For some time now, I was considering making the following mod. I was wondering what do you guys think about it.
The mod will overhaul 4 of the main systems: Magic, Cities, Techs and Races.
Cities will be based a lot more on population than they currently do, making it the main resource. Population will be used in some spells, will be lost to army creation (IE- stacks of 12 instead of stacks of 3) and such, while giving bonuses when working the city.
Magic spells will be researched, instead of simply from heroes level-up. Some spells will be reached via level-up. Additionally, the number will increase.
Tech trees will focus on magic only, instead of war/civics. I am considering adding additional buildings/weapons to the techs. For example, researching the "Flame Blade" unit enchantment may unlock a weapon called Flame Blade, which causes additional fire damage. I plan to make roughly 28 common, 14 uncommon, 7 rare and 4 exotic spells per magic school, with some arcane school everyone will get. At the start of the game, each player will choose how well is his kingdom adapted in a magic school, and be able to unlock (randomly) a fraction of the techs, per pick.
Races will receive greater distinction.
Examples I had in mind- Dark Elves will have prestige based growth, making them settle only in good locations for a few large, big cities. On the other hand, each individual will provide greater magical benefits.
Lizardmen will have the ability to settle everywhere, regardless of tile yields. Cities in such tiles will be very small, but provide a bonus regardless. Main Lizardmen cities will have overall less buildings and ways to get bigger. They will be based on buildings such as "gives 0.1 horse per turn" "or gives 0.5 mana per turn", instead of % like most races.
Halflings will have high growth, high max population, high accuracy but low strength. They willbe able to make large stacks, but the stacks are expected to be demolished relatively fast.
Thoughts?
Sounds very interesting!
How are you going to treat captured cities?
So... you want to make Master of Magic out of Elemental?
FUCK YES. Count me in. In fact, I was going to try and make the (almost) very same mod myself. So, I will gladly help in any way imaginable.
basically MOM
imo if research is ONLY for spells you need a lot more so its a lot of work and may not be that good unless you make graphics and sounds too
also dont forget that in mom researching spells worked because that was linked to mana and combat power otherwise if you research full only its very fast and not that fun so you have to think something to fix this problem
for the rest is ok but mostly depends on the quality of the work
Indeed, I hope there is a way to make the distribution of power base into mana, skill and research. It is the cornerstone of MoM's system after all.
I think this sounds like a great idea for a mod. I hadn't given much thought to whether spells should be researched compared to the current system. I like your take on it.
Hm, if only someone would make Lords of Chaos mod
It was a great game on C64 and Amiga and i think with FE mechanics it is doable...
http://www.youtube.com/watch?v=NTqGGI3WHMA
http://en.wikipedia.org/wiki/Lords_of_Chaos_%28video_game%29
If it's be possible, I'd prefer them to stay the same race. This is a small issue balance-wise, though.
You caught fast, sonny. That was the original plan, but some of the mechanics gets clanky.
Dots and Commas man, dots and commas.
Regarding numbers, this was the plan for base. Adding more is always a possibility. Power is a bad system to my mind, but should be added. I guess that each tech will add some points to power, based on level and military strength.
Researching will take time. Finishing everything will bring you to the Spell of Mastery, which is the main way to win, besides domination.
I'll make a draft for the spells and post here, later.
This game... Actually looks really interesting! Was before my time so never heard of it. (The 8bit version is actually slightly older than me!)
I believe a mod could be made for an adaptation for it, but I'm not sure to what level one could reach.
Nice to see a new mod idea. Modders who throw out the current game and start anew should be rewarded with special pastries and red sashes. Can't wait to play it.
Made a short list (well, stole from Master of Magic. I know a great game when I play one): https://docs.google.com/presentation/d/1aEF54ssGADsqrUiKu6dTfOzILDccJg1nRE3wfOR61k8/edit
Most of the spells will take the guideline of the original MoM spells: http://gormel.altervista.org/mastro_gp/MoM/English/MoM_spells_sorcery.html
The power of each spell is expected to be corresponding to its rank. A Sky Drake is something to be feared, Counter Magic blocks your most powerful casters in place, and we all know what Time Stop can do, and are expected to be game changers.
The exact power and such can, and will be, changed when actual balance comes into action.
Suggestions for the missing 7 spells, or I go dig up my MTG cards to fill them up?
Stay tuned for more shameless spell-steal from MoM!
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