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Thread: Dream spells?! | This thread is pages long: 1 2 3 4 · «PREV / NEXT» |
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Lambda
Tavern Dweller
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posted October 05, 2003 03:14 AM |
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as far as I know..
.. it's not possible to teleport enemy creatures in HoMM3.. that would be fun. specially if I have Ivor with 50 grand elves + ammo cart VS 1000 slow, hard guys... first a slow (spellduration 20), then teleport the bad guys away from me as soon as they got close enough to attack on next round..
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fnord
Promising
Famous Hero
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posted October 05, 2003 07:26 AM |
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That's true -- you can't teleport enemies in Heroes. The question is, can you teleport a friendly Blinded creature and if so, could you teleport it to a hex with a Fire Wall and would the damage unblind it?
But I agree that it would be fun to teleport enemy creatures. You can in H4 and while I still prefer the H3 engine overall (and WoG of course), I do think the H4 spells and spell system is improved on H3 a bit.
I expect we'll eventually try to add a teleport other type spell for WoG (in one form or another). Probably not for 3.58 but maybe 3.59. Although there is one possibility--I'm considering altering the Teleport Living Scroll so it may also teleport enemies randomly and not just friends. If I get time I'll see if I can get it to work for 3.58.
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Lambda
Tavern Dweller
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posted October 05, 2003 08:29 PM |
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question about living scrolls..
".. Living Spell Scroll will cast its spell on a random target." - does that mean that if it's a dmg spell, it can cast itself on friendly creatures too? in that case, I'll always choose not to use living scrolls on any of my random maps..
I just experienced a fire ball-cast and it was on an enemy.. could still be random, though..
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fnord
Promising
Famous Hero
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posted October 05, 2003 09:49 PM |
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Quote: ".. Living Spell Scroll will cast its spell on a random target." - does that mean that if it's a dmg spell, it can cast itself on friendly creatures too? in that case, I'll always choose not to use living scrolls on any of my random maps..
I just experienced a fire ball-cast and it was on an enemy.. could still be random, though..
Damage spells are only cast on enemy targets, but an area damage spell may catch a friendly target in the blast radius.
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Gangrail
Promising
Famous Hero
Dead Man
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posted October 06, 2003 06:19 AM |
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Yes and it does happen. I got nailed by quite a few radius spells. So if have those on be careful where your men are because the scroll really don't care LOL. But that is the fun of it. Should you risk having it on or not use it?
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Lambda
Tavern Dweller
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posted October 06, 2003 11:59 AM |
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well..
.. I guess it's one of the strategic moments of the game.. you don't have to wear the shackles of war when it isn't your turn..
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DoddTheSlayer
Promising
Famous Hero
Banned from opening threads
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posted December 22, 2004 08:59 AM |
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I really like Treupp's idea of create obstacle.
I mean just think of what this could add to the battles in terms of strategy. You could have whole threads on how to use that.
Lets not forget that this is a strategy game, so im all for anything that improves this aspect of the game.
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Retaliation is for the foolish. Silence is wisdom
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Ste
Promising
Famous Hero
Passed away
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posted December 22, 2004 10:17 PM |
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Don't you think it may be overpowered? Just imagine what you can do with 3hex permanent force field...
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The ultimate WoG tester
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KittenAngel
Supreme Hero
Lee's wifey
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posted December 23, 2004 07:15 PM |
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*winks at fnord* I wanna see the dragon ring
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greek_god_su...
Famous Hero
Bringer Of Light
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posted December 23, 2004 08:50 PM |
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I don´t remember whose idea this was, but I think it was somewhere in Altar:
"Go to hell!": A portion of chosen enemy stack (or the whole stack if enough spell power) transforms into imps, under yours or your enemy´s command, same to me. The imp stack would appear in the closest empty hex of the targeted stack (just like clones and such).
And Chubby´s idea of HP-increasing spell sounds also nice!
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After all, marriage and murder are not too different - one ends your life and the other is a crime
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Dingo
Responsible
Legendary Hero
God of Dark SPAM
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posted December 23, 2004 11:33 PM |
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What about a spell that Removes Retaliation?
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The Above Post/Thread/Idea Is CopyRighted by, The Dingo Corp.
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greek_god_su...
Famous Hero
Bringer Of Light
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posted December 24, 2004 01:10 AM |
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Yeah, something like anti-counterstrike.
Edit: Damnit, I forgot there are already blind and hypnotize...
But maybe this spell could be cast as a mass spell.
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After all, marriage and murder are not too different - one ends your life and the other is a crime
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Ra2
Adventuring Hero
The good doctor
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posted December 27, 2004 11:56 AM |
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I think Heroes really needs a spell that would increase the movement points for a hero. Sometimes you need just two more steps to get to a pesky enemy that heads for your castle in the 7th day. There must be a way that you can trade things for movement points (mana points - aka a spell or artifacts or even hero skill points, in case of an emergency). I say that because in multiplayer, a whole game could depend on two lousy hexes.
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Lambda
Tavern Dweller
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posted December 27, 2004 10:00 PM |
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..
wohoo! I think that's what's called strategy!
I am aware of the "problem" you're describing, and therefore I plan my rounds quite carefully. there doesn't have to be an emergency solution for all cases.. you win some, you lose some.
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Ra2
Adventuring Hero
The good doctor
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posted December 28, 2004 08:20 AM |
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hmm.
you're right in a way.
but since there are spells like dimension door or fly already in the game, I can't see why not add a lvl 4-5 spell that increses movement points.
and you can add dissadvantages to this spell (to make it more 'strategic') like a huge mana cost or morale penalty, troops having to walk more and being 'exhausted'. I don't really know... The truth is that in a real army, there are emergencies and troops sometimes have to march even during the night. Come to thing of it, it's more logical and more strategic than troops 'flying' over rivers or 'water walking'.
...just a thought anyway
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greek_god_su...
Famous Hero
Bringer Of Light
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posted December 28, 2004 07:19 PM |
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Try Sagamosa´s adventure spells. I think there was adventure map haste and slow included.
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After all, marriage and murder are not too different - one ends your life and the other is a crime
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TrangOul
Known Hero
Lord of Darkness
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posted December 28, 2004 10:11 PM |
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My dream spells:
Hand of Death (lvl 5 earth)-kills (power*0,5+1) units in troop. Cost-40/35(basic) MP(Mana points).
Disintegration (lvl 6 air-causes (power*100+200(basic)/power*125+400(adv)/power*150+600(exp)) damage.
Units cannot be resurrected or animated until next battle. Cost-50/45(basic) MP.
Poison (lvl 3 earth)-reduces target's HP(hit points).
Cost-10/8(bas.) MP.
Poison attack (lvl 3 earth)-target's attacks can poison enemy-50% chance. Cost-10/8 MP.
Steal spell (lvl 3 air)-steals enemy one beneficial spell and gives it your troop. Cost-10/8 MP.
Steal all spells (lvl 5 air)-steals one enemy/one enemy/all enemies all beneficial spells and gives it your troops. Cost-30/26 MP.
Stone (lvl 4 earth)-stones one enemy troop for (power*1) rounds. Cost-18/16 MP.
Summon Lich King (lvl 7 earth)-summons Lich King(Arch Lich) with 500 HP , 50 attack, 50 defense, 30 shoots, 100 damage, 15 speed. Only one Lich King can be summoned in one battle. Cost-100/80 MP
Anti-magic - protects from ALL level 1-3/1-4/1-5 spells (not only bad spells). Spell can be casted on your or enemy's unit.
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idrus2121
Hired Hero
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posted December 30, 2004 09:51 PM |
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'unholy pact' (combat) --> same effect as the shackles of war
'reconstruct' (combat) --> reconstruct fallen unliving creatures and objects on the battlefield (golems....ballistas...and even damaged fortifications. imagine the strategy here..)
'celestial shackles' (combat) ---> affected creature stack cannot make an attack, either ranged or melee only moving
'imperial gate' (adventure) ---> similar to town gate. but you must have a capitol build. when you cast the spell you are automatically teleported to the town with the capitol built. then when pressing the spacebar to enter the city a list appear just like inferno's towngate and then select the next town you want to travel to and so on.
'assasin arrow' (combat) ---> affected archer gains the ability to cast one of these spells: poison, slow, blind, disrupting ray on every attack
'tidal wave' (combat) ---> remove all non magical obstacles on the battlefield (only at expert level. the other levels are only half, and only one obstacle)
'tsunami' (combat) ---> remove all magical obstacles on the battlefield (same as above)
'cyclone' (combat) ---> attack selected creature stack with 4 simultaneous or one after another spells each from one realm of magic: chain lightning or lightning bolt (air), meteor shower or implosion (earth), fireball or inferno (fire), icebolt or frost ring (water) (with 1/2 or 1/3 of their normal damage)
enhanced 'sacrifice' spell ---> ability to sacrifice artifacts and creatures for experience, spell points, movement points or even for one small blessing from the Gods (just as the ones that are given by the sphinx if the riddle is solved correctly)
smarter 'dispell' ---> at expert level we should have the following options: 1. dispell all bad spells from friendly units and good ones from enemy units. 2. dispell all spells from enemy units only. 3. dispell all spells from the battlefield (the same it is now at expert level) also the more spells are affecting the armies the more spell points are required to dispell them.
smarter 'quicksand', 'firewall' and 'landmine' spells ---> the patches of quicksand and landmines should be fewer and placeable by the player not
randomly on the battlefield
enhanced 'summon air,water,fire,earth elemental' spell ---> at expert level summons 2/3 or 1/2 of standard number of units but upgraded. also if a hero has learned all summoning spells he would be able to summon standard number of elementals and also upgraded
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greek_god_su...
Famous Hero
Bringer Of Light
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posted December 30, 2004 10:56 PM |
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Quote: My dream spells:
Disintegration (lvl 6 air-causes (power*100+200(basic)/power*125+400(adv)/power*150+600(exp)) damage.
Units cannot be resurrected or animated until next battle. Cost-50/45(basic) MP.
Summon Lich King (lvl 7 earth)-summons Lich King(Arch Lich) with 500 HP , 50 attack, 50 defense, 30 shoots, 100 damage, 15 speed. Only one Lich King can be summoned in one battle. Cost-100/80 MP
But how? The max is lvl5...
And:
Quote: Anti-magic - protects from ALL level 1-3/1-4/1-5 spells (not only bad spells)
Where is the usefullness of this spell?
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After all, marriage and murder are not too different - one ends your life and the other is a crime
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TrangOul
Known Hero
Lord of Darkness
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posted January 04, 2005 05:41 PM |
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Quote:
Quote: My dream spells:
Disintegration (lvl 6 air-causes (power*100+200(basic)/power*125+400(adv)/power*150+600(exp)) damage.
Units cannot be resurrected or animated until next battle. Cost-50/45(basic) MP.
Summon Lich King (lvl 7 earth)-summons Lich King(Arch Lich) with 500 HP , 50 attack, 50 defense, 30 shoots, 100 damage, 15 speed. Only one Lich King can be summoned in one battle. Cost-100/80 MP
Disintegration and Summon Lich King are too powerful spells for level 5. Actually they may be at level 5 or it may be special level for very powerful spells.
Quote:
Quote:
Anti-magic - protects from ALL level 1-3/1-4/1-5 spells (not only bad spells)
Where is the usefullness of this spell?
Anti-magic which protects unit from ALL spells can be casted on your or enemy's unit. It can protect enemy's unit from beneficial spells.
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