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 Post subject: Re: Mods discussions
 Post Posted: Sun Jun 24, 2012 11:21 pm 
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I have both a question and a suggestion !

The question is if anyone ever saw any use of Earth -Stone rain ?
The suggestion is to transform stone rain ability or 1503 spell ring of rocks (doesn't working)
into the spell that the troll building destroyer has in SotP.
(the one unit/spell you use in Raven pass vs the death towers)

Stone rain start from skill 12 so it fit from a balance PoV,
then some useless stuff could be used also perhaps,
like detect metal.
Decay should be area effect to be of any possible use IMO,
in fact i think the whole earth is utterly worthless in TOoD,
is it possible to make a clay of feet at skill 10 ?

And another thing:
The day i see all spears from skill 12 having wave of ice is the day i will try it,
and the best spear should on top of that also have that cool evil Rohen spell !! :twisted:

code B706
name icestrike
effect 1000 dmg, 6 sec duration
requirements EM ice
mana usage 20
lvl 101
min range 1
max range 15
cast time 1 sec
recast time 2 sec
description from "The Dark One" unit, who killed Rohen and Sartarius in TOoD
casting type 0101

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 Post subject: Re: Mods discussions
 Post Posted: Mon Jun 25, 2012 4:55 pm 
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mordo wrote:
I have both a question and a suggestion !

The question is if anyone ever saw any use of Earth -Stone rain ?
The suggestion is to transform stone rain ability or 1503 spell ring of rocks (doesn't working)
into the spell that the troll building destroyer has in SotP.
(the one unit/spell you use in Raven pass vs the death towers)

Stone rain start from skill 12 so it fit from a balance PoV,
then some useless stuff could be used also perhaps,
like detect metal.
Decay should be area effect to be of any possible use IMO,
in fact i think the whole earth is utterly worthless in TOoD,
is it possible to make a clay of feet at skill 10 ?

And another thing:
The day i see all spears from skill 12 having wave of ice is the day i will try it,
and the best spear should on top of that also have that cool evil Rohen spell !! :twisted:

code B706
name icestrike
effect 1000 dmg, 6 sec duration
requirements EM ice
mana usage 20
lvl 101
min range 1
max range 15
cast time 1 sec
recast time 2 sec
description from "The Dark One" unit, who killed Rohen and Sartarius in TOoD
casting type 0101


1. stone rain is useless, unless all enemies shouldn't have AC at all, it's mean infected with decay
2. I can transform stone rain into that troll walking fortress spell :)
3. it is possible to make feet of clay even from lvl 1, just need choose from what spell to transform
4. I'll make those spears useful someday, just need time :)

also my next task is to look for other cool spell, from flayed guardian at clockwork crypts
and to check if possible to change summoned unit, I like to summon undead rohen :D like hokan ashir

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 Post subject: Re: Mods discussions
 Post Posted: Tue Jun 26, 2012 1:17 am 
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Absolutely awesome !
and i saw this:
other special spells:

code 8F07
name death
effect 5000 dmg
requirements EM earth
mana usage 5
lvl 101
min range 1
max range 15
cast time 1 sec
recast time 0.5 sec
description from flayed guardian unit at clockwork crypts
casting type 0101

code 440D
name <no entry>
effect 1 sec (?); 18 (?); 2 (?); 21 (?)
requirements BM death
mana usage 0
lvl 7
min range 0
max range 18
cast time 1 sec
recast time 2 sec
description from troll siege unit walking fortress; for destroying buildings
casting type 0201

Now the latter i take it will be used for the earth mage to destroy buildings,
now we have to think how to use this stuff without breaking the game,
this is exiting times.
The former spell is fantastically cool, but i fear a 5000 dmg spell at 5 mana & 0.5 sec recast is way too overpowered.
I'm surprised to say the least about the armor, it feel like they got 700 AC.

I think only need to make 3 spears, either at lv 12, 14, 16,
or at lv 13, 15, 17.
A spear fighter only ever reach spear 17 at lv 50, and that is with no single stat invested in anything else, so if the unbeatable spear is lv 17, he should be handsomely rewarded for putting up going through SotP with a weapon and nuffing else.
Even the lv 16 spear is only reached at lv 47,
so he won't have much stats for anything else, i know i would spend every last remaining stat on charisma and boon 1

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 Post subject: Re: Mods discussions
 Post Posted: Tue Jun 26, 2012 1:39 am 
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Did you find out how to make a direct spell into area or aura ?
i still think Curse suck, at first i was thinking of summoning medusas or something that cast pestilence,
but necro is the summoner, so perhaps aura or area poison ?
Unless it is possible to massively improve the potency of slow walking/fighting ?
-> near a standstill. .. or boost inability a hundred times over

Another option i'm thinking about for the spear fighter is something of a 'critical hit'
-namely that 5000 dmg spell on the very last spear.
and then the tower spell 450 dmg 300 dmg fit in the previous spears as 'critical hit',
they all need wave of ice also, to stand any chance

And perhaps the tedious work of improving conservation so an earth/fighter combo is an option,
the pathetic rock bullet is also far and away underpowered.

I'm guessing modded gamedata should be made in several steps so we can evaluate if game become broken, but without having to re-do all the work

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 Post subject: Re: some spell's changes
 Post Posted: Thu Sep 22, 2016 5:39 pm 
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i have a idea for the curse spells make it mass army skelly's/goblins/specter sommuning that fits more whit necro
i love having a huge army but shame it isnt controleble
what abt the spell that is being used byhokan against the humans or treants from the dryad the mass blade princep castinghe gets 3 per use and those blade princeps are uber stronger then the ones whe can summon but i have a idea iff whe whant a blade army which is cool let us summon as BM/necro
the blade king so he summons for you and maybe he could be controleble
those are just some idea's
but the reason most ppl dont take necro is the reserve mana drawback which is annoying iff that whasnt there the necro's whould be OP=Overpowered


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 Post subject: Re: Mods discussions
 Post Posted: Tue Sep 27, 2016 3:45 pm 
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mordo wrote:
Did you find out how to make a direct spell into area or aura ?
i still think Curse suck, at first i was thinking of summoning medusas or something that cast pestilence,
but necro is the summoner, so perhaps aura or area poison ?
Unless it is possible to massively improve the potency of slow walking/fighting ?
-> near a standstill. .. or boost inability a hundred times over

Another option i'm thinking about for the spear fighter is something of a 'critical hit'
-namely that 5000 dmg spell on the very last spear.
and then the tower spell 450 dmg 300 dmg fit in the previous spears as 'critical hit',
they all need wave of ice also, to stand any chance

And perhaps the tedious work of improving conservation so an earth/fighter combo is an option,
the pathetic rock bullet is also far and away underpowered.

I'm guessing modded gamedata should be made in several steps so we can evaluate if game become broken, but without having to re-do all the work


Hello , Mordo , I guess I do not represent the vast majority of players due to the fact that I play 1.36 version (Austrian Limited Edition) . And the curse spells work absolutely fine , no bugs so far !
Ex. : aura of slow walking really slows down the enemies , aura of inability really makes them less
manoeuvrable , especially between the towers , and it is very helpful having someone with this aura switched on , standing among the towers . I've noticed that from version to version , the devs REDUCED the power of some spells , For example , in my version aura of fast walking (boons) lvl 12 is almost equal lvl 15-16 in all later game versons. Perhaps it is a good idea just to use the old values ? Here you can download my game version and compare for yourself . Just scroll dowm a bit 1.36_Original_GameData.cff.7z viewtopic.php?f=14&t=169&start=50


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 Post subject: Re: some spell's changes
 Post Posted: Tue Sep 27, 2016 6:04 pm 
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thanks dieter, but i got completely burned out on the endless test runs of the modded campaigns,
i just dont have passion for SF1 any more

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 Post subject: Re: some spell's changes
 Post Posted: Wed Sep 28, 2016 11:49 am 
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mordo wrote:
thanks dieter, but i got completely burned out on the endless test runs of the modded campaigns,
i just dont have passion for SF1 any more

Take a break for a couple of years , you'll be back ))) We aren't going anywhere ...


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