Given time you can fix stupid AI)
I think the proper mechanism for transmuting between resources is via specialized expensive buildings. This preserves the link of cities to resources, offers further specialization of cities, and means that you can plan more interesting strategies. If I take a stronger enemy faction's Metal city, then they can only produce a certain number of plate-armoured warriors. I then just have to survive and do attrition to those units while my strategy to beat them happens. If they are stronger and richer and can cast spells from anywhere to get the resource they need, all this fun goes away. This is why the only transmute via spells currently are the most basic resources (gold N mana)
In short I really like the idea, I just think the focus of this mod would be the worst mechanic to do it with. Make sense?
@ Absolutely Everyone: I see the downloads and view counts, lurkers get off the bench and vote! We have 3 right now for elements "Cursing" their opposite number. How about we keep it open till Thursday night, then I will put up a list of suggested spells?