[concept mod] Global Mana for 1.09E

Taken up on the bold statement that I could implement a global mana system in 2 hours with the current modding system, here we are (just kidding... nobody cared).

This is a concept mod, which means it hasn't been bug-tested very much. It is released as a way to have fun in a game, rather than provide a more lasting gaming experience.

 

Mechanics changed

- Mana is now global. The sovereign produces 5 mana per turn on his/her own.

- Enchantments and Summons now require upkeep (global mana) to maintain. Generally, summons require 2 global mana per turn and buffs require 0.5-1.

- Imbue Champion costs 1 global mana per turn in upkeep. Imbued champions do NOT produce global mana. Imbued champions can imbue other champions.

- Temple of Essence provides 3 global mana per turn. Shards provide 2 global mana per turn. Tower of Titans and Tower of Ereog provides 3 global mana per turn. These buildings also buff the Spell Fatigue of all casters.

- All spells draw global mana from the global mana pool.

Spell Fatigue

- Spell Fatigue is IN ADDITION to global mana

- This replaces the old "mana/essence/wisdom". The old "mana" is still visible on screen, and the text is not replaced. Use your imagination.

- Spell fatigue actively limits how many spells a caster can use within the span of a few turns. This is to prevent buff exploits (also, it's cool).

- Strategical spells cost 1 spell fatigue. Tactical spells level 1-3 cost 1 spell fatigue, 4-6 cost 2 and 6+ cost 3. Infernal, Blizzard and Chain Lightning cost 2.

- Spell fatigue may no longer be increased when gaining levels, or by items or repeated use of Imbue Champion.

- Imbue Champion provides 3 spell fatigue to heroes. This can only be buffed by buildings and techs that previously buffed Essence.

- Overburn - You can use an infinite amount of tactical spells (limited by spell fatigue). They'll drain global mana, but they're not limited by it. If you use too much, you won't be able to cast spells in strategical mode. Once again, you'll have to use your own imagination and limit the amount of spells you cast in tactical combat.

General Layout

The results of this mod should be that your champions are now freed up to put their level-up points in other things than the old mana. On the other hand, champions will be a lot more important since they are the ones that will be casting the spells (unless you risk your sovereign). But you'll need more than one, since their spell fatigue is very limited. Also, obviously, the mana pool is now global, which changes the game in all kinds of ways.

Please note

Custom sovereigns will need to be remade and given the free talent "Channeler". It has been given to all standard sovereigns by default.

Bugfix mod users will need to delete HF109_nomorewisdom.xml

Unit specific abilities such as sprint and whatnot have not been adjusted and still use the unit's internal mana pool

Elves are supported (non-Elves users will notice a weird sovereign, ignore him)

Undead are supported (non-Undead users will notice a weird sovereign, ignore him)

Download links

http://www.mediafire.com/download.php?3e2s5to40pvabxc

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Reply #1 Top

Taken up on the bold statement that I could implement a global mana system in 2 hours with the current modding system, here we are (just kidding... nobody cared).
End of quote

If it helps, I'll claim that I said you couldn't do it. =P
But yeah. The mechanics for globally stored resources and generation/upkeep already existed...

Reply #2 Top

Taken up on the bold statement that I could implement a global mana system in 2 hours with the current modding system, here we are (just kidding... nobody cared).
End of quote

If it helps, I'll claim that I said you couldn't do it. =P
But yeah. The mechanics for globally stored resources and generation/upkeep already existed...

 

- Overburn - Running out of Global Mana due to over-use in tactical combat while having summoned units will crash the client. Feature. Honestly. There is NO LIMIT to how many spells can be cast, and the resource is not displayed in combat! Ye be warned - watch it as you enter combat.
End of quote

Hmm. Possible workaround:

Create two different kinds of mana. One is used in tac battles and general spell casting, the other for upkeep.

The one used for upkeep is a the-storable kind, effectively allowing you a fixed number of summons but you cannot go into negative summons except by losing the "generators".

Reply #3 Top

Uploaded 1.1, makes it not crash when summoned units are used and the player goes into negative mana.

Grazz_ the problem is that tactical spells don't check if the resource is available, something that is done in the strategical level. The only workaround to that is just not using global mana at all, and using the vanilla essence instead.

Edit: Sorry, you were refering to working around the crash issue, not the "infinite mana" issue. Fortunately, I found a solution already, which was just commenting out <HasWages>F</HasWages> in the summoned unittypes. It makes them consume 0.2 gold each, and the game not crash. =)