Allows your heroes to summon any creature, depending on their magic schools expertise, their spell power, their class and their artefacts.
Rules:
Summon elementals is removed from game and replaced by Master Summoning. It is a level 1 spell and has a 100% chance to appear in mage guilds.
Without any magic school, the hero can summon level 1-2 creatures
With 1 magic school he can summon level 1-3 creatures.
With 2 magic schools he can summon level 1-4 creatures.
With 3 magic schools he can summon level 1-5 creatures.
With 4 magic schools he can summon level 1-7 creatures.
The summoning spell will always depend on your best magic school expertise, it is a 4 schools spell (like magic arrow).
To get the HP of summoned creatures, spell power is multiplied by 50 if no magic expertise or only basic, by 75 if advanced and by 100 if expert.
The cost is 5 mana for basic/none, 10 for advanced and 20 for expert. Better the quality of summoning spell is, more mana it costs.
Every magic school you know adds +5 to mana cost
Each magical orb your hero is equipped with adds +%25 to summoned creatures total.
Magic heroes get a 50% bonus to their summoning spell.
AI:
AI heroes, if they cast the spell, will always summon level 6-7 creatures, within a 10 mana cost only. They do not benefit from bonuses as class or artefacts but nonetheless they will summon better than you in most situations. When they fight against neutrals, they will use the fire elemental regular spell, if have.
Compatibility:
With all mods except those having their own custom SPTRAITS.txt. Or those altering spells, obviously.
Nice!!! First problem I see is: will the spell appear with 100% certainty in all mage guilds you make or is just for the first town? Because, while mod is for sure very strong and game changing, to lose one spell in each of the 48 towns is something.
And I know you always make the mods with your own gameplay in mind but can't you create some exceptions that allow some heroes to summon level 8 creatures and special dragons. If I have 8 or 9 heroes summoning everyday level 7 creatures, some eights (not from all nine heroes...) will came handy.
Is there a way to mark stacks so that if a stacks ever had a summoned creature he is marked? Cause all this extra creatures + altar of sacrifize can be a pain.
Hee, never happy, want moaar. It's already enough strong, if you need level 7 and + peps, you know where the trainer F2 key is. And for level 7 you need ALL 4 magic schools so is not something for first week.
I am not yet sure about how to trigger the spell. I can't place it in first town, so its all towns. One less level 1 spell isn't the end of the world, but if better ideas, I take. All I want is to make the spell available easy.
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I am not yet sure about how to trigger the spell. I can't place it in first town, so its all towns. One less level 1 spell isn't the end of the world, but if better ideas, I take. All I want is to make the spell available easy.
Sorry, you understood me wrong. I asking now cause is fresh in your mind and it's easier to be changed. MAny of my sugestions to your mods were rejected or delayed cause you didn't had the conditions to change it then.
As a matter of fact I have a sugestion and some use for that code if you accept my sugestion; look for magic shirines around player castle's and change the closest one.
For the exceptions, how about you give them to mentoring instead of the +1 movement or adding it to it. After three mentorings you start chosing from another menu, eights and special dragons, for instance.
I know this links the mods but I think would make sense.
Not good idea, I have no evidence that the template used will generate shrines, then calculating the distance between an hypothetical shrine and a town is Einstein work.
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Thank you for your mod,Sal,looks very interesting!
Would make the summoning of creatures favourite spell for many.
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"I heard the latest HD version disables playing Heroes. Please reconsider."-Salamandre
master_learn said:Would make the summoning of creatures favourite spell for many.
One thing it makes for sure is magic heroes more valuable in general. Even if main may still have advantages of might skill specialty all your other heroes should be from a magic class.
From whar I see now, without playing it in that conditions, a more SoD oriented gameplay gets balanced by the mod.
Congratulations.
I changed the icon graphics 10 times in the night, then I opened your patch for other purposes and Eureka, that was what I wanted for, so I could finish.
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Is the summon spell now available anytime trough the button?
I tried a map and while I have all the options, in the end nothing happens. Wasn't it suppose to put creatures in one of my slots?
Maybe I misunderstood. I tought this was the summon elementals in map, like one of wog options. Take time and spell points to cast.
bloodsucker said: I tought this was the summon elementals in map, like one of wog options.
The idea about summoning elementals in map reminds me of The Doctor in TDS,who was able to summon elementals after battle victory,where there was a top number he could summon.
Have you checked it?
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"I heard the latest HD version disables playing Heroes. Please reconsider."-Salamandre
master_learn said:The idea about summoning elementals in map reminds me of The Doctor in TDS,who was able to summon elementals after battle victory,where there was a top number he could summon.
Have you checked it?
WoG Options, page 3 Skills, Monsters and Heroes, top section, Hero Enhancements and Balancing, last option, "Summon Elementals".
@Sal Then forget whatever I said, I tought you were refering to the map spell. You have to admit that with those menus on map the mistake is reinforced.
I bet from now on your MoC will be set to spellpoints more often. After a while every artifact you get is another battle you can take.
It is really a reinforcement for magic heroes, Gundula and Dessa shine with this. With a few treasure chests giving power or something of the kind your hero summons a stack that can be used as the Illusion from Genies on H4, u make the enemies attack a strong stack that isn't real, while you protect your army.
P.S. MAN!!!!!!!!! This time you really got it. You have to adopt Henchmen, Second Henchmen and Commanders. With this spell you basicly can take all maps against BAI 1000% just with ghost army.
Hi! The button of this mod is in the same position with button of Disposable Spell-Scrolls mod. I want to change the position of the button but i don't know the coordinate system of hero screen. Can you help me? I want to put it above spell book buton in hero screen.
Khadras, disposable spell scrolls was reuploaded with different coordinates for button. Either you redownload it at wakeofgods.org/mods
or you simply can change in Data/buttons/scrolls.btn the new coordinates:
366;136;38;38;
bloodsucker said:P.S. MAN!!!!!!!!! This time you really got it. You have to adopt Henchmen, Second Henchmen and Commanders. With this spell you basicly can take all maps against BAI 1000% just with ghost army.
I don't know if you can do that, without any magic school, the quantity and quality you can summon is not a big deal for neutrals with conquistador and stack experience. Then you need all 4 school to be able to summon 6-7 level and by then all map is at ACE experience.
Now, when you get about 50 spell power, have all orbs and magic hero, guess summoning 150 archangels won't be that bad.
Salamandre said:I don't know if you can do that, without any magic school, the quantity and quality you can summon is not a big deal for neutrals with conquistador and stack experience. Then you need all 4 school to be able to summon 6-7 level and by then all map is at ACE experience.
Now, when you get about 50 spell power, have all orbs and magic hero, guess summoning 150 archangels won't be that bad.
Well, I had scholars giving Eagle Eye, Earth and Air and I admit, that time was a lucky strike, the rest of the tests didn't went so well but - visual proof.