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Caster of Magic II Brainstorming Megathread

(May 1st, 2023, 04:33)Seravy Wrote: Oh, we already have a FantasticPenalty? I didn't remember that.

That said I would prefer to keep the naming consistent with the game rules. Heroes are normal units.

I agree that technically the existing naming is more consistent conceptually.  I hope this means you'll consider adding a HeroPenalty spell attribute.
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Is it possible to make it so that we can choose at which book we start getting "Early Uncommons" instead of "Guaranteed Uncommons"? I have a few ideas for a new spell system, and it would be greatly helped by having Early Uncommons kick in at lower book counts.
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(May 3rd, 2023, 08:30)Anskiy Wrote: Is it possible to make it so that we can choose at which book we start getting "Early Uncommons" instead of "Guaranteed Uncommons"? I have a few ideas for a new spell system, and it would be greatly helped by having Early Uncommons kick in at lower book counts.

This will be included in the next update. I've also added a parameter to toggle between starting and guaranteed spells.
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Some more Modding stuff ideas:
- Sharpshooting makes Hero units unaffected by range penalties when using ranged attacks. It should be possible to undo by modding.
- making a Fighting Pit building that gives a certain amount of EXP per turn for each unit in the city. Armsmaster did not work on buildings.  "ALevel" is used in CreateUnit.CAS by buildings that give levels.
- to give buildings a Scouting range for the city.
- How to make alternative City Walls on the building and city screen choose a City Wall preview image?
- There could be alternative city wall bonuses as well.
- How to restore original MOM´s Astral Gate functionality, Wall of Stone spell?
- rewards for defeating a wizard could be modifiable
- HPBonus/Penalty variable could also be in MASTER.CAS
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Some more things that mainly play a role after modding:
- Spell charges from items overwrite the spell ability, a hero can have because of modding. If there are multiple item slots that allow spell charges, the second slot overwrites the first. This could be intended or done another way.
- Spells that cannot be researched (Disabled=True in spells.ini) cannot be found in treasure, or can they? If not, how about adding the possibility?
- Settlers might show up as mercenaries from time to time. (only from the same plane at first, like Engineers do) There are already some unused Settler versions in UNITS.INI.
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One more idea:
- "Tree of Knowledge" timing could be changable by modding.
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(May 5th, 2023, 15:33)Slingers Wrote: Some more things that mainly play a role after modding:
- Spell charges from items overwrite the spell ability, a hero can have because of modding. If there are multiple item slots that allow spell charges, the second slot overwrites the first. This could be intended or done another way.
- Spells that cannot be researched (Disabled=True in spells.ini) cannot be found in treasure, or can they? If not, how about adding the possibility?
- Settlers might show up as mercenaries from time to time. (only from the same plane at first, like Engineers do) There are already some unused Settler versions in UNITS.INI.

- Why not make spell charge on items and units could exist more than one kind at the same time?
- I like this idea. Why not  expand more into subcategory of spells such as researchable, reward only, ability ( only accessable in combat by units, either as unit only spells or assignable charged ability), and last category is completely disable from game?
- why not make settler gain into event similar to gaining of artifact, "flock of refugees/immigrants/exiles ask for protection from great wizard"?
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Is it possible to support implementing new sources of fame? Currently, that's the only resource that can't be modified directly. That, and starting casting skill.
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(May 9th, 2023, 04:11)Anskiy Wrote: Is it possible to support implementing new sources of fame? Currently, that's the only resource that can't be modified directly. That, and starting casting skill.

Being able to modify starting casting skill would be nice.  That's something I've run into as I play using the "underdeveloped" game setting and 12 starting casting skill is a little overly constraining.  (I've modified starting spell power income to 66% of normal instead of 50% and would like to do the same for starting casting skill.)
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(May 5th, 2023, 08:03)Slingers Wrote: Some more Modding stuff ideas:
- Sharpshooting makes Hero units unaffected by range penalties when using ranged attacks. It should be possible to undo by modding.
- making a Fighting Pit building that gives a certain amount of EXP per turn for each unit in the city. Armsmaster did not work on buildings.  "ALevel" is used in CreateUnit.CAS by buildings that give levels.
- to give buildings a Scouting range for the city.
- How to make alternative City Walls on the building and city screen choose a City Wall preview image?
- There could be alternative city wall bonuses as well.
- How to restore original MOM´s Astral Gate functionality, Wall of Stone spell?
- rewards for defeating a wizard could be modifiable
- HPBonus/Penalty variable could also be in MASTER.CAS

Being able to make a HPBonus/Penalty stand out similar to attack/defense/resistance would be nice.

That being said, you seem to be creating many posts asking for a lot of different things Slingers.  Seravy isn't here to cater to every whim of the forum.  He's not being paid.  We're fortunate to have him here to take suggestions/requests at all.  I recommend you consider what really matters to the game before throwing out every idea that pops into your mind.  I work as a programmer and thus I know how much effort has to go into implementing and testing totally new features.  It's a lot of work.
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