[eMod Questions] Some spell making questions and issues.
Folks,
I've been sitting on doing any mods waiting for SD to stabilize the game and possibly up the mod support, but I have some questions about how/if to do a few things. I'll say from the start I'm not a big fan of the spell nerfing on costs and I'd really like to see the game have dozens if not a few hundred cool and varied spells to use. It is a War of Magic or so the title goes. Right now being a caster has the following problems:
- A slow rate of growth on the global mana pool. Basically taking "years" of game time to get some points.
- Hence a teleport at 40 points is about a once every ten years kind of thing. Not feeling overly awesome as a mage with that.
- I can only cast one spell per combat turn.
- But yet I can swing my warspear 4 time for 4 times the damage of a costly fireball. Again not feeling too Merlin like.
- Very limited number of spells and levels.
- Spells all appear to be hitting for full value again. What happened to random value and defendable damage?
- Why do all spells auto hit? I would think directed attack spells should have accuracies based on the intelligence of the caster.
Things I need help figuring out to make things better.
- Is there a way to set a useful casting time? I want to be able to cast more then one spell in a combat turn.
- Is there a way to get the random damage back? Do we need SD to fix this again?
- Is there a way to make certain spells "roll" to hit like weapons?
- Is there a way to make items (armour, weapons, mounts) granted via spell, have a cost per turn and then dispell when the enchantment is canceled? I have a spell now that grants an item, costs initial mana, has a cost per turn, but does not remove the item once the spell is terminated. I have also tried duration to no avail as well. This is close to a summon, but the object can be equipped by a Sov or NPC.
Things I can do.
- I can recost spells and up the mana generation rate to support more casting.
- I can comb the listing of close to 1000 spells from an RPG I was part of designing for useable material.
- I can wait for SD to make adjustment to the code to allow for better effects and range of spells.
- Like being able to target squares in Tac combat (1 to x number for effect).
- Target more then one individual in the strat map.
- Create a separate pool of hit points for a target to act as a sheild.
- Have effects that are persistant and move with a target if tagged (like a shield effect on a caster).
I'm sure there are other things as well that will come to mind. This game has so much potential to really be a fun and replayable. The mods already done by folks here really shows how far the engine can be pushed. I just hope we get some more support from the Devs in the near future to really open this thing up.
Thanks.