Poll

Should we change magic in the megapack v3

no, a weak faction gives more possibilities to setup a good game
3 (23.1%)
no, magic is good enough
1 (7.7%)
yes, magic should be tuned a bit ( please tell me your ideas! )
4 (30.8%)
yes, and a new unit would be nice ( please tell me which one you want to see! Only one !! )
5 (38.5%)

Total Members Voted: 3

Voting closed: 23 October 2008, 10:16:26

Author Topic: Should we tune magic?  (Read 29979 times)

wciow

  • Behemoth
  • *******
  • Posts: 968
    • View Profile
Re: Should we tune magic?
« Reply #125 on: 21 December 2008, 11:29:44 »
Thats pretty cool. Gonna go model it now :D
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

modman

  • Guest
Re: Should we tune magic?
« Reply #126 on: 22 December 2008, 00:28:34 »
Yay :!:  :!:   Now any ideas on what to call it?  Some kind of Demon?

verarticus

  • Guest
Re: Should we tune magic?
« Reply #127 on: 22 December 2008, 02:12:54 »
Quote from: "modman"
Yay :!: :!: Now any ideas on what to call it? Some kind of Demon?

Underbat! (worked for underdog X D )
darkwing
shadow flier
winged rat       X D
thats all I got other than dracula and fuzzy gargole

horusofoz

  • Guest
Re: Should we tune magic?
« Reply #128 on: 22 December 2008, 03:42:06 »

modman

  • Guest
Re: Should we tune magic?
« Reply #129 on: 23 December 2008, 03:02:20 »
:) What if the Daemon promoted to this:
Code: [Select]
[img]http://theartofzac.com/goul800.jpg[/img]
Also maybe the Archmage could promote to either this:

or this:
Code: [Select]
[img]http://images.elfwood.com/art/v/a/vangelis/warlock.jpg[/img]
Suggestions for an upgrade to allow the Archmage to promote?
« Last Edit: 8 October 2016, 07:35:27 by filux »

prehistoricman

  • Guest
Re: Should we tune magic?
« Reply #130 on: 27 December 2008, 06:12:50 »
Alternately, instead of promoting the archmage, give the battlemage two promotion options with the second option being something like the second drawing.  It would be a necromancer, with the ability to quickly summon zombies (slightly more expensive than daemons, with less health, but more attack, and slower).  It would retain the same attack power of the battlemage.

verarticus

  • Guest
Re: Should we tune magic?
« Reply #131 on: 27 December 2008, 08:01:50 »
Quote from: "prehistoricman"
Alternately, instead of promoting the archmage, give the battlemage two promotion options with the second option being something like the second drawing. It would be a necromancer, with the ability to quickly summon zombies (slightly more expensive than daemons, with less health, but more attack, and slower). It would retain the same attack power of the battlemage.

hm...necromacer has been taken by about eleven other things try again. I suggested a magic dark knight or something of the sort because now that I think about it deamon is used as the magic's "sworman" but the swordman is way stronger. and the ghost armor is the equal to the armoured knight (if not a bit better but thats the only magic unit thats better) and realy nothing in between.

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: Should we tune magic?
« Reply #132 on: 28 December 2008, 00:42:12 »
There should be a building that produces a unit, and can be repeated over. There's way too much morphing. Perhaps produce a dark night from some new building after getting the hellgate upgrade?
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

modman

  • Guest
Re: Should we tune magic?
« Reply #133 on: 28 December 2008, 01:38:04 »
Yes, I totally agree with you Omega.  The AI just doesn't know how to handle morphing.  There's been plenty of times I've seen a Battlemage promote during a battle, then get killed off.  That's bad because they lose both the unit and the resources invested to promote.  I propose a barracks-type building,  but it would produce later-game military.

For the unit I propose a pentagram for this building.

Hopefully you can see the picture; I know there's been an error linking to images as of late.

And also:

Some more art by Tucho.  I would call it a thrasher.
« Last Edit: 8 October 2016, 07:36:05 by filux »

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: Should we tune magic?
« Reply #134 on: 28 December 2008, 01:44:01 »
I can actually see it. I've been having trouble seeing the ones uploaded to the glest board. The ones that are either mediafire or imageshack links are good though. Not sure I understand the pentagram though...
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

modman

  • Guest
Re: Should we tune magic?
« Reply #135 on: 28 December 2008, 01:56:11 »
It's magical  I don't think you want to know what it means, and some hardcore sorcery practicer would probably tell you it's a secret or something. :O

There's sorcery information here <--OK never mind, that's for some game.
« Last Edit: 8 October 2016, 07:36:30 by filux »

modman

  • Guest
Re: Should we tune magic?
« Reply #136 on: 1 January 2009, 01:38:42 »
I think it would be alright to leech ideas off of Gods Dawn since there was never a beta released.  Objections?
Good.  Then how about that model of the Daemon on a cross for a unit in Magic?  Also I cannot remember other ideas right now, but I know there are some.
How about an Angel (renamed to something better of course) for Magic?

I found this image on google of some game:


Some ideas could come from here.
« Last Edit: 8 October 2016, 07:36:46 by filux »

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: Should we tune magic?
« Reply #137 on: 1 January 2009, 21:38:07 »
Thats a lot of great ideas. I wonder what game it was on?
Warhall and champions guild in tech, Monastry and sanctuary for magic, hall of enchantment, wizards tower, and casting chamber are great ideas. I wonder if this game would have units too...

EDIT// I copied the link of the image and found the game is called Age of Wonders II Heaven. Looks like a pretty good game. It's got modpacks, an active community and more.

http://aow2.heavengames.com/
I don't think its really better than Glest, but I can't say for sure, since it looks like its a P2P game, and I can't find a download page... :O
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

modman

  • Guest
Re: Should we tune magic?
« Reply #138 on: 3 January 2009, 02:44:40 »
I tested, and a Tech CPU can beat a Magic CPU-ultra.  That's BAD.

verarticus

  • Guest
Re: Should we tune magic?
« Reply #139 on: 3 January 2009, 05:31:54 »
Quote from: "modman"
I tested, and a Tech CPU can beat a Magic CPU-ultra. That's BAD.

It's got to also be the horsemen. (they get them fast and many and they REALY good)

modman

  • Guest
Re: Should we tune magic?
« Reply #140 on: 4 January 2009, 04:34:40 »
How about making them organic-armored instead of metal (I think it's metal; if it's organic I'll kick myself).
A Guard should also be less powerful.  Not more expensive; that is just a delay and limiter.

gameboy

  • Guest
Re: Should we tune magic?
« Reply #141 on: 5 January 2009, 10:30:12 »
I got a suggestion for another unit, a siege one with massive strength against buildings and melee.
A huge ram sized unit, something like a rhino, it could be called Helzemolisher or Stone Crusher or Rathzvog.
along with this we could add another building called Hell Gate or Underworld Portal, personally i'd rather go with the latter, cause i want to keep all the Satanic stuff to minimum, it could spawn the Behemoth and the unit above, if this implemented then we'll have to remove the Wicker Behemoth, and i would also like the Summoner to summon this.
Concept Art will come as soon as i have time.

RTSman

  • Guest
Re: Should we tune magic?
« Reply #142 on: 11 January 2009, 04:00:39 »
Why you want to make a hell gate when that is upgrade in library.  Magic needs something like archmages attack power but with more HP.  I dont like the morphing in magic that why magic is weaker.  it should be made in the wizard tower.  modman showed the image of that game why cant there be a farcaster hall or maybe the unit i mentioned be a farcaster.

modman

  • Guest
Re: Should we tune magic?
« Reply #143 on: 14 January 2009, 03:12:51 »
Magic could use a little high-power defence.  How about some kind of enchanted tower for defence? (Yea I know there's a Tower of Souls!)

modman

  • Guest
Re: Should we tune magic?
« Reply #144 on: 16 January 2009, 01:25:38 »
I think it would be nice to see a centaur for Magic.  The Summoner could summon it, and it could fight with an axe and be slower than a Horseman but higher HP and armor.  Also it could have a dangerous air attack.

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: Should we tune magic?
« Reply #145 on: 16 January 2009, 05:00:27 »
An AXE?!?!?
Is this a joke?
Centaur's are always bows. Maybe an axe could be a secondary weapon, but centaur's are know for the bow.
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

John.d.h

  • Moderator
  • Airship
  • ********
  • Posts: 3,757
  • I have to go now. My planet needs me.
    • View Profile
Re: Should we tune magic?
« Reply #146 on: 16 January 2009, 06:16:13 »
An AXE?!?!?
Is this a joke?
Centaur's are always bows. Maybe an axe could be a secondary weapon, but centaur's are know for the bow.
I think that's a more contemporary thing, though.  I don't think centaurs of classical mythology were known for any specific weapon any more than any other.  All the paintings I've seen of centaurs fighting, they were drunkenly brawling hand-to-hand anyway.  They were known for being violent savage drunks (Chiron was a notable exception), so an axe or a big club or something like that would be pretty fitting in my opinion.  Centaurs don't seem very fitting for Magic, though.  They're more into the demonic creatures than the animalistic ones.

gameboy

  • Guest
Re: Should we tune magic?
« Reply #147 on: 16 January 2009, 06:31:23 »
how about the unit i suggested? I would look pretty much like a rhino, and to all 'Age of Mythology Titans ex' fans the Atlantean (correct spelling?)        Behemoth(not the Behemoth from Glest)

Why you want to make a hell gate when that is upgrade in library.  Magic needs something like archmages attack power but with more HP.  I dont like the morphing in magic that why magic is weaker.  it should be made in the wizard tower.  modman showed the image of that game why cant there be a farcaster hall or maybe the unit i mentioned be a farcaster.
The Hell Gate upgrade will be removed and changed into a building to support this unit.

modman

  • Guest
Re: Should we tune magic?
« Reply #148 on: 17 January 2009, 03:00:24 »
I think the theme of Magitech is more like Tech being, of course a fantasized rendition of medieval Europe (namely the Britain and France area) and Magic being everything that was in the fairy tales of the time (not to be mixed up with fairy tales that take plce in that time period!) and so this includes mages, witches (summoners) and of course dragons.  This is why centaurs, and a new suggestion, minotaurs I think are fitting pieces.

Also a quick google image search found centaurs with bows, axes, swords, and spears, so there's no real pattern except they're bellicose.
« Last Edit: 17 January 2009, 03:03:06 by modman »

modman

  • Guest
Re: Should we tune magic?
« Reply #149 on: 27 January 2009, 04:04:37 »
Since Martino is no longer working on Glest, maybe we should think about what goals we want to set as of the next version of Glest.  I think I'm mostly talking about new units that should be implemented.  If all goes right, a Centaur is a given; there's already someone working on that.  I am now thinking of a new unit for Magic: a basilisk.  It could morph from a basilisk egg, and the egg could be summoned by the Summoner.  Truthfully, the problem with Magic right now, though is that there is an excess of units in early and late game, and a huge gap (especially for the no thinking ahead AI) in the middle game.  Units that can be acquired at that time is where ideas should be focused.

 

anything