I myself love the idea of summoning spells that randomly select from a group of named beings each with unique powers and history. A spell to summon an angel might randomly select between Gabriel, Michael, Uriel, etc. Each would have unique abilities and could only appear once in a game. Have you ever played Dominions 3? It had an awesome selection of summonables.
TheColourOfHeartache
Awesome!
[quote who="CdrRogdan" reply="25" id="3075123"]Interesting that no one seemed to notice this reply. Goldseeker makes a pretty good point. Just playing devil's advocate here, but is it 'fun' to have a champion sit in a city his whole life assisting you to hit the next turn button?[/quote] Maybe not, but perhaps becoming a Governor could be a way to "retire" a Champion. When one gets too many wounds or other disadvantages they can be transformed into a governor and cash in t
You can create a custom Kingdom that can use monster lairs. I had one with Serpent Pact.
Thanks, pity about the workshop.
Thank you everyone. I have a further question, I've noticed that neither Heavenfall's WoM guide or his new FE beta guide mention quests. Is it possible to create custom quests? [quote who="Heavenfall" reply="2" id="3068564"]I don't plan on releasing anything until mods are "officially" allowed.[/quote] Fair enough. Though it's a bit optimistic to be thinking about releasing anything at this point ;)
Hello, I tried War of Magic back when it was new and soon put it down, now that Fallen Enchantress is coming out I'm willing to give it another try and want to get into modding. I was wondering if there is any guides for how to get started?
[quote who="Luckmann" reply="78" id="2522909"] We're talking leveling mountains and tearing the "Happy Valley" a new chasm. Things that (unfortunately) cannot be done in Dominions. Dominons may be able to lower or turn up the degrees a little, but it doesn't raise volcanos or turn water into lava for the lulz. Will I be able to turn water into lava? I don't know. But I hope so.[/quote] That's because building mountains is micromanagement Dominions is all about the macr
Populous actually has nothing on Dominions. Volcanoes *shrug*, try creating a second sun in orbit to adjust global temperatures.
How powerful are we talking for late game spells? Dominions level magic that changes global environment and summons unique legendary beasts?
If you're going for a Fae race shouldn't they be living Under The Hill rather than in trees?
A simple idea, if tools like the spell editor were released before the game then there would be plenty of spells to choose from on launch day.
I always did like the idea that top level summons were named individuals and there was a finite number of them, Dragons, demon lords, elemental kings/queens, all good. Its even better when there is a little history behind them rather than just some stats and "standard fantasy dragon name no3". One thing I would really like to see is summons you can't control yourself but you know how they act, for example: The Grim Reaper believes it's his duty to escort the dead back to the underworl
Are most of us in favour of a liner or complex magic system? Well for myself, no idea? If any Developers are reading this thread, what one would be more fun to play with? I want that one :) BTW fire and ice arn't really too opposite to mix, useing negative fire magic to suck the heat out of water would make ice. As for mixing elemetnal types, why not? It makes the decision to study multiple elements more interesting.
I don't know why people are talking about the laws of physiscs, they don't matter. The rules of magic are simple: Magic can do anything providing the relivent spell: a) adds to the fun of the game b) is balanced. Magic costs: a) mana b) the caster must be skilled enough. Anything else like the risk of adding entropy to the universe can be ignored since it wont affect the gameplay. So you can't teleport the world into the sun because that's not a fun spell to have, but
[quote who="Luckmann" reply="21" id="1979050"]You have to consider the existance of actual souls, which is usually connected to the light. 'Holy' magics is usually, in a fantasy context, indisputably a part of Life magic.[/quote] Just because the other fantasy's did it dosn't mean they're right. Parts of traditional holy magics fit with life magic, other parts don't. [quote who="Luckmann" reply="21" id="1979050"] as far as resurrection goes, remember that there is no
Well to summerise my response: I now understand your point better, but I still somewhat disagree (at least its an informed disagreement this time :) ) Firstly in regards to Holy: Now you've clarified it mostly fits with caviats, searing light and sunbeam have nothing to do with Life, banish undead is purely a necromancy spell (and as a pure attack spell its also a "negative"), heal fits, resurrection requires both life and death magic (you have to find the origonal soul, getting a sou
[quote who="Luckmann" reply="14" id="1977667"] I'd prefer if 'Good' Life magic would be the traditional Holy, 'Neutral' would be traditional Nature, and 'Evil' would be traditional Necromancy.[/quote] I dislike the idea of associateing any spesific form of magic with any moral alignment, "traditional" necromancy comes with spell books that have been deliberately massaged by authors/developers to be filled with evil spells however if you think about it magic that controls deat
For tacticle battles you could have a Dom3 system, but on Dom3 you normally scripted your armies in general terms, you don't get to see the battlefield's terain or your opponents army, you can't tell your archers to focus on those glass cannons , or you knights to flak that infentry unit. Instead how about the players enter the battlle field map and order their units around, these orders (along side scripts because as
If fatigue was implimented perhaps it could be used to provide an achilies heel to stacks with a few uber units: throw lots of cheap units at them until they're to tierd to fight then finish them off.
Giant growth spells could work by folding space in some undefined manner, from the giants perspective (and more importantly the laws of physics inside his body) he's normal size, from everyone elses point of view he's huge. Although freaky things will happen on the border: dose he hit with the strength of a giant, or the strength of a normal man devided across a larger area? I havn't really put much throught into it, just occured to me. Back to the topic of death magic, I find the ass
I really liked Dominions 3's top level summons, some of the things I think really worked. Summoning individuals, while some of top summons were interchangible units, like the Tarrasque, others like the elemental kings/queens and the demon lords were named individuals with a backstory and if they were allready summoned you couldn't get them. Summoning courts: some high level summons like the Faerie Queen broguht there servants along with them (she had 15 sprites), that was cool