ShivaX

ShivaX

Joined Member # 3430733
0 Posts 9 Replies 115 Reputation

1. Flame Weapons (assuming these don't already exist in some form) 2. Strategic 3. No idea 4. No idea 5. Probably 6. Unit's weapons burst into flame when drawn. Does additional X flaming damage with each attack (either a set number that doesn't suck or based on INT or even a % of weapon damage). 7. Fire 8. I would hope something like this already exists, but if not it should. Other variations would be maybe flame shields that

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1. Elemental workers/Earth Control/something cooler than those names 2. Strategic 3. No Idea 4. No idea 5. PRobably 6. Targetted resource increases production by X%. Probably limited to Quarries/Mines and the like, though could allow for Forests or Farming depending on how you spin the flavor. 7. Earth 8. Something "Earthy" especially for the mines and Quarries. The idea being that you control the land and/or eart

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1. Sudden Freeze 2. Strategic 3. No idea 4. No idea 5. Probably. 6. Freezes water for X turns to allow movement over it. Disables food production (resource gathering?) if cast over resources/towns. Slows army movement within effect by 50% or more. Hits a 2x2/3x3 area. 7. Water (Ice?) 8. A multi-purpose spell that can slow enemy armies/allow water transport or hurt enemy settlements depending on the

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1. Regenerate 2. Strategic 3. No idea 4. No idea 5. No 6. Unit heals 1 damage per tactical turn, fully heals at end of main game turn. 7. Life 8. Simple, but effective spell that gives Life some flavor.

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1. Master of Winds/Gale Winds 2. Tactical 3. Again, no idea, I have no frame of reference 4. See 3 5. Maybe? Though I lean towards no. 6. All enemy ranged attacks have a 50% chance missing. Possibly removes the ability to fly from enemy units. 7. Air 8. No chance to fail, mastery of the Air should make it hard to shoot arrows at you or keep anything in the air.

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1. Sickening Blindness/Eyebite/Eyeblight/Darkness (or just Blind/Blindness) 2. Tactical 3. I have no idea 4. Again no idea. 5. No 6. Target enemy has a % chance to miss with all its attacks (% based on how good you want the spell to be/cost/etc) 7. Likely Death, but could be Fire or even Air if you want it to be a Bright Flash instead of a Darkness/Disease type effect 8. Needs a chance to fail, similar to the example. Th

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So Life Magic and Death Magic are... exactly the same? Thats... exciting? How about we give Life and Death the books of Ruin and Restoration so they have some flavor to them.

84 Replies 258,519 Views

[quote who="SavageBananaMan34" reply="61" id="2663455"]I don't get this whole upkeep debate. Shouldn't buffs just last for X turns only? If you want to maintain the buff better recast. Don't most games do it this way? [/quote] "Most" games? In this genre theres basically Master of Magic and Age of Wonders, neither of which did that. Both had upkeeps for spells. I mean would you really want to recast some big powerful global spell every single turn?&nbsp

91 Replies 160,527 Views

#1) Beats me. I think the housing thing needs adjusting and it needs to be easier to see why you can't build things sometimes (usually its not enough spaces or the like). #2) Condense it. Theres just too many damned techs that do little to nothing. Like... a whole tech for daggers? AND one for short swords? At the very least those two could be combined into just one crappy tech that noone wants that they take to get to long swords. Add in that most

174 Replies 509,173 Views

[quote who="ZenChess" reply="26" id="2647113"]Can you elaborate more on the 'armies are not stacks' thing? If the units have slightly different weapon/armor loadouts, do they add to the power of the army? [/quote] I imagine it means "this isn't civilization." Example: You have a mob of guys with spears who's attack value is say 15. I have archers and guys with spears. My attack value is say 12. I'll probably win the fight even though y

157 Replies 431,982 Views