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Caster of Magic II Brainstorming Megathread

I found it is very weird that nature realm which suppose to related to ground and terrain don't have any spell which related to bonus and advantage from terrain, so here is my idea.

I think Land Linking should have enchanted non-flyer unit get additional 50% more damage dealing and 50% less damage taken from all source if enchanted units in tile which it favor (forester favor forest tile, mountaineer favor mountains, swimming/water walking favor all kind of water-related tiles, sail unit favor sea tile, etc).

This would emulated bonus from terrain which other 4X games such as Civilization have in combat.
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The AI can't use combat terrain advantage which is why the game doesn't have any.
It's already bad enough that the AI can't position the units well to take advantage of breath and first strike abilities, we definitely don't want more similar things in the game.
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How positioning relatd to breath and first strike?
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Those abilities only work if you are attacking. So whoever can attack the other first has a huge advantage and will likely destroy the enemy unit before they have a chance to retaliate/use their first strike/breath abilities.
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How gaze difference? Gaze also works when retaliate too?

Would make land linking allow unit to always deal damage first in both attack and retaliate which occured on their prefered terrain works for ai?
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Yes, Gaze works when counterattacking.
No that wouldn't help the AI because they won't move the unit onto the tile which has a bonus. They move in the optimal path to reach their target the quickest so you can control which tile they are on by moving your units. This is necessary because if they didn't, they would have no hope of chasing/cornering your units.
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(January 17th, 2021, 08:48)Seravy Wrote: Yes, Gaze works when counterattacking.
No that wouldn't help the AI because they won't move the unit onto the tile which has a bonus. They move in the optimal path to reach their target the quickest so you can control which tile they are on by moving your units. This is necessary because if they didn't, they would have no hope of chasing/cornering your units.

Speak of gaze, does wall of darkness make unit inside immune to gaze? If not then I think it should give such effect too.
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I think currently physical range attack has almost no use in CoM, it is obsolete very quickly due to earlier access of missile-immune magicians (which make physical missile units obsolete due to they could not hurt magicians) than in vanilla and to guardian wind (which could be considered as useless due to its situational due to early magicians' meta in CoM end up create situation which missile is useless before, yet it reinforce the meta by erase point of train missile unit)

I think magician should have movement point only 1 (in order to act like artillery). And I think it should gain something like -2 to hit to all missile target magicians instead of full missile immunity if want it to be more tolerable to missile. Spellzerker should have 3 movement point instead due to it has no moving fire and imply of more physical fitness.

I think guardian wind is coming to early for completely immune buff (although you said it is very situational, it become so very situational due to early missile-immune magician meta and how much ai would spamming magicians). I think full missile immunity should be either late uncommon or early rare spell while guardian wind should be something along line of add saving roll to all physical missile range or just -2 to hit to all missile attack that target enchanted unit instead. (I originally want to suggest AOE effect of area which which missile from outside could not damage unit but that would be similar to wall of darkness and you said earlier that AI could not understand area effect apart from movement point effect so I change to this instead)
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Missile immunity doesn't protect from large rocks, such as those launched by catapults, Warships, or Stone Giants. It only grants immunity to normal units' missile attacks, and magicians do need to be immune to survive against them.

Regarding terrain bonuses, it wouldn't work for combat squares, but something of that nature might work for overland, similar to node auras. It would need to be a lot weaker than the numbers suggested though.
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(January 22nd, 2021, 00:46)massone Wrote: Missile immunity doesn't protect from large rocks, such as those launched by catapults, Warships, or Stone Giants. It only grants immunity to normal units' missile attacks, and magicians do need to be immune to survive against them.

From all that I remember (version 6.0.5), my flying warship (stone shot) could not penetrate magician or unit enchanted with guardian wind in CoM. So no kind of arrow or rock would penetrate missile immunity. I think you may confuse it with Invulnerability.
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