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Additional means of gaining spells?

Thinking about it, it's rather limiting that new spells come only from research, lair rewards, or trading. Especially since research is generally too slow to compete with the other two options, and trading requires usable spells to exist in the first place. What about a fourth option, buying spells from merchants? It could work for peaceful play and would help such a strategy spring back from behind. Any other ideas?
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(August 13th, 2023, 23:34)Anskiy Wrote: Thinking about it, it's rather limiting that new spells come only from research, lair rewards, or trading. Especially since research is generally too slow to compete with the other two options, and trading requires usable spells to exist in the first place. What about a fourth option, buying spells from merchants? It could work for peaceful play and would help such a strategy spring back from behind. Any other ideas?

I think improving trading to allow to trade all for all would probably improve spells/artifacts, maybe in some cases books/retorts trade (you trade a books/retorts for books/retorts ) would fix it.
I think also an interesting lair/node reward should be: allow you to switch one your retort/vials you found for another or switch one of your artifacts for another, that would be interesting.
also another interesting feature would be to add quests with defined reward for example: capture this city/clear a very hard node, eliminate a rampaging monsters etc...

all that matters now is what's on Seravy's time budget...
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(August 13th, 2023, 23:34)Anskiy Wrote: Thinking about it, it's rather limiting that new spells come only from research, lair rewards, or trading. Especially since research is generally too slow to compete with the other two options, and trading requires usable spells to exist in the first place. What about a fourth option, buying spells from merchants? It could work for peaceful play and would help such a strategy spring back from behind. Any other ideas?

I find that turning off spell trading improves the game experience a lot.

Less time faffing about the diplomancy menu, book choices matter more, lair assaults more important. All of these make the game better.
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(October 13th, 2023, 07:17)martinl_00 Wrote:
(August 13th, 2023, 23:34)Anskiy Wrote: Thinking about it, it's rather limiting that new spells come only from research, lair rewards, or trading. Especially since research is generally too slow to compete with the other two options, and trading requires usable spells to exist in the first place. What about a fourth option, buying spells from merchants? It could work for peaceful play and would help such a strategy spring back from behind. Any other ideas?

I find that turning off spell trading improves the game experience a lot.

Less time faffing about the diplomancy menu, book choices matter more, lair assaults more important. All of these make the game better.

Want to buy “Time Stop” for 100000 bucks? Idk. One can buy buildings that generate Research. Magicians in cities with research buildings should actually generate research too... Just ideas on how research could catch up.

"No Trading" is good for the pace of a game with lots of opponents, but weakens rainbow players and does the opposite of what was asked for - more opportunities to get missing spells. It should also be possible to disable spells from treasure in Modding.ini, but I'm not sure anyone would be interested in doing that.

What I've already done is giving a spell ability to a heap of units. You might plot to get such a unit for the combat spell it provides. There are also already special or rare buildings that apply an enchantment or something else to units produced there or to a visiting unit.

Any ideas for a name for an event that grants a spell? This should be possible through modding, I think. The rules for deciding which spell the event uses seem a bit tricky to me...
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...or still not very possible to add a completely new event.

By repeatedly banishing wizards you can gain additional spells.

It was easy to mod EndofCombat.CAS to get a blank book from a banished or defeated wizard. This could be added as a Score Modifier in a mod. But how often should something like this happen? A banished wizard can lose that book. What script should be used so that gaining a book is only possible after defeating a wizard?
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