July 2nd, 2016, 18:18
(This post was last modified: July 2nd, 2016, 18:22 by namad.)
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What do you mean it's weird to not have a way to cure corruption until rare?
No realm in the entire game has any way to clear corruption at all ever except nature. I thought sprites were already amazing why buff them? I also don't buy it as in theme, other than shamans typically having 4 ranged magical attack power as well. Sprites aren't particularly religious. If corruption is a problem make sure every race has a shaman? or if you want to deny some races shrine/shaman/priest move the ability to another unit they do have like magician?
IIRC nagas and ghouls and hellhounds are all supposed to be worse than halberdiers if the halberdiers have any experience (but better than a rookie?)
Ideally war bears need to be in a similar place. I am not really sure what this place is though, or if you wanted, feel free to buff war bears a ton and buff everything else that's not ghouls or sprites a tiny bit?
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(July 2nd, 2016, 18:18)namad Wrote: What do you mean it's weird to not have a way to cure corruption until rare? It's Nature. I mean, it's a realm that focuses on improving land. They can change the terrain, erase mountains and make forests, and they can even transmute ores, yet removing a simple corruption is not possible?
If we want ANY realm that can remove corruption at the same rarity it is being created at, common, then it's nature who should do it. Question is, do we want that as an option? No is an indirect buff to Chaos (one less answer to corruption) and yes is an indirect nerf to it.
On the other hand I would expect a unit of sprites to die from the pollution more than to purify it so I don't know. If we want any way of removing corruption at common, sprites should be it. If not, then ofc sprites are good the way they are.
Considering the AI will pick sprites first it might be better if they can't purify, otherwise corruption would be far too ineffective.
btw Consecration also removes Corruption and faster than Gaia's Blessing so there are two realms that can remove it.
July 2nd, 2016, 18:46
(This post was last modified: July 2nd, 2016, 18:47 by namad.)
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Oh cool, I didn't realize that. You should tell people in the life thread about that feature.
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Effect : Counters all negative city spells on the enchanted city, except Earthquake.
Although it only affects Chaos and Death spells, this is still fair, because it does not do so based on realms, they merely happen to be the once who have such types of spells. Life does require a way to protect their cities from curses. Earthquake is an exception because it does not target the city, it's targeting the ground under it, which is unprotected, and also because bypassing protection is the speciality of the Nature Realm.
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It doesn't also protect against volcano's does it?
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(July 2nd, 2016, 18:46)namad Wrote: Oh cool, I didn't realize that. You should tell people in the life thread about that feature.
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Effect : Counters all negative city spells on the enchanted city, except Earthquake.
Although it only affects Chaos and Death spells, this is still fair, because it does not do so based on realms, they merely happen to be the once who have such types of spells. Life does require a way to protect their cities from curses. Earthquake is an exception because it does not target the city, it's targeting the ground under it, which is unprotected, and also because bypassing protection is the speciality of the Nature Realm.
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It doesn't also protect against volcano's does it?
It's actually in the original game, not new for the mod. Should update help text if it doesn't say so already.
If the raise volcano targets the tile directly under the city, it is countered. Otherwise it works and is not cleared by the consecration later.
Also, text should be updated since I found out it also protects from every chaos or death spell affecting units inside the city : fire storm and black wind get countered, and final wave has no effect on the units in the city. It effectively does the city protection part of a Death ward and a chaos ward pretty much, plus removal of corruption.
Earthquake is nature so it's not affected, stasis and great summoning also aren't.
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So I am playing a game now with a nature specialist conjurer and sprites cost 40 mana. It's pretty great. I am a bit worried that you're buffing 3 summons for nature. When perhaps nature's main problem isn't how strong it is with the conjurer retort but how bland it is that the conjurer retort is mandatory?
Then again warlord is almost mandatory for a life specialist and conjurer does nothing for them, so maybe that's fine!
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On Gaia's Blessing
Quote:Perhaps it might be worth considering to instead double this bonus? So forests with gaea's blessing would be 9% production and 1/2 food?
What if Gaia's Blessing converts the bad terrain to forest instead of grasslands then? that might make it more intuitive for the player (side effect - if disenchanted, you end up with a bunch of woodland)
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About Crack's Call...
The ideal behavior would be something like :
-crack's call always kills any normal unit, regardless of stats
-but only do massive damage to top tier summons and heroes.
-Might also be good if it did more damage to multi figure units
I'll think about the details later, have to sleep now.
August 6th, 2016, 15:47
(This post was last modified: August 6th, 2016, 15:47 by Seravy.)
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Earthquake bypasses all forms of city protections.
I assume this follows the theme of Nature being able to do that (especially with earth spells, like Crack's Call).
Do we want to keep this effect? If yes then I should remove the check I added before realizing this which prevents the AI from casting it on Nature Warded cities. If not, then I need to somehow include the check for protections.
Would be interesting if Flying Fortress provided protection against it instead.
August 26th, 2016, 09:12
(This post was last modified: August 26th, 2016, 09:13 by Nelphine.)
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I don't know if this has been mentioned, but chaos channels plus land linking is great.
August 26th, 2016, 15:37
(This post was last modified: August 26th, 2016, 15:39 by Seravy.)
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(August 26th, 2016, 15:21)Nelphine Wrote: On summon catapult. I think you're right. If you compare to say, phantom beast, the catapult cones out ahead (distracts more resources from the enemy for a longer time). If you consider its damage dealing ability, I suspect it will come out ahead of most direct damage spells, simply because of long range - let alone any melee summons. And, you can win a battle with a catapult surviving.
So given all that, I'd be in favor of summon catapult being more expensive. Compare to direct damage spells, given how long a catspuly can expect to last, add a bit for occupying resources.
A Fire Bolt does a strength 24 attack for 10 mana.
A catapult has 15 attack power, +1 to hit for magic weapons but -1 to hit due to range (long range only counters range penalties after the first) so overall it's strength 15...but you get that every turn.
The catapult has 10 ammo, but it's reasonable to expect enemy units to reach and kill it in 3-5 turns.
For 3 shots of the catapult you can deal about identical damage with 2 fire bolts, for the same amount of MP, and on higher armor targets, this equal point goes up to 4 or 5 times.
So we can say that the catapult does indeed do as much damage as a fire bolt for its cost...if the enemy goes after it.
If they don't, then the 10 shots will deal 2-3 times as much damage, but that's kinda the point of the spell, if you can protect the catapult, it should be more effective than using fire bolt, especially since it is uncommon, not common.
So the damage for cost ratio is on average matches fire bolt, if used well, exceeds it but is reasonable.
On the other hand, if the enemy skips their next 3 turns on units and spellcasting to deal with the catapult then...it did as much damage as all the ranged units in your entire army can in those 3 turns which is...immeasurable.
Maybe changing the AI to not go after summoned units with melee troops unless they're already in range would be a better solution? Though in that case the catapults get to shoot at the units until they finish killing everything else or die trying. It would make sure Centaurs don't end up doing the same thing (minus the damage), too. Black Sleep could mess with it though, sleeping units have extra priority to attack...
A minor cost boost should happen regardless, I think Magicians summoning catapults is way too powerful, or not?
The original cost for it was 25 but got reduced to 20 when we realized the damage is horrible...but since then we fixed the damage by adding magical weapons to the summoned catapults, so it probably should go back to 25.
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