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Caster of Magic II Brainstorming Megathread

Threatened by Vampires? Blood sucking teeth lurk in every corner? Fear no more, Garlic Man is here!

...there totally should be a joke mod where that's an actual unit you can produce, could be a race where every unit is some sort of a plant :D
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What do you think of boosting ruler of underworld to allow natural healing for undead? (Synergy for blood lust, which is also anti-normal unit)

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(July 9th, 2021, 05:37)zitro1987 Wrote: What do you think of boosting ruler of underworld to allow natural healing for undead? (Synergy for blood lust, which is also anti-normal unit)

Nice idea indeed.
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I will think about it. I would like to experience the current effects of the spell in a played game once or twice before making changes.
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Would it be possible to implement allied stacks reinforcing each other? Say, me being able to move 2 units into Merlin's city or 5 units into his 4 unit stack in the field without breaking any treaties. I think this would be a very interesting feature and would lead to some complicated situations in game.
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No. That would lead to battles with 3 participating wizards.
Also every code in the game assumes there can't be more than one player on a tile.
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That's a shame. And yes, I intended allied wizards to support each other in combat with this feature.
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Maybe transfer ownership of the units to ally before the battle and back after?
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(July 10th, 2021, 17:47)Anskiy Wrote: That's a shame. And yes, I intended allied wizards to support each other in combat with this feature.

How about helping them by being invited to cast spells in their combats?  That might be less difficult to code.  I expect it would still be too much effort for very little real change in how a game plays out.

Permanent transfer of units might be easy, but I expect you'd scream in frustration when the AI doesn't use them the way you want them too.   banghead
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When entering a tile that looks empty but has invisible units on it, the two Wizards should both be given an option to retreat safely if they're not at war, instead of it being interpreted as an attack. Otherwise, I think whomever used the invisible units to ambush should be considered the aggressor, not the one who entered the tile (ie, AI shouldn't have a relations hit if I enter their invisible tile and I retreat. But there should be a relations hit if they enter my invisible tile and I kill their units without letting them retreat [but they need to retreat, they can't attack me and expect me to roll over. Whoever fuses to retreat is the aggressor]).

Also, I've found the AI surrounding my tiles with units extremely annoying. I've had a neutral AI position two stacks of ghouls in the same two spots for almost 100 turns without moving them, blocking my engineers from making a road and my other units from moving past. Then it got worse when other allied wizards' units surrounded my cities and my Towers so now I can't move troops to it, and my newly created units are disbanded immediately despite there being a free space on a transport adjacent to my city. There's too many AI units doing nothing except sitting there and blocking the way, in a way that's not strategically useful to our alliance.

Furthermore, I think a good feature would be the ability to pass through allied' troops without starting a battle. That would somewhat mitigate the pathing issue above.
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