nikmesh

nikmesh

Joined Member # 4150301
4 Posts 32 Replies 151 Reputation

Hi. At the end of a quest where I was supposed to get a dragon join my faction no dragon joins up. On an earlier save it actually worked, but since then I had to reload and I cannot get the quest to complete properly since. Oh and there seems to be some minor graphics errors too. http://pastebin.ca/1947606

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If SD don't deliver the kind of magic system this game deserves, then I'm going to be begging, like everyone else will most probably, that they give the modders the tools needed to do it themselves =P If they cannot stray from 'every spell is a clone of each other,' and 'most magic is a missile attack' the magic system is not going to go anywhere. They really need to go play a some more MOM to recapture the glory...

27 Replies 21,414 Views

Some magic counters for 0 turns to caste spells could be implemented. The counter magic spell from MOM is a good example. You caste it before any magic starts to fly and that magic will first have to overcome the counter magic. Though it would be nice if for spells caste by an enemy mage on their turn the player was given an oppertunity to chose if they want to counter it or not on the same turn. But that would probably be a much harder thing to introduce into the game.

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[quote who="Robert Hentschke" reply="12" id="2782251"]Spell research shouldn't be so... anonymous. You research "lvl 3" and you get immediate (if research) access to the spells of all 4 (or more?) books. This whole "I research level 3" is so... stupid and artificial. Spell levels are nice and dandy but the research system does not need to show it like that. First, spell schools should have their own levels. When I currently know Earth 2, all Earth 3

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Those numbers you attached for mana regen per shard sound good Malsqueek. I worry atm that SD are just going to keep it at a flat rate of 1 for sov and 1 for each shard. This by itself would not be a problem, but with -1 for each imbued hero and -1 for summon I think we will have a serious mana flow problem. Can't say for certain, but thats the initial impression I get from all this. First thought to balance this would be to adjust the mana upkeep of summons. -1 mana for every d

2 Replies 4,237 Views

[quote who="Ishantil" reply="9" id="2782130"]Great points here, nikmesh. There are a number of excellent traits in Master of Magic that should definitely carry over to EWOM. Antipode (Fire and Ice, Earth and Air) from ChronoTrigger is a great example. Wall of Lava would be a good example of fire/earth. How about Tetra Disaster, strikes with Earth, Fire, Wind, Water. Four spell effects! I will include these in my doc, if you don't mind

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Some great ideas in this thread already. Here's my little list:- -Enhanced spellbook select at soverign creation. The cost of a spellbook should be increased greatly or a physical limit placed on how many can be owned in a single game. Either way there should be a limit of 2-3 books. The magic system should be complete enough that each book (or combination of books) should give a unique playstyle to the game. -New caster traits at soverign creation. Traits to decrease spell co

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I think this system can work. I think there are going to have to be magic traits and skills at soverign creation so that people who want to play a magic heavy game can have bonuses that allow this. Without this games will always be restricted to the same amount of magic, with no options to play a more/less magic based game (With only diffrences based on finding a luck shard or two). MOM had many powerful bonuses for magic using players: Bonuses from taking 11 spell books, runemaster t

148 Replies 126,810 Views

I cannot comment on the global mana pool idea - the details surrounding it are too vague at this time. However, this new idea of soverigns + shards generating magic is not a bad idea. But I think the current numbers for mana regeneration are too weak. +1 for soverign and +1 for each shard? The amount of magic you could caste in 1.07 can far surpass the system in 1.08 because of multiple imbued heros, who each got +1 mana back per turn. So with this system it would go new game

45 Replies 28,103 Views

Hi peeps. I'm thinking one of the major weaknesses of tactical combat that has been mentioned is how you are unable to setup your troops formation. Most tactical battles i've done my units are just bunched up together within one part of the screen with no apprent order. When I've had an army that gets big and face a decent sized enemy force sometimes my units even end up sitting next to the enemy on their side of the field. Supposingly the last part i mentioned is a bug, dunno tbh. Th

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