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Heroes Community > Heroes 8+ Altar of Wishes > Thread: Precasting
Thread: Precasting This thread is 4 pages long: 1 2 3 4 · NEXT»
Arcane
Arcane

Tavern Dweller
posted April 10, 2001 05:29 PM

Precasting

I'd like to suggest the possibility of precasting i.e. the ability to cast benefical spells on creatures before combat. I don't know wether this should be turn-based or
mana upkeep-based.
P.S.
Am I spelling the word wether right?
P.P.S.
People, I'd like to know your opinion on this matter.
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The Lonely wizard

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Jarrett
Jarrett


Adventuring Hero
posted April 10, 2001 05:36 PM

That sounds good. You can cast non combat spells now but maybe you could cast some new ones like bless, shield, etc.
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Arcane
Arcane

Tavern Dweller
posted April 10, 2001 05:49 PM

Not exactly precasting

As said above this isn't exactly precasting, but it would be good if you could cast some spells on other adjacent parties on the map. Slow would really help in a situation, where some quick enemy hero keeps tagging your mines, etc. and you just can't catch up to him in order to cut this limbs apart.
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Mystery
Mystery


Famous Hero
Hatebreeder
posted April 10, 2001 07:29 PM

Yeah...

Yeah, some spells should be made outside spells too like haste and slow and maybe even blind (to blind enemy hero for some time.)
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D3@th t0 Fals3 m3Tal!

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Triton
Triton


Adventuring Hero
Master of the Deep
posted April 11, 2001 07:54 PM

Hmmmm,how about making those useless spells in HoMM3 like quicksand,remove obstacles etc useable on the outside instead?

Quicksand and land-mine can be made to be mine enchantments,meaning u cast the spells on ur own mines.If enemy flags an enchanted mine,he ceases movement for the day for quicksand and receives damages for the units in the case of land mine.



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CGChewie
CGChewie


Hired Hero
Master of the Obvious
posted April 11, 2001 09:25 PM

Ohhh! Great Idea!

Those spells would be great out of combat! Make clones of your army to freak out your opponeant. He tries to attack just to find a large army of one hit clones!! Hee hee hee... Or remove big rocks for easier passage with remove obstacle... Animate dead from cursed grounds... List goes on and on!
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~CGChewie

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thunderknight
thunderknight


Promising
Famous Hero
posted April 12, 2001 11:19 AM

Cool idea. I like it.   BUT....

I have some questions:

1). Will this do too big a favor to magic heroes?

2). Should there be any limits to the "Adventure casting of combat spells"

3). Allow direct spell casting in adventure map ?

4). For some spells (indirect damage spells like landmines, firewalls, if allowed to be cast), how to calculate the damage ?

Interesting ideas, but it seems more should be thought about.....


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Triton
Triton


Adventuring Hero
Master of the Deep
posted April 13, 2001 11:24 AM

Possible solutions

Thx,thunderknight,for the reminder.Lemme try to provide some solutions to ur queries.

1)Penalties for enchantments make it less favourable.
a)The terrain magic could have an upkeep required for every enchantment cast.
i)Upkeep varies for different spells,say 1 per round for each lvl 1 indirect spell,upkeep doubles with
the lvl of the spell.Spell dispelled if upkeep not paid.
ii)The caster gets his/her spell pts drained every round,so too many enchantments result in insufficient spell pts in critical battles.Heroes with intelligence may find this upkeep peanuts,so
b)make might heroes more powerful(how i've not thought of)

2)The lvl of expertise in the school of magic should determine the powress and the maximum number of the enchantments cast.Heroes with specialities for that particular spell gets to cast more/at a discounted rate(no upkeep?)

3)Personally,i think that is disastrous.I can't imagine my poor hero with his elite troops ambushed by a spellcaster nearby with an expert implosion,killing off all my lvl 7 troops.So,please no.

4)The damage can be calculated using the spell power of the casterand maybe mastery of the particular school of magic.

Well,how's it?
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CGChewie
CGChewie


Hired Hero
Master of the Obvious
posted April 13, 2001 07:45 PM

BTW...

When I read this topic at first I thought about the idea of having a "cast-time" for casting spells... Like for maigc arrow, one creature would move then it would be cast... Any thoughts?
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~CGChewie

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Watchman
Watchman


Adventuring Hero
Defender of small Furry things
posted April 17, 2001 12:05 PM

Hm...  Well, I could see the usefulness and benefits for some of the spells being cast in the campaign map like slow, landmine, etc., and I like the idea of placing quicksand or something on mines.  However, there are a few things that I am curious about.

 For one thing, some of the landforms that might be removed by the "remove obstacle" on the lands could actually be placed there intentionally by the mapmaker for the purpose of keeping the players separated or keeping the player on the path, if it is a single player game with a distinct path to follow (like a lot of the HOMM 2 maps were).  Perhaps a good alternative for a permanant one would be one which would last for one turn, plus one turn for each level of water magic, then it returns to normal again.  Another good idea, for a spell... is the opposite of "remove obstacle"... "Add Obstacle"...  protection for your shooters in combat, or perhaps to block an enemy opponant from approaching, if this idea of combat-on-campaign-spell system goes through.


NEW SPELL IDEA
Add Obstacle
School:Earth
Level: 3
Effects:  See "Remove obstacle"... the reverse of that spell...


Also, thinking about the offensive combat spells, like the fire wall and magic arrow where damage must be tallied against an enemy army.  I do like the idea of the upkeep, which would cost the caster for every round that it is active.  However, I don't much like the idea of wandering around then running into an expert level implosion or armageddon spell.  That would completely take the fun out of it.

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thunderknight
thunderknight


Promising
Famous Hero
posted April 17, 2001 12:11 PM

Hi, Triton,

Thx for your replies.

The idea of up-keep of mana sounds familiar. Ah, it seems that has been used in Masters of Magic.

Well, the idea of adventure casting of spells is interesting though it still needs further thoughts.



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arachnid
arachnid


Promising
Famous Hero
posted April 17, 2001 12:37 PM


This spell could not work as it allows you to totally trap of your units to keep them safe. So for instants a lvl 20 barbarian with no spell points left with 5o trolls could be beaten by someone using spells to block a peasant in then using spells to kill them. This gives way too much power to magic users
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Triton
Triton


Adventuring Hero
Master of the Deep
posted April 18, 2001 09:24 PM

Yes,thunderknight,the upkeep idea is indeed from Masters of Magic.That game had lots of nice features.It seems that quite a lot of Heroes fans also like it too.

The precasting thing looks fine.Think it will bring lot more fun to the game.However,I think that the remove obstacle spell might just be abused like dimension door to become a spoiler spell.Maybe Heroes can do without it after all.
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Watchman
Watchman


Adventuring Hero
Defender of small Furry things
posted April 19, 2001 07:04 AM

you're right arachnid

Perhaps add obstacle is a bit inappropriate... it was just an idea that I thought might be neat...  It might be a double-edged-sword if it were to be made random in combat.... a random obstacle appears at a random place...  it'll make it just as useless as quicksand or the "protection" spells...  so, let's scrap the idea of add obstacle...
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"If we are but travellers on the road of life, then I am pleased to have met you here, friend!"

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Mystery
Mystery


Famous Hero
Hatebreeder
posted April 19, 2001 10:22 PM

There is already s spell called "force field" which works like the obstacle.
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D3@th t0 Fals3 m3Tal!

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BloodRain
BloodRain

Tavern Dweller
posted April 21, 2001 08:16 AM

Hi

what I am thinking is that instead casting force or obst.

u should be able to cast elementals to defend a passage way, a mine or even inside ur castle to protect it.
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Within the flaws of good and evil;
Lay the knowledge and power of the world.

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arachnid
arachnid


Promising
Famous Hero
posted April 21, 2001 01:03 PM

Bloodrain thats a good idea especially since there 5th lvl spells so they would not be that common this would help even up the top spells a lot. However i dont think that they should last forever as then a really top lvl wizard could cover the map with them. So maybe if they just lasted 5 days in a castle and 14 days guarding a mine.

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Triton
Triton


Adventuring Hero
Master of the Deep
posted April 22, 2001 07:18 PM

The idea of summon elemental spells being used off battle is good,at least I wouldn't be so frustrated seeing them after building a lvl 5 guild.

However,the durability issue needs more discussion.Should all the spells have an upkeep,or has a definite lastong time b4 it's automatically dispelled?It should be standardized
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Watchman
Watchman


Adventuring Hero
Defender of small Furry things
posted April 23, 2001 10:09 AM

Actually, I just remembered that HOMM2 had an elemental summoning spell that guarded the mines.  However, there was a bug in it and the computer never had to fight against the elementals guarding the mines...  I think the spell was called "elemental guardian" or something like that, and was meant to be cast on mines while the hero was staying there...
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"If we are but travellers on the road of life, then I am pleased to have met you here, friend!"

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Triton
Triton


Adventuring Hero
Master of the Deep
posted April 27, 2001 02:02 PM

Scrolls

In Heroes4,I hope that the spells,Dimension Door and Fly will be gone.This 2 spells are known for spoiling the best maps which forgot to disable these spells

However,some maps may require these spells to be used occasionally.This brings an idea to mind.Scrolls found should disappear after being cast once,just as in D&D games.
The scribing part should be ignored though.It just adds to the complexity.How's this?
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