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 29367 times)

hailstone

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Re: Should we tune magic?
« Reply #50 on: 31 October 2008, 22:52:52 »
Is it possible for one unit to transform another unit into a different unit? Say a summoner transforms a initiate into a lich. Rather than have it transform on its own.
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verarticus

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Re: Should we tune magic?
« Reply #51 on: 31 October 2008, 23:08:59 »
Quote from: "hailstone"
Is it possible for one unit to transform another unit into a different unit? Say a summoner transforms a initiate into a lich. Rather than have it transform on its own.
*offtopic kinda* isnt a lich suppost to be a person who was evil and died but couldnt got to rest? so the summoner killed the evil initiatives to make them liches  :O

John.d.h

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Re: Should we tune magic?
« Reply #52 on: 1 November 2008, 00:25:32 »
I'm not a big fan of the undead idea.  That's just not the kind of feeling I get from the Magic faction.

modman

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Re: Should we tune magic?
« Reply #53 on: 1 November 2008, 00:31:01 »
Me niether.  The picture I have is not of an undead guy though.  He's just really frail.  I'm not sure where he fits into Magic, though.

verarticus

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Re: Should we tune magic?
« Reply #54 on: 1 November 2008, 00:39:11 »
well he looks like a necromancer to me but he ties in to the dead...

titi

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Re: Should we tune magic?
« Reply #55 on: 2 November 2008, 02:09:15 »
I currently think, that I will lower the golems EP problem a bit.
Another thing I(personally) really like is the idea of the rotating defense obelisk, but that is not something that helps a cpu player.
Humans will like and use it!

I will try these things ingame in the next days.
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modman

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Re: Should we tune magic?
« Reply #56 on: 2 November 2008, 04:16:59 »
Actually, I was thinking of giving the Golem another attack, an air attack.  The attack would be called "seismic smash" or something.  It could have a particle proj model of land shooting up from the ground.  The model of the Golem would look like the Golem is smashing the ground with his hands and all the earth comes up in front of him.

Also, the attack would have a splash, so it will actually be effective against air units, and will be impact of course.  I would also recommend removing EP restrictions on the Golem's movement.


verarticus

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Re: Should we tune magic?
« Reply #57 on: 2 November 2008, 04:41:44 »
Quote from: "modman"
Actually, I was thinking of giving the Golem another attack, an air attack. The attack would be called "seismic smash" or something. It could have a particle proj model of land shooting up from the ground. The model of the Golem would look like the Golem is smashing the ground with his hands and all the earth comes up in front of him.

Also, the attack would have a splash, so it will actually be effective against air units, and will be impact of course. I would also recommend removing EP restrictions on the Golem's movement.


that would be cool but dosent seem right for an air attack maybe as a special attack that requires ep to use and is ground aoe

modman

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Re: Should we tune magic?
« Reply #58 on: 2 November 2008, 05:44:50 »
Yes, by removing the EP from the move skill, the Golem could now have EP cost for the air attack.  I was thinking about that, and if you think it's a good idea, then lets go with it.

All I really need for this is 3 models: Golem attacking (secondary), particle proj model (should look like an incriminating jut of rock that was smashed out of the ground), and the smaller rocks for the splash.

The attack can be "tuned" (like how I used that, titi? =] ) to be balenced.  It could even require a certain building to use, if it has a land-air area of effect.  That would really make Magic cool to play!

John.d.h

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Re: Should we tune magic?
« Reply #59 on: 2 November 2008, 16:34:44 »
Quote from: "titi"
I currently think, that I will lower the golems EP problem a bit.
Another thing I(personally) really like is the idea of the rotating defense obelisk, but that is not something that helps a cpu player.
Humans will like and use it!

I will try these things ingame in the next days.
Wait, what?  The whole idea of the Golem is that it's a defensive structure with a tiny bit of mobility.  I'm fairly positive it's not intended to be an assault unit, and if it has no EP requirement for movement, then that's exactly what it will become.  That's what the Behemoth is for.  I think if you want to tune magic, tune the Behemoth or make a promotion for Ghost Armor (Magic Armor?  Whatever they're calling it these days...).

mictes

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Re: Should we tune magic?
« Reply #60 on: 2 November 2008, 16:49:24 »
@modman:

I tried the defense_obelisk with the cpu, too.
The CPU uses them, too !

Omega

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Re: Should we tune magic?
« Reply #61 on: 2 November 2008, 21:32:54 »
For now, why don't you try downloading my Pumpkin Ghost unit for Magic? (See Happy Halloween topic in General Discussion)
It's main attack is impact, which is rare among magic units, with just the golem having a ranged impact. Its main attack is a pumpkin toss which deals roughly the same damage that the archmage does with no splash (no killing your own units, woo hoo!) but is faster, uses less EP and stuff. The pumpkin ghost requires an archmage to get, and is summoned from the summoner. It has MUCH more HP than the archmage, which sheds that disadvantage, but it still seems balanced.

Tell me what you think! (And don't shun the idea, download the unit!)
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verarticus

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Re: Should we tune magic?
« Reply #62 on: 2 November 2008, 23:41:38 »
Quote from: "omega"
For now, why don't you try downloading my Pumpkin Ghost unit for Magic? (See Happy Halloween topic in General Discussion)
It's main attack is impact, which is rare among magic units, with just the golem having a ranged impact. Its main attack is a pumpkin toss which deals roughly the same damage that the archmage does with no splash (no killing your own units, woo hoo!) but is faster, uses less EP and stuff. The pumpkin ghost requires an archmage to get, and is summoned from the summoner. It has MUCH more HP than the archmage, which sheds that disadvantage, but it still seems balanced.

Tell me what you think! (And don't shun the idea, download the unit!)

yes the unit is cool but its more of a hallowen we need a differnet look but ya its good

titi

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Re: Should we tune magic?
« Reply #63 on: 3 November 2008, 00:07:03 »
@johndh:
Good point!
I think I will tune the behemoth. I will give him a range weapon too thats what he needs! But I think he will get no air attack, because magic already has enough air attacks.
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John.d.h

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Re: Should we tune magic?
« Reply #64 on: 3 November 2008, 09:42:39 »
Quote from: "titi"
@johndh:
Good point!
I think I will tune the behemoth. I will give him a range weapon too thats what he needs! But I think he will get no air attack, because magic already has enough air attacks.
Boulder toss, perhaps?

verarticus

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Re: Should we tune magic?
« Reply #65 on: 3 November 2008, 13:21:57 »
Quote from: "johndh"
Quote from: "titi"
@johndh:
Good point!
I think I will tune the behemoth. I will give him a range weapon too thats what he needs! But I think he will get no air attack, because magic already has enough air attacks.
Boulder toss, perhaps?

dosent the golem kinda hav that? (unless the change removes that) maybe some big wooden spears or something like that.

modman

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Re: Should we tune magic?
« Reply #66 on: 3 November 2008, 23:45:33 »
No, only on the smallest maps will the Golem become a powerful unit.  Otherwise, Magic has no real good defense against early air units (Ornthopters especially).  And the "sonic smash" attack will only be an air attack, so it won't effect any ground units.

If you want, you could take away th EP restrictions on the air attack so that you could keep EP restrictions on the Golem's move skill...

verarticus

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Re: Should we tune magic?
« Reply #67 on: 4 November 2008, 02:35:40 »
Quote from: "modman"
No, only on the smallest maps will the Golem become a powerful unit. Otherwise, Magic has no real good defense against early air units (Ornthopters especially). And the "sonic smash" attack will only be an air attack, so it won't effect any ground units.

If you want, you could take away th EP restrictions on the air attack so that you could keep EP restrictions on the Golem's move skill...

ok hear what your actually saying about the sonic smash.

Quote from: "modman"
Actually, I was thinking of giving the Golem another attack, an air attack. The attack would be called "seismic smash" or something. It could have a particle proj model of land shooting up from the ground. The model of the Golem would look like the Golem is smashing the ground with his hands and all the earth comes up in front of him.

Also, the attack would have a splash, so it will actually be effective against air units, and will be impact of course. I would also recommend removing EP restrictions on the Golem's movement.


ok if it shoots up from the ground then of coarse the units under the attack area wouldnt get hit! WRONG!
              <>
              ^
  <>       <^>

<> units ^ attack

im just saying maybe if its only for air thats not the best chose...

modman

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Re: Should we tune magic?
« Reply #68 on: 4 November 2008, 03:24:26 »
OK, fine.  Then the attack can require the Summoner's Guild or the Library.

gameboy

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Re: Should we tune magic?
« Reply #69 on: 6 November 2008, 10:38:34 »
How about a beast or animal kinda thing it has no ranged attack, but has a special attack that kills a unit instantly.
For the special attack we could use ep, ex. make it cost 100 and have 100 ep with re-gen 5 and have an attack enough to kill a unit but not enough for a building.

modman

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Re: Should we tune magic?
« Reply #70 on: 7 November 2008, 02:23:12 »
I kind of like the Golem idea best.  But it's all up to whoever makes the models!

Omega

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Re: Should we tune magic?
« Reply #71 on: 7 November 2008, 05:13:31 »
For the golem, have an parabolic attack that has a very high arc, so that it seems to go straight up and straight down. Never actually tried it, but...
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modman

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Re: Should we tune magic?
« Reply #72 on: 7 November 2008, 05:17:06 »
It would actually be linear, but:

Hasn't anyone seen a movie where something shoots out of the ground from shifting land?  Like the Star Treck Movies?

Omega

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Re: Should we tune magic?
« Reply #73 on: 7 November 2008, 18:29:20 »
Yeah, but that would have to be land AND air then.
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modman

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Re: Should we tune magic?
« Reply #74 on: 8 November 2008, 02:40:55 »
No it wouldn't.  It you set the fields of the attack in the attack skill and the particle proj has nothing to do with the fields.

 

anything