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modding:wall of darkness and heavenly light city spells

I think this city spells is almost useless without modding. The idea is implement "node aura" with this spells.
However, this aura conter spells of attacking wizard only, and not the units spells even.
The question is whats better? var 1. what dispell strenght make for it ? 50 like node, 20 or other strength? var 2. equal the percent of casted spell -50% ,100% other?
3. note that nodemastery wizard negates this effect, and mastery increases chases of sucessfull cast spell of this realm anyway.
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You mean Cloud of Darkness, not Wall of Darkness, don't you? Wall of Darkness isn't actually useless, though in general overland casting of city defense spells is pretty marginal. It might be easiest to just massively reduce the casting cost of a lot of city defense spells (consecration, heavenly light, flying fortress, spell ward, wall of fire, cloud of darkness, wall of darkness), though flying fortress and spell ward are also buggy.
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(January 15th, 2015, 03:54)Anthony Wrote: You mean Cloud of Darkness, not Wall of Darkness, don't you? Wall of Darkness isn't actually useless, though in general overland casting of city defense spells is pretty marginal. It might be easiest to just massively reduce the casting cost of a lot of city defense spells (consecration, heavenly light, flying fortress, spell ward, wall of fire, cloud of darkness, wall of darkness), though flying fortress and spell ward are also buggy.
Yes, i mean "cloud of darkness". About others: wall of fire is a in-combat spell, and for 20 mana you get effect like immolation for melee unit. so, 20 cost for incombat is reasonable, therefore cost 100 mp overland have reason too. therefore cloud of darkness and heavenly light may be cost 75-100 at least. And this is only overland spells. We cannot reduce the cost of city defence spell over the edje 75-100 mp.
What is the bug of flying fortress? Other than it may be cast on any friendly city? And spell ward protects from fantastic creatures of one realm, it very handy sometimes.
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(January 15th, 2015, 04:25)Asfex Wrote: What is the bug of flying fortress? Other than it may be cast on any friendly city? And spell ward protects from fantastic creatures of one realm, it very handy sometimes.
Your ground troops are supposed to be able to leave the city. Spell Ward is not a bad spell, but it's supposed to also make spells of that realm not usable against the city, either overland or in combat.
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(January 15th, 2015, 04:53)Anthony Wrote:
(January 15th, 2015, 04:25)Asfex Wrote: What is the bug of flying fortress? Other than it may be cast on any friendly city? And spell ward protects from fantastic creatures of one realm, it very handy sometimes.
Your ground troops are supposed to be able to leave the city. Spell Ward is not a bad spell, but it's supposed to also make spells of that realm not usable against the city, either overland or in combat.
Nope, Spell Ward works only overland, as it should, like Suppress Magic or Nature's Wrath. smile

And my ground troops can leave the city and can't reenter it, as they should when I've Flying Fortress in that city. nod
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it. rolleye
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(January 15th, 2015, 02:31)Asfex Wrote: I think this city spells is almost useless without modding. The idea is implement "node aura" with this spells.
However, this aura conter spells of attacking wizard only, and not the units spells even.
The question is whats better? var 1. what dispell strenght make for it ? 50 like node, 20 or other strength? var 2. equal the percent of casted spell -50% ,100% other?
3. note that nodemastery wizard negates this effect, and mastery increases chases of sucessfull cast spell of this realm anyway.
1. Will it work for both wizards? If it works only against the attacking wizard, 20 is fine. If it works against all spells of a different realms 40 can be fine. If it is itself dispellable, then 50 is good, IMHO. However same gameplay is due, before reaching a final decision.
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it. rolleye
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In current implementation it works for attacker wizard only. Moreover, it can not work for unit casted spells, because in my mod priest's can cast heal on death units with effect "give it 10 mp" instead of hearts.
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