February 21st, 2011, 14:20
Posts: 28
Threads: 1
Joined: Feb 2011
Zephirus Wrote:About healing undead, I think they should have a feed hability. When parked within a town, you could use feed. The local population would decrease by one, and replentish the undead unit to full health.
The unrest in the city also goes up by one, if the city population drops to zero, the city desapears. So, if you want to heal your undead units, you will be encouraged to conquer cities of undesired races, place your undead stack over then and canibalize the city to inexistence.
Razing a newly conquered city incurs a fame penalty.
Conquering it would give you possibly a fame bonus and then you could feed the newly conquered city to your undead minions without any fame penalty?
If that would be implemented you should suffer at least the same fame penalty as for razing that city in the first place.
March 12th, 2011, 10:57
(This post was last modified: April 30th, 2011, 05:25 by Nivm.)
Posts: 14
Threads: 1
Joined: Feb 2011
Although I don't consider graphics very important in games (the reverse being true for feedback and information), I've found the incongruous ones in MoM to be irritating at times. Such as how some races have different houses on the city screen, but those races still have the same temples, stables, et cetera as every other race.
So, since I've found I like making pixel art, is there any way to add more race-specific sprites to the game?
As for a gameplay oriented suggestion; conservation of units. So that whenever you disband a unit, the game records what part of the world it was disbanded in, adds it to mercenary lists for any wizard with towns in that area, and slightly increases the chance of mercenary offers for those wizards (to be reduced next time a mercenary is hired). Another neat detail would be to increase the population of a town slightly if you disbanded enough native units there, then be able to hire back the ones that decided to stay.
~☼~
Would it be possible to get wizards to recognize when you remove corruption from near their cities? Or when the units you have near their cities are doing nothing but (moving and) remove corruption? I guess it makes sense that they would think you are just preparing their land to be taken, but it could also be perceived as a gift.
I would really like to be able to use the Raise Volcano spell on open ocean. I want to make islands...and block off enemy docks without having to rely on a 15% chance of building destruction (although then I wouldn't be able to use those same docks).
July 29th, 2011, 23:10
(This post was last modified: July 29th, 2011, 23:55 by Asfex.)
Posts: 525
Threads: 6
Joined: Dec 2010
I note some interesting ideas here.i focus on that can be realized in the mom131.to change spells and effects to gets game strategy more complex and balanced.often by changing the weak effects.For example:add the ability to decrease the unit rezistance by one per petrify or poison attack for the duration of the combat.
So the sky drake can remain with zero rezistance after ten rounds.
Or earth to mud destroy roads if is casted overland.becouse nature have pathfiding and earthgate,it not need roads.
July 30th, 2011, 00:10
(This post was last modified: July 30th, 2011, 00:35 by Asfex.)
Posts: 525
Threads: 6
Joined: Dec 2010
If you change wizards.exe at:5cdfc 80,7f,04... onto 8A,47,04,26,82,4F,3E,D0,E9,2A,C1,98,75,04,90,E9,D4,00. Then you can see the'supression effect of attack' in the 'to hit' attribute.nothing else changes.just very handful.
Also,other mod
allows to store production over unit build.so,you can build spearmen,then paladin in the city with 110 prod. max.Especially in Aureus mod.
Posts: 525
Threads: 6
Joined: Dec 2010
I am about ethernal night.i can realize the effect of 'increase life-stealing penalty',or every unit loose 1-2 crosses;or undeads can heal in the city under pestilence...what do you think about and game balance?
October 18th, 2011, 03:42
(This post was last modified: October 18th, 2011, 05:23 by kyrub.)
Posts: 901
Threads: 28
Joined: Oct 2008
Bump.
I wishfully think I would like to read more extravagant ideas!
(I still love to read through this homeless thread.)
October 20th, 2011, 02:03
Posts: 357
Threads: 22
Joined: Oct 2010
Fine.
Ship overhaul
Triremes:
Can only sail on rivers (on land - good for transporting slow units) and within 2 squares from land. This means they can't navigate deep sea.
Galleys:
Can travel within 4 squares from shore. Not on rivers.
Warships:
No rivers, but also no rivers. Optionally, if you insist of making Viking-inspired warships, they should be able to navigate rivers.
This way there would be reasons to improve ships. But it would complicate AI.
------------------
Orc units: Horde Bonus
Orc units get +1 Sword/Bow for each adjacent allied unit.
October 20th, 2011, 03:02
Posts: 901
Threads: 28
Joined: Oct 2008
Steal Artifact
Overland
Chaos
500 mana
Very rare
Steals random artifact from target Wizard and puts it at your disposition.
October 21st, 2011, 02:39
Posts: 525
Threads: 6
Joined: Dec 2010
The city's map square treat like 1MP for sailing type move too.(in addition of the other type move)
October 21st, 2011, 06:35
Posts: 357
Threads: 22
Joined: Oct 2010
b0rsuk Wrote:Mana Focusing becomes Astrologer. The bonus is kept, but additionally you always know in advance what the next event global will be. And when the current lasting event will end. This should be possible at least with some events. The code might need changes if, say, Conjunction's chance to end is 5% each turn.
I have an another idea how to improve Mana Focusing. This time without changing the theme.
Mana Focusing could reveal node auras (+2 summoned creature stat). The presentation would be the usual "moving stars" animation, but the color would be white (rather than the color of the wizard who put a spirit in there).
The benefits ? Mostly, it would allow better city placement, because you could build cities so as to be affected by a node and then guard it with corresponding creatures. Sometimes there would be a lair or a ruin close to a node, then some creatures would have easier time conquering it... Finally, once in a while player could fight other wizards in areas covered by node auras.
Wait a second. If there's a ruin very close to a Nature node, and the ruin contains Sprites, do Sprites get Nature node aura bonus ? That would be eeevil.
Masteries (Node, Chaos, Nature, Sorcery) are obvious candidates for node aura revealing ability, but squirrels report masteries are already powerful enough, if not too powerful.
For the uninitiated, node auras work even when the node is not being mined, it's just invisible. During a battle in the affected area you can see the battlefield-wide enchantment icon and it really works.
----------------
Node aura detection
a) node aura could be detectable if you send a unit in there
b) node aura could be displayed on Surveyor screen
Independently from stuff above, although there would be an obvious synergy with modified Mana Focusing:
Node aura powering fantastic creatures
Each node could allow a maintenance discount for fantastic creatures in areas covered by node aura. For example, -10 power. This could allow free/inexpensive guardians in certain areas, as long as player knows the right summons.
Temples powering fantastic creatures
Similar to the above, but for Life/Death. I'm not sure it's needed given that Death summons tend to have low upkeep (by design), while Life summons are very few. But it would give Guardian Spirit a new meaning.
There could be certain conditions to it, like Infernal/Divine power. Or something else.
Speaking of Guardian Spirit
This creature could have 0 upkeep if stationed in a friendly city. Only one spirit per city. More doesn't really make sense, because Resistance To All doesn't stack.
|