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Redesigning Conjunctions?

(January 9th, 2023, 01:55)Seravy Wrote: I do agree cost reductions are redundant and somewhat boring too.

Global enchantments being harder to dispel feels like it benefits Life and Chaos more than Sorcery and it's also a somewhat niche effect (you generally don't even have Disjunction until the endgame). Maybe resistance for all spells (or the opposite, increased dispel power) would be better.

Increased dispel power instead of global enchantments being harder to dispel sounds good.

Quote:0 Growth rate is unfair towards growth based strategies - Stream of Life, Nature Omniscient Guardian, etc., these generally can't adapt on the fly because they had to spent most of their starting picks on enabling the strategy. ...

Death is unfair!
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50% chance to summon 2 creatures is good.

Bad Moon potential effects could be associated with morale/motivation or disharmony/distrust
*garrison does not quell unrest (distrust)
*racial unrest effect doubled
*normal units and heroes cost twice more gold to maintain (morale/motivation)
*Units cannot gain experience during the event (like a morale effect)
*Units lose 1 resistance and 2.5% to hit/defend for each level of experience (like a morale effect for units experienced in battle)  - or units all act as if 0 experience

Good moon could eliminate racial unrest modifiers during the event.

One of the events could reduce city and population damage from conquest and combat

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If you decide on some interesting but not overpowered effects, you can consider adding some spells that influence the chances of conjunctions, duration, and which type occurs. Chaos might have a relatively cheap spell that changes the type randomly.

Also, consider the possibility of having non-spell factors influence conjunctions. The number of good or evil religious buildings in the world; the number of undead units; the number of globals, city spells, unit spells, combat spells per turn, etc. Actually, it might be interesting to have these sorts of things influence other things, such as spell, research or unit costs or the probability of raiders. This could add another layer of strategy; realizing that building some normal units might be more cost effective than more summons, due to these cost-changing factors, or that building more Animist's guilds would provide worthwhile benefits.

I liked the _concept_ of territory-changing in the Dominions game series, but it seemed to be fairly meaningless in actual game play, since the effects lagged behind your front lines by too much. COM could add something along those lines, offering options other than just building units and economy.

Of course, anything that adds strategic depth runs into the "how will the AI deal with that?" problem.
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I actually quite like the current event effects, some of the new ideas seem a bit overcomplicated to me.

Do good and bad moons currently boost life and death creatures respectively? If they don't it might be good as they don't get the node boost effect that the other realms get.
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After re-reading the thread, I think these are the best options we have, and we can use them all if we're ok with 3 effects on one conjunction :

Nature

-Mana generated from power is doubled
-Nature and Summoning spells are 33% cheaper
-Fantastic units gain <stats> (probably +2 to everything is good)

Sorcery
-Skill generated from power is doubled
-Sorcery and Global Enchantment spells 33% cheaper
-Spells have doubled dispel resistance

Chaos
-Research generated from power is doubled
-Spells do 33% more damage
-Chaos and Combat spells are 33% cheaper.

Life
-Cities produce 50% more gold
-Life and Unit Enchantment spells are 33% cheaper
-Normal units gain <stats> (1 movement or 1 hp or both)

Death
-Cities have 50% more production
-Death and City Enchantment spells are 33% cheaper
-Normal units lose 3 resistance.

This would also keep the most possible similarity between the new and current effect (Life keeps cheaper unit buffs, Death keeps resistance loss, Chaos keeps spell damage, Sorcery keeps SP bonus, Nature keeps Fantastic creature bonus)
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I support this. For the regular unit buff, I support giving a general +1 to all stats, and dropping the movement buff.

BTW, will the cost reductions and buffs from conjunctions be made moddable?
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(May 14th, 2023, 21:25)Anskiy Wrote: I support this. For the regular unit buff, I support giving a general +1 to all stats, and dropping the movement buff.

BTW, will the cost reductions and buffs from conjunctions be made moddable?

Cost reductions are in the spell cost script so those definitely will be.
Unit stats will be hardcoded but it should be easy for mods to undo the effect by subtracting/adding the stats.
City gold bonus and such should also be moddable.
The special effects like spell damage probably won't be moddable.
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