nikmesh

nikmesh

Joined Member # 4150301
5 Posts 34 Replies 151 Reputation

Earth and water should be very defensive and buff focused when it comes to strategic spells. Makes a kind of logical sense, the earth and water is what is responsable for life so why shouldn't it be the two of the more powerful strategic buff schools? I was also thinking along the lines of moats, rivers, cliffs and the mountain walls; they have always been natural defenses, so why not for spell schools as well? With that kind of logic earth & water cross school spells could grant

44 Replies 192,514 Views

[quote who="lord ebonstone" reply="2" id="2784801"]Just go play MoM already. Or better, spend your time making a mod that does all this. I own MoM. I play it when I want to play it. As a result, I don't need or want a word for word MoM clone. Things like making spell books much more expensive, more spells, and unique themes for each school are great. That will improve the game. But copying MoM instead of just being inspired by it? No.[/quote]</

8 Replies 8,066 Views

This thread is automatic win. All hail Robert! Edit: I have two contributions towards spells for the death spellbook. Black Wounds - strategic/tactical: Special damage that unlike normal wounds is very hard to heal. Lets say a 20 HP unit is caused 10 black wounds damage. Those hit points lost could take almost forever to heal on there own. Normal magical healing/potions will have no effect, only special/specific healing spells could remove or heal those lost hp. Magical and na

44 Replies 192,514 Views

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

2 Replies 3,179 Views

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 21,568 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.

27 Replies 21,568 Views

[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

27 Replies 21,568 Views

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 4,328 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

27 Replies 21,568 Views

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

27 Replies 21,568 Views

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 127,413 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 28,276 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

0 Replies 3,329 Views