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BigRich is offline BigRich
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May 2001
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  Old Post 08-05-2002 13:42
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quote:
Originally posted by Chowlett
This is getting Mucho interesting! I particularly like the circular Area of Effect casts! They bring to mind one of the more successful element of B&W, where you could cast shields and the like over regions of ground.

And I really like the trade-off you'd have between the need to cast a huge-area/power spell, and the time it would take to get your sigil patterns up!

And my imagination is overloading (a pity - means we probably can't draw it ) with images of a mage standing in the middle of the sigil pattern, chanting for all he's worth summoning the power of the surrounding sigils, which begin to pulsate and channel their energy into him, which he thrusts sky-ward in a burst of light that hits an invisible barrier and spreads down over the land to encompass the area of effect! Whew - I was thinking in shouts above that howling gale there!


Great imagery Chowlett - that would make one heck of a cut scene! Of course if the graphics engine could handle it on the map

And then after the storm subsides and the din of battle fades away, the old man rides towards the arcane monolith. The sun slowly sinks below the horizon as he dismounts and kneels before its intricately carved surface, as if in supplication. He closes his eyes and begins to mutter under his breath.....

A vast silence descends and then ripples outwards. In the nearby town, the dust swirls briefly as if stirred by a sudden breeze. The cattle low uneasily in the fields. Dogs growl, hackles raised, at something unseen in the corner.

As evening fades into twilight, the ripple hits the enchanted sigils at the border of the province. A soft glow highlights the ornate patterns for a moment and then disappears. Back in the town the darkness begins to seem less menacing. The dead must be buried, the homesteads rebuilt and the fields replanted. But this no longer seems the impossible task it once was. The townsfolk retire for the night with new heart and new resolve.

The old man climbs back onto his donkey and trots away into the night......

BigRich is offline BigRich
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  Old Post 08-05-2002 14:03
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quote:
Originally posted by cyclotron7
Some excellent ideas... why does everybody post when I'm asleep?

Although I'm a long time AD&D afficianado, I think having level-less spells is a good idea to streamline gameplay and take the artificial feeling out of it. Of course, we need some distinct qualifyier, which is why I made religion-spells influence dependent.

We need to be careful with clutter if we make magic into tile improvements. Mines, plus fields and roads, will already make the map dense, not to mention placing sigil patterns all over the map. It's a good idea, but I think some of the patterns need to be a little smaller/less dense. Another factor with sigils is that perhaps using them is optional: You can cast the spell instantly with no sigils, but it is weaker and more expensive. Perhaps:

I want to use the Laernen spell "Fertility" on my fields. Normally cast, this spell improved food produciton for one tile. I can enchant one field tile with a Sigil of Fertility, which makes it so every time I cast Fertility on that tile it only costs me half the mana.

Later, I decide that I need more to boost the growth of that province. I enchant another tile with a Sigil of Fertility adjacent to the one I placed before. Later, I place a third Sigil, also adjacent to the first.

Now that I have placed 3 adjacent Sigils, the two newer Sigils vanish (poof) and the first center Sigil becomes a Greater Sigil of Fertility. This Greater Sigil allows me to cast Fertility at half price on ANY tile adjacent to the Greater Sigil.

This approach would lower clutter, especially if we prohibit Greater Sigils from overlapping. Artistry could also benefit this one, i.e. Sigils would look like wierd crop circles or something, and Greater Sigils would look like very intricate crop circles.

This approach would also make the player choose between augmenting his provinces in different ways: Since Greater Sigils can't overlap, is it better to support your population and prosperity with Fertility Sigils, or strengthen your defense with a Greater Sigil of Renewal?



I like it. A much neater approach to the graphics! As far as level-less spells go, I'd kind of envisaged that a mage would have instant access to all kinds of spell, whether he gets them all at the start of the game, or acquires them by spellbooks found during the game or whatever. (Maybe this could be tied in to the number of research institutions a faction possesses).
The thing is, even if the mage knows how to cast a particular spell, he can only actually use it when standing at an appropriate sigil. The spell 'levels' in my post were more a convenient label for indicating relative spell power than a D&D style 'I learn 1st, then 2nd then 3rd .... level spells.

Unless all spells are roughly the same power of course. And then the sigils provide bonuses to spellcasting as above, which would be cool. Forcing the player to choose between different magical augmentations would be very neat as well!

I was figuring that a certain sigil would allow a certain power of spell to be cast, without restrictions as to the actual Deity type and then trying place limitations on the number of (Passive) spells that could influence a region at any one time. The 'sigils as bonus providers' would definitely be less complicated!

Rich.

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  Old Post 08-05-2002 16:39
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quote:
Originally posted by BigRich
The 'sigils as bonus providers' would definitely be less complicated!


That's a big point for them. Too complicated and you're gonna do some introductions. As in:

- Mr. AI, meet Mr. Loss-Condition.

Urban Ranger is offline Urban Ranger
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  Old Post 09-05-2002 08:37
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quote:
Originally posted by cyclotron7
Necromancy traditionally deals with the life force of creatures. It directly alters the state of an individual or his body with respect to life and unlife. Actual ncr. death effects directly take the life force of the person, they don'e destory them through indirect/natural means. Pestilence (a natural phenomonon) is no more a necromantic effect than a ball of fire is.


That seems to be a very D&D-esque interpretation. Most fantasy literature and games have a much broader treatment of it.

quote:
Originally posted by cyclotron7
AD&D "nature" spells do not include flashy effects like the mage's fireball or lightning bolt. They are less overtly offensive, "support" spells that I also see as the main magic of Candle'bre.


They do. Druids have some spectacular offensive spells. Just because in D&D nature spells aren't flashy doesn't mean they can't be, because there are certainly other more interesting treatments of the subject.

cyclotron7 is offline cyclotron7
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  Old Post 09-05-2002 09:27
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The thing is, the post you are quoting was (in my mind) about the definition of terms in D&D magic... so yes, it is a very D&D-esque interpretation.

BigRich is offline BigRich
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  Old Post 09-05-2002 15:03
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Morning,

Just a thought - what would be the general opinion on a 'Spell Workshop'. The kind of thing where you have a list of effects, probably broken down by Deity type, spell type or whatever and you mix and match those effects to generate custom spells. Either all the options would be available right at the start, or some would only become available after research.

I don't know if any of you guys have played 'Ars Magica' - pen and paper rpg, but the magic system in that was great, indeed as the name suggests it was kinda the focus of the whole system. Based on around general spell types, air, fire, water, earth, animal, plant ... and a few more that I can't remember, all with suitably Latinised names (might even have been proper Latin, I'm not enough of a linguist to know.) No fixed spell lists at all, the player would think up a spell to research and the gamesmaster would classify it in terms of the different spell categories and then assign it a difficulty. The more categories it cut across, in general the more difficult it was.

I would love to see that kind of thing implemented in a computer game and the nearest thing I could think of was the Workshop idea. Couple of drawbacks, proper AI use and general balance in multiplayer. After all its not going to be any fun if a random mystery spell goes off in one of your provinces without warning.

AI use workround. Probably give the computer a built in list of the more useful combinations. Possibility of adding to the list with patches. This is entirely hot air as I have *no* idea about the programming feasibilities of this.

Multiplayer balance. Give spells a casting time in turns. Make them subject to scrying by opposing mages, who have a chance to figure out one or more of the features making up the spell, giving them time to start working on a counterspell.

I guess this system would be more suited to larger scale crop blighting, weather altering, terrain shifting, animal migrating type of spells - things that would affect the main map, rather than battlefield fireball slinging types of spells .

thoughts,

Rich.

cyclotron7 is offline cyclotron7
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  Old Post 09-05-2002 21:23
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That would be incredibly difficult for the AI to handle and use properly... I'll leave the judgement on that to the coders, but I think a better way to provide variety is simply to provide for many different types and enable different castings for each (sigils, greater sigils, spontaneous casting, etc.).

BigRich is offline BigRich
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  Old Post 09-05-2002 21:38
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quote:
Originally posted by cyclotron7
That would be incredibly difficult for the AI to handle and use properly... I'll leave the judgement on that to the coders, but I think a better way to provide variety is simply to provide for many different types and enable different castings for each (sigils, greater sigils, spontaneous casting, etc.).


Yep, I figured it probably would be. Thought I'd throw the idea into the pot anyway though for people to chew over, modify or politely reject

Rich

Urban Ranger is offline Urban Ranger
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  Old Post 13-05-2002 14:13
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quote:
Originally posted by BigRich
Just a thought - what would be the general opinion on a 'Spell Workshop'. The kind of thing where you have a list of effects, probably broken down by Deity type, spell type or whatever and you mix and match those effects to generate custom spells. Either all the options would be available right at the start, or some would only become available after research.


That's probably a lot more diffiuclt to deal with than a list of premade spells. It will take exhaustive testing to find out whether any of the combinations is open to abuse, that they are particular cheap or powerful.

quote:
Originally posted by BigRich
I don't know if any of you guys have played 'Ars Magica' - pen and paper rpg, but the magic system in that was great, indeed as the name suggests it was kinda the focus of the whole system. Based on around general spell types, air, fire, water, earth, animal, plant ... and a few more that I can't remember, all with suitably Latinised names (might even have been proper Latin, I'm not enough of a linguist to know.) No fixed spell lists at all, the player would think up a spell to research and the gamesmaster would classify it in terms of the different spell categories and then assign it a difficulty. The more categories it cut across, in general the more difficult it was.


You sure? IIRC, there are various established houses/colleges in the game universe, each with its own list of spells. Almost all the wizards/mages belong to one of the houses.

BigRich is offline BigRich
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  Old Post 13-05-2002 14:26
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quote:
Originally posted by Urban Ranger


You sure? IIRC, there are various established houses/colleges in the game universe, each with its own list of spells. Almost all the wizards/mages belong to one of the houses.


*Thinks* Didn't each house had an easier time with certain types of spell (Bjorners were pretty good at shapeshifter spells for example). Trying to spontaneously cast a new spell (as opposed to researching it beforehand) was far more difficult if the spell cut across different categories, say an Aquam spell with a Herbam requisite.

Its been a while though, so mebbe my memory is a little fuzzy on this.

Rich.

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  Old Post 13-05-2002 14:54
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It has been a long while for me, but I distinctly remember that houses have spell lists. There is probably a mechanism for researching new spells, which seems to be rarely used.

I agree that if a spell research mechanism is to be included, spells that are more "difficult" are harder to research. Some difficulty factors:

a) Target (more difficult if target is magical)
1) Inanimate objects
2) Plants
3) Animals
4) Sentient beings

b) No. targets
1) a single target
2) a small area
2) a large area

c) Effects
1) Cosmetic changes
2) Minor changes
3) Major changes
4) Decisive changes

d) Duration
1) Not permanent
2) Permanent

e) Purpose
1) Cure/heal
2) Fool/misdirect/shapeshifting
3) Cause damage/remove ability/grant ability
4) Enslave
5) Kill

etc.

cyclotron7 is offline cyclotron7
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  Old Post 13-05-2002 22:18
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I've DMed for quite some years, and I can tell you the most subjective calls to make are the ones regarding the creation of these effects and spells. Creating them is not so difficult... but you'll notice that rule books like the DMG leave the ultimate decision up to the DM, not a formula. Inevitably, for us to implement a kind of "workshop" in CBR for magic would gave to rely on such a formula... At least with unit workshops, you don't have the near infinite variability that spells can have. Im a human DM has trouble making the decsion of how to balance/grade an effect, how would a computer manage it? It just doesn't seem like a feasable thing to implement.

BigRich is offline BigRich
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  Old Post 13-05-2002 22:29
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quote:
Originally posted by cyclotron7
I've DMed for quite some years, and I can tell you the most subjective calls to make are the ones regarding the creation of these effects and spells. Creating them is not so difficult... but you'll notice that rule books like the DMG leave the ultimate decision up to the DM, not a formula. Inevitably, for us to implement a kind of "workshop" in CBR for magic would gave to rely on such a formula... At least with unit workshops, you don't have the near infinite variability that spells can have. Im a human DM has trouble making the decsion of how to balance/grade an effect, how would a computer manage it? It just doesn't seem like a feasable thing to implement.


Well the 'best' implementation of the idea in my mind seemed to be the spell workshop, ie having some variability in spells rather than using fixed spell lists.

Looks like it's going to be impractical to put in the game though. *shrug* Not to worry.

Rich.

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  Old Post 13-05-2002 22:30
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While the artifact making spells in MoM where among the most powerful and interesting things in the whole game, the AI never used them. And we all know how good the SMAC AI was when it came to using the workshop. Moo2's AI ship designs are also... interesting.

I love workshops, myself, but I think you'd need to pass on them in games with single player.

Skanky Burns is offline Skanky Burns
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Aug 2001
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  Old Post 14-05-2002 08:06
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Things like workshops really come into their own in multiplayer.

cyclotron7 is offline cyclotron7
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  Old Post 14-05-2002 08:47
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I think that a concept of a unit workshop would be much easier, and more accomadating to the AI... I know Vel has suggested it, but that's far in the future of where we are now.

Solver is offline Solver
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  Old Post 14-05-2002 20:31 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
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A little bit of comments on Magic... what if not only Wizards could do it? Say, other characters are able to learn Magic as well, but that's tough for them, so they are never going to reach the levels of Wizards, and it might actually cause them pain (hp decrease, str decrease, or whatever).

Velociryx is offline Velociryx
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  Old Post 16-05-2002 00:49 Visit Velociryx's homepage!
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::nodding:: Yeah...workshop would be awesome in MP, harder to implement in SP...BUT...we do not yet know what magic our AI people will be able to work...

Solver, I like the notion of magic causing physical harm. Tradeoffs like that....ones that promote strategic thinking (is the pain worth the gain?) are very, VERY cool in my book!

-=Vel=-

Urban Ranger is offline Urban Ranger
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  Old Post 17-05-2002 09:05
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There is a similar idea in the game Albion: Land of the Fairies. Certain places on the map gives huge bonuses to spellcasting, but these places are hard to get to, and causes damage to the unit(s) that are in the area.

I don't think the spell "workshop" is totally out of the question as long as you limit the possible combinations. Instead of having a huge array of effects and modifiers just have a few in three, four areas.

Urban Ranger is offline Urban Ranger
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  Old Post 19-05-2002 18:37
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I have an idea.

Why don't we divide magic into two categories: high magic and battle magic?

High magic is the stuff wizards do in their towers, and battle magic is stuff that can be used in combats.

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UR...I really like that idea! Outstanding!

-=Vel=-

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  Old Post 20-05-2002 12:23
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Playing so many games for so many years finally paid off

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Hey, if that's what did it, then by all means, keep on playing!

High Magic and Battle Magic....spell availability could be mixed and matched (that is to say, your affilitation with various churches could give you a mix of both), and/or if there are "wizard" special units at some point in the game, we could break them out into specialist wizards (Battle Mages, a unit that accompanied an army and cast battle oriented spells) and High Mages, who are assigned to a specific province, provide a research boon in addition to researching new High Magic Spells.

I'm diggin' it....

-=Vel=-

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  Old Post 21-05-2002 03:19
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If we are sticking with the magic Sigil idea, then dividing magic this way might be a good way to reduce clutter. Perhaps only one kind of magic would require sigils, while the other is always cast spontaneously.

moomin is offline moomin
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  Old Post 21-05-2002 03:36
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In that case I'd certainly suggest High Magic be the one to require sigils.

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::nodding:: I would most definately agree with that...and just as a general heads up...as I did with the combat thread, I'll be compiling the ideas gathered from here into a central document, and adding in some additional thinking I've been doing on the subject, and we'll see what we've got! I'm thinking it pretty well rocks, from a brief review of the thread thus far!

Oh...one other idea...actually, I was saving this one for a game down the road called "Holy War" but as we're developing a strong religious bent with Candle'Bre's own magic system, it occurs to me that it could be made to work here as well, and that is the notion of an "ars magica" type game (clickable player option) where by, if the option is selected, then on turn zero, a "major act of magic" occurs randomly from a set of effects (ballpark it at, say 30 effects per god/goddess), courtesy of one of the gods/goddesses we build into the Candle'Bre universe. This wampum magical event has implications that will subtly (and often not so subtly) impact the flavor and character of the game.

Ideally, these Major Arcane Events will be moddable, tweakable, and editable by players to further enhance and alter the flavor of each game. Some ideas off the cuff would be things like:

Witch Hunt: Factions may not align themselves with more than one god/goddess. The rest are regarded as heretics. Could RADICALLY alter expansion policies, as close attention must be paid when taking over a new territory. If they're of a different religion, you'll have a bear of a time keeping them happy.

Honor's Deathknell: Limits the honor pool to the 20 that each player starts with, effectively removing honor as a victory condition. Should lead to a real backstabber of a game.

Lionhearts: Across the board, all troops gain a 40% morale boost and troop training limits are eased (you can train double the normal number of troops in a province containing a barracks).

Burst of Innovation: All factions get 250 research points to spend on the setup turn.

Stuff like that....

-=Vel=-

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Question for you guys!

I'm hard at work hacking together a unified document and ran into a bit of a paradox re: sigils.

The initial idea seems to say that sigils are unique "items" (Landmarks) placed on the map by default (that is to say, they would be in the same place for each game), and other references to sigils (regarding certain sigil patterns that must be constructed (or discovered?) lead me to the conclusion that the spells discussed re: these specific patterns are only available after research is done such that you can create your own sigils (and thus design the patterns needed over the course of several turns).

More discussion here is needed so I can duly add this piece into the document! I'm game with either implementation....there's something almost stately about the latter, where you've got to spend literally several game turns to set up a wampum big spell.

-=Vel=-

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A quick run-down (to get the creative juices flowing) of the kinds of things spells will be able to influence/effect:

High Magic
Gold
Influence
Honor (?) - don't know 'bout this one
Units (individual) (main map) kill selected target
units (on the main map) (movement/restrictions/healing?)
food production
productivity on the province level
resources (consumption rates)(total levels)
restriction lifting (barracks limits)
others??


Battle Magic

Attack value
Armour Value
Initiative
Movement Rate
Hit Points
Morale
Status (broken/routed/normal)
damage
# of attacks per round

others?

-=Vel=-

Ogie Oglethorpe is offline Ogie Oglethorpe
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  Old Post 21-05-2002 23:40
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My vote on Sigs.

Combo method

Firstly the land itself is holy/magic ground and can aid in spell casting as is. (I'm thinking here of mana pathways and major intersections being a prime sig spot. Would be way cool if these pathways were a terrain type with cool magic graphics that is viewable after you get a certain magic proficiency ) It can be improved via builds of Stone Henge, Sun Temples, Monoliths (what have you) to further amplify its effects.

Intersection of 2 mana paths is a minor sig
3 is a standard sig
4 or more is a major sig

OTOH having the mana paths viewable later inthe game might provoke the ole strategic resource placement in CIV3 issue. I think it prolly better off to see where the intersectiosn are at game start (but with coolio graphics )

Last edited by Ogie Oglethorpe on 21-05-2002 at 23:53

Ogie Oglethorpe is offline Ogie Oglethorpe
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  Old Post 21-05-2002 23:47
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High magic

Freeze a lake/river So Movement restrictions eliminated allow movements where otherwise not allowed kinna thing

I'll think some more on this

 
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