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Caster of Magic II Brainstorming Megathread

Would it be nice idea if fate mastery also increase chance for mineral to spawn upon volcano raised in wizard territory? (gatcha rolling)

Should give more priority for chaos wizard with peaceful personality to raise volcano on tundra and barran mountain without resource in their own territory?
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It would be neat and thematic if Armageddon grants mountaineer to your units given all the volcanoes

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I'm playing with Shin Bo for the first time since the "Stealth" ability was added, and it really feels like he should have stealth given that he's an Invisible Ninja.
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May I suggest for engineer unit to gain innate "Disrupt" charge ability? And maybe upgrade to "Crack Call" charge if unit become ultra-elite or champions.
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I found it strange that although death realm is connect to plague but it does not have pandemic level global curse? Why not have death global enchantment which randomly trigger pestilence and evil presence city curse on enemy cities or just give flat global negative population growth in every cities as well as randomly kill figures in normal units each turns and for each population and figures of units die during time of global enchantment should turn into power of caster wizard?
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Please add Y-axis scale (in term of percentage compare to the highest) for history graph (F4). and make it show defeat/victory threshold on the axis once victory condition is possible (and when not possible threshold marking disappear)
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May I ask for additional effect to add into "Ruler of Heaven" spell? I think apart from just global enchantment 100% more difficult to dispel and each religious buildings get +2 more power, I think it should have additional effect in half casting cost of unit and city enchantments for caster of this global enchantment (caster only).

Reason I ask for this is due to I found that at Maximal size map +13 enemy wizards, map and war scale would be so huge that life wizards which rely on buff would nolonger able to catching up buffing capability for army of several front anymore (especially with global buff of chaos currently is, even with excellent life's combat enchantment, it still could not deal well with army of cannon fodders buffed with chaos surge and blazing eye, holy word would meaningless against them once chaos surge stack more than 2, and chaos global curse that stack up would end every ai's national economy once 2-3 Doomsday stack together). Life which rely a lot on enchanting more than summoning really need ability to enchanting more each turn.
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If you want to alter 'Ruler of Heaven' vs Chaos stacking, maybe a better choice would be to boost units' defence and resistance vs chaos damage. Does Life face the same issues vs Death, Nature or Sorcery? Would this unbalance Life vs those realms? Wizards who depend on summons or combat casting would face the same 'can't keep up with demand' problem.

Life also has several economic buffs, to be able to produce more mana and units than a Chaos wizard. It also already has several city or global spells that automatically buff each unit produced. Halving the cost of Rare or VRare buffs might be a bit much.

If global stacking is a problem on large maps, maybe the fix is in limiting that stacking.
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Since we're discussing altering spells, does Call of the Wild need altering? I've never actually used it or seen it in play, but it seems that it's a spell that weakens over time, which is depressing. By the time it's cast, many lairs are gone, and with each one gone, the spell offers less benefit.

One idea: since I think the game keeps the record of popped lairs, the spell could generate random units from popped lairs (the monsters went into hiding when their homes were destroyed). It might be interesting if the spell created monsters not under the player's control, but which attacked any units not of the caster's ownership (even attacking annoying scouts and settlers from allies). Instead of getting weaker over time as lairs were cleared, it would grow more powerful.

With multiple castings, the monsters would fight each other, unless it ignored 'neutral' units.

Would the extra units significantly slow game turn processing?
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Quote:May I ask for additional effect to add into "Ruler of Heaven" spell? I think apart from just global enchantment 100% more difficult to dispel and each religious buildings get +2 more power, I think it should have additional effect in half casting cost of unit and city enchantments for caster of this global enchantment (caster only).

Reason I ask for this is due to I found that at Maximal size map +13 enemy wizards, map and war scale would be so huge that life wizards which rely on buff would nolonger able to catching up buffing capability for army of several front anymore


That's what Amplifying Tower exists for. You get 7 additional casting skill for each city owned. Assuming average unit buffs like Heroism, each city you own allows you to buff an additional unit every 10 turns.
Most endgame buffs are not single target though  - Holy Arms, Crusade, Charm of Life, High Prayer, Supreme Light, Holy Bonus from Angels and Archangels all buff an entire army.  On top of that Altar of Battle buffs all your units with Heroism without having to cast it on individual units.

And if that's not enough, you can get 25% discount from Divine Order, which stacks if you trade it to more wizards.

Call the Wild spawns monsters from nodes, not lairs. Including cleared and melded nodes. The effectiveness does not decrease over time.
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