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Caster of Magic II Brainstorming Megathread

I want to suggest change "Iron Skin" effect to "Adamantium Bone" (Wolverine's reference) due Iron would be rust (red rust of iron is common form of iron oxide which happen in oxygen-rich environment and they would not form solid stable armor you hope for, black rust which another form of iron oxide would able to become solid armour as black rust is use for preserving iron by blackening the surface with black rust but it only formed in oxygen-depleted environment which clearly not on biological body) when it get moisture from body and unlikely to form solid defend when fuse to body in real life. Effect could be the same but I think it should have additional effect of melee attack to work like alchemical weapon too (but not buff attack power due to in the end it more like adamantium bone and claw, not primary weapons)
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I want to suggest to add new event in game, "Band of *race* people ask for your protection". Which wizard would get settler of that race spawn at some random city under your control.
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I don't know why one of the lightest skirmisher unit in real life such as slingers and javelineer has only 2 movement. I think slinger and javelineer should have movement point as much as magicians (3) as their classic real life strategy of using them is kiting and skirmishing and avoid contact.
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Is it possible to make enemy wizard starting cities all have different races from each other and the player before repeating them again? Also it would be good if neutral cities were different too where possible (probably harder on Myrror to have them all different as there are not enough races).

My last game had three wizards with draconians on Myrror and no dark elves at all.
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I find it a little weird that Cult Leader mostly benefits Death thanks to Dark Rituals being boosted by it. Would it be possible to include Life Force as a religious "building" so that a Life wizard could also see good synergy with it? Heavenly Light is decent, but doesn't compare to Dark Rituals naturally. Though it could be argued that Death needs the economy boost more than Life in the mid-late game.
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Ruler of Heaven should work with Cult Leader.
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May I suggest wizard's guild to be restrict until 1411?

This so that first 60 turns game would dominated by fighter guild's units, next 60 turns would be time for diverse units from armorer's guild to shine and after that to be time of arm race for magicians/warlock range attack. Currently in CoM there is no moment for those armorer guild units to dominate the battlefield and this not left window of opportunity for those races which rely on armorer's guild units (lizardman, gnoll, dwarves) to able to assert their advantage before get outgunned by those which could have magicians and warlocks.
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In the same vein, what about delaying building Alchemist's Guilds till 1406? As it stands, Weapon Immunity has vanishingly low value in the game, only really being relevant against unbuffed low tier Barbarian units. I think it would have several upsides for the game:

a. It would make rushes with archers less common, as they perform significantly worse at 30% accuracy compared to 40%.
b. It would make Weapon Immunity relevant again, which is important for several units like Fire Elementals, Wraithformed units, Werewolves and more.
c. It would also lower the luck factor with starting next to a high tier military ore without making them less exciting.
d. It would fit the theme of magic overpowering regular units, which is pretty common in this mod, without hurting Life.
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I think that for gnoll to completely lack of magical attack is very troublesome, when I facing wizard with gnolls, they only threat to me early game. I think gnolls should at least able to access to shaman like other raider races (barbarians/lizardmen) could. But if want to make them a bit more unique in compensation for how crapy its situation right now I would suggest for it to have unique shaman unit called "witchdoctors" with cost twice as expensive from normal shaman but coming with +1 resistance for all (one of big weak point of gnoll), healer ability, purify ability, and instead of coming with 1 charge of healing, it should coming with 1 charge of mystic surge instead (think about abnormal and destructive voodoo) to support buffable wolf/jackel riders in battle. Requirement for building it should be both shrine and animist guild exist in city to prevent this unit coming out early.

Another race that have this problem of lack of magical option is klockon, why not introduce another special clerical type unit "hive matriarch" with holy bonus +1 and magical range attack (assume it is psionic?) and healer ability (matriarch/queen need to lay egg, right?) but not have healing spell charge. and maybe flying too (many queen bug is not only bigger but tend to able to fly too, such as queen ant or queen termite). Requirement of it should be exist of both wizard guild and animist guild in klockon city.
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I think tactician retort should have additional ability to able to retreat from battle without losing units (tactical retreat).
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