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February 3rd, 2009, 10:40 PM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
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Re: Mod in Progress: CPCS - CrossPathCombatSpells
Hehehe. No I didn't mean that you didn't see my spell, but that Burnsaber seemed to have missed it.
Also mine does fatigue damage from asphyxiation, rather than physical damage. Though, it should be changed to AP rather AN, if it is to be used, or the damage lowered a little.
I like yours, too. I am imagining sudden, explosive expansion of the dissolved gasses in the water, dramatically compressing the water itself, and anything in it. None too realistic of course, but it's "magic".
(PS- I didn't ignore your request for another avatar change, I just wanted to give my baby his 15 minutes of fame before replacing him. )
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February 4th, 2009, 12:53 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
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Re: Mod in Progress: CPCS - CrossPathCombatSpells
Quote:
Originally Posted by VedalkenBear
Burn: Wait, you can exclude a certain type of monster from an effect? Then can you exclude amphibious creatures from an UW-only spell? That would 95% of the effect of an aquatic-only spell, no? You could name the spell 'Sailor's Revenge', in that case.
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Underwater spell that targets only non-amphibians (targeting those who breath by using items) is possible, but I think that getting underwater is hard enough even without some "smite landlubbers"-spell.
Quote:
Originally Posted by llamabeast
Earthmeld + Quicksand = DOOM!
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Err.. True. So that if I made the Quicksand spell, you could kill any SC by that combo. Back to the drawing board, then.
Quote:
Originally Posted by JimMorrison
Hehehe. No I didn't mean that you didn't see my spell, but that Burnsaber seemed to have missed it.
Also mine does fatigue damage from asphyxiation, rather than physical damage. Though, it should be changed to AP rather AN, if it is to be used, or the damage lowered a little.
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I invite you to read the whole "spells to be added" list. There is a section for UW only combat spells. Your's there. I just haven't given it stats much thought yeat, I just copypasted your suggestion.
It's good in the way that you could see affecting both naturally amphibious and those who breath by magic items.
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February 4th, 2009, 05:17 AM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
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Re: Mod in Progress: CPCS - CrossPathCombatSpells
Ahah! I didn't notice that subsection. Is that because you want to give UW spells extra attention (since there are so few), or because you don't want them to count towards the total, so that all land mages get extra spells for each combo?
If the latter, I think I might sit down in a bit and brainstorm some goodies, for the land path combos that are still open - and try to throw in several water spells as well, because trying to develop combat magic as a water nation is kind of lame presently.
<3
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February 4th, 2009, 02:30 PM
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Colonel
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Join Date: Jun 2007
Location: Finland
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Re: Mod in Progress: CPCS - CrossPathCombatSpells
Quote:
Originally Posted by JimMorrison
Ahah! I didn't notice that subsection. Is that because you want to give UW spells extra attention (since there are so few), or because you don't want them to count towards the total, so that all land mages get extra spells for each combo?
If the latter, I think I might sit down in a bit and brainstorm some goodies, for the land path combos that are still open - and try to throw in several water spells as well, because trying to develop combat magic as a water nation is kind of lame presently.
<3
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The latter. I don't want them to count towards the total. The lack of crosspath combat spells and the lack of UW combat spells are separate issues.
It now seems that about 30% crosspath spells I'll be doing will be castable UW. It helps, but better be safe than sorry, since the path combos for them are totally random. How many UW nations have D/F mage for example? Besides it might be kinda lame that someone who would download this mod so his favourite E/W mage would have more stuff to cast. And then he notices that the E/W spell is UW only. Kinda downer?
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I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.
If you need to ask something about modding, you can contact me here.
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February 4th, 2009, 07:15 PM
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BANNED USER
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Join Date: Jul 2008
Location: Tacoma WA, USA
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Re: Mod in Progress: CPCS - CrossPathCombatSpells
I don't see an efficient SC killer as a necessarily bad thing honestly. It would encourage more variety.
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February 5th, 2009, 01:45 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
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Re: Mod in Progress: CPCS - CrossPathCombatSpells
Quote:
Originally Posted by Trumanator
I don't see an efficient SC killer as a necessarily bad thing honestly. It would encourage more variety.
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Efficient, yeah, not a bad thing. Completely unresistable combo? That's just broken, plain and simple. Since there is no resistance check against Earth Hold the SC will automatically reduced to 0 def and then the "Quicksand" spell hits (Oh, you'll have to roll 15+ on DNR or die, good luck). It's just cheesy and anti-climatic ending for a Seraph SC, for example.
I just checked the list, and there will be some new ways to combat SC's and thugs. Just to name a few;
A/S Anger of God, unresistable, undodgable physical damage against sacreds (not AN thought, so having very high prot will help)
N/F Curse of the Salamander (if not fire resistant)
E/A Boulder Barrage: If you have a high stenght caster, those boulders will really bring on the pain if they are thrown on a single target. (good against non-shielded targets, since the boulders can be parried)
N/E Gaia's revenge: If the target in the cloud is not quickened, it won't be able to move until the effect ends. (you'd better have high precision on the caster though)
N/S Cursed Barbs: Entagles (always useful), Curses (yeah!) and the poison damage the guy will take each turn is likely to cause afflictions when he is cursed.
D/S Curse of the Four Horsemen: This spell won't kill the target outright, but the effects are nasty. Since there a four separate MR checks, with some penetration, some are bound to get through even high MR.
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I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.
If you need to ask something about modding, you can contact me here.
See this thread for the latest info concerning my mods.
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February 5th, 2009, 06:05 PM
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Second Lieutenant
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Join Date: May 2006
Posts: 465
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Re: Mod in Progress: CPCS - CrossPathCombatSpells
Burn: Ah, I didn't intend for Cursed Barbs to be an Entangle effect. It was more patterned off of Vine Arrow than Tangle Vines. Honestly, it was meant to be an analog of Iron Darts, etc. But hey, whatever works for you.
For S/W...
Waters of Insane Clarity
Range: 20+
Fat: 40-
Prec: -2
Area of Effect: 1+
NoE: 1+
Effect: Grants Luck, Etherealness, Madness(5), and Cursed.
Underwater-only
(Note: This can affect enemies.)
Steamvault
FW
Range: 10+
AoE: 2+
Damage: 2+ (AN)
SecondaryEffect: Haste
Underwater-only
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February 6th, 2009, 01:45 PM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
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Re: Mod in Progress: CPCS - CrossPathCombatSpells
Quote:
Originally Posted by VedalkenBear
Burn: Ah, I didn't intend for Cursed Barbs to be an Entangle effect. It was more patterned off of Vine Arrow than Tangle Vines. Honestly, it was meant to be an analog of Iron Darts, etc. But hey, whatever works for you.
For S/W...
Waters of Insane Clarity
Range: 20+
Fat: 40-
Prec: -2
Area of Effect: 1+
NoE: 1+
Effect: Grants Luck, Etherealness, Madness(5), and Cursed.
Underwater-only
(Note: This can affect enemies.)
Steamvault
FW
Range: 10+
AoE: 2+
Damage: 2+ (AN)
SecondaryEffect: Haste
Underwater-only
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Oh, when I thought of barbs, I just immediately thought of barded vines. Entangling and poison damage! Sweet Synergy, Batman! Well, something good can happen from misunderstandings.
Waters of Insane Clarity: You can't give madness through spell. Does R'lyeh have any as nationals? If it does, I could try to do some #copyspell magic. I just did a double-edged buff-spell with the "might hurt your own guys theme", thought (see N/F spell "Release Inner Beast"). But since this theme is unexplored in vanilla, there could be more of these. Granting Ethrealness and Luck is quite powerful and would need to bring in some real pain to be balanced. Cursed won't cut it thought, it's a nuicanse, not a drawback.
Steamvault: Creating steam in UW would likely create a hot air bubble and that damages opponents, but why does it give Haste? I like the concept, thought. A damage spell that buff's opponents if they manage to survive. You have given me a lot to ponder..
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I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.
If you need to ask something about modding, you can contact me here.
See this thread for the latest info concerning my mods.
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February 6th, 2009, 03:07 PM
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General
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Join Date: Oct 2007
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Re: Mod in Progress: CPCS - CrossPathCombatSpells
Quote:
Originally Posted by Burnsaber
Waters of Insane Clarity: You can't give madness through spell. Does R'lyeh have any as nationals? If it does, I could try to do some #copyspell magic. I just did a double-edged buff-spell with the "might hurt your own guys theme", thought (see N/F spell "Release Inner Beast"). But since this theme is unexplored in vanilla, there could be more of these. Granting Ethrealness and Luck is quite powerful and would need to bring in some real pain to be balanced. Cursed won't cut it thought, it's a nuicanse, not a drawback.
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You could make the luck and ethereal mr negates, and/or horror mark...
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February 6th, 2009, 09:51 PM
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Lieutenant General
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Re: Mod in Progress: CPCS - CrossPathCombatSpells
hmm I'd just say keep the AoE small (1) and keep it fairly high on the research end and high fatigue (80) so it can't really be used as a self buff for a SC without ruining his own combat abilities. Or make it AoE 3-5 and make it cost a gem.
Or make it (1/2) BF and cost 5 gems (no better not do this still overpowered .. though maybe as level 9 spell with high requirement in path (6)...
Hey you know what I think would be nice. A spell to give ALL units (yours and enemy all BF) high strenght, high armor and high att, def (is that possible?) so all troops will be more equal (stoneskin sort of caps in the end) ti will end up in a massacre where elites aren't as elite anymore will be fun. Also SC would be hurt more easily and be less important for that battle at least.
A high end fire earth spell I'd say.
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