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Post by Boaster on Jun 12, 2006 17:16:23 GMT -6
The GS6B will have brand new graphical features, including spell and attack icons, as well as other miscellaneous graphics. Here is a preview of some of the Attack Icons which will be present in the GS6 Beta. Regular Attack IconAxe User's Attack IconStaff User's Attack IconAnimal/Creature (Biting) Attack Icon
New Spells include Seer spells for Chaos, Death, Earth, Fire and Life. Each reveal the target location, but some have different revealing affects on units inhabiting the area. Chaos Seer reveals random types of units in the selected area. Costs four mana. Death Seer will not reveal Meadow landscape and reveals all non-Death units. Costs six mana. Earth Seer will not reveal Water landscape and reveals ground units only. Units who fly or swim will not be revealed. Costs eight mana. Fire Seer will not reveal Water landscape and will only reveal Elemental units. Costs six mana. Life Seer will not reveal Swamp landscape and will only reveal Death, Earth, Fire and Chaos units. Also, I am working on a Physical Resistance icon to be displayed in the unit information panels, as well as a better stealth icon. Here is a preview of those: New Stat IconsAre you excited? You should be! *edit* added the Bite Attack Icon
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Post by Boaster on Jun 15, 2006 18:42:03 GMT -6
Spell Previews
(X) = Caster Level.
Stone Touch - Grants the caster an attack bonus and Earth resistance bonus. The spell has a 10% chance of spell failure. When the spell fails, the caster is turned to stone. When successful, the attacker has a 2(X)% chance to turn defenders into stone (turn to stone spell).
Touch of Death - Grants the caster the ability to instantly kill defenders. The spell has a 10% chance of spell failure, which results in the instant death of the caster. When the spell is successful, the chance for the caster to instantly kill a target is determined by 1(X)%.
Frost Giant Strength Barbarian Strength Stone Giant Strength Fire Giant Strength Holy Strength Archon Strength Amazon Strength
Each give their respective faiths +3 attack to melee units or +3 ranged attack to missile units, +25% (respective faith) resistance. Neutral faiths gain +2 attack or +2 ranged attack. Opposite faiths suffer resistance of the respective faith and -2 attack or -2 ranged attack.
More spells are in the process of being created.
Lower Resistance (Life, Death) Resist Magic (Air, Chaos, Death, Earth, Life, Water) Sleep (Earth) Summon Dragon (Air) Unholy Armor (Death) Holy Armor (Life) Unturn Undead (Death) Axe of Chaos (Chaos) Volcanic Ash (Fire)
And more!
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Post by Boaster on Jun 18, 2006 13:25:47 GMT -6
Recently produced spells:
Lower Resistance (Life/Death) Costs 8 mana Lasts 60 seconds Every second, up to 30 seconds, units effected by the spell suffer -1% to all resistances. It takes the spell 30 seconds to reach -30%, and will remain at -30% for 30 seconds.
Neutralize (Order) Costs 2 mana Lasts 30 seconds Takes the averages of attack and armor, missile range and ranged attack, melee and missile resistance, attack and hit recovery, and sets each stat to that average value.
i.e. a unit with 20 attack and 10 armor will become a unit with 15 attack and 15 armor.
i.e. a unit with 10 attack recovery and 2 hit recovery will become a unit with 6 attack recovery and 6 hit recovery.
This is basically a cross between Blind Rage and Pacify.
Axe of Chaos (Chaos) Costs 12 mana Targets the caster Lasts for the duration of combat Has a 90% chance to create "Chaos_Axe_Artifact" which grants the caster the ability to cast spells on attacking, which can be helpful or harmful. The spell has a 10% chance of failure, which will polymorph the caster and blink the caster to a different location.
Spells you can cast on enemies (when attacking): erosion anything rust spark blind_rage stun icycoff entangle handofate leeches morpho poison cure_wounds
Spells you can cast on yourself (when attacking): erosion anything rust spark blind_rage stun freeze ricause leadership morpho decay
The Axe of Chaos spell will only work for Earth and Chaos Warriors.
Chain Lightning (Air) Costs 14 mana Targets units in a 3 tile radius Affected targets recieve (Caster Level) damage from multi-colored bolts of lightning. Then, the caster fires another volley of lightning bolts which expands to targets within another 3 tiles of the originally affected units. Each unit hit by the second volley recieved (Target Level) damage.
Maximum radius is 9 tiles Maximum damage output is (Caster Level) + (Target Level) damage.
Basically the spell fires the second spell within the first one.
The original Chain Lightning, whose reference file is "Zap_rad.gs" has had it's official in-game spell name changed to "Zap Rad." Zap Rad is basically a multi-target (10 radius) with 5 + 1/2 caster level damage.
The *new* Chain Lightning spell actually has a chain of (spell) effects.
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Post by l'Ancien on Jun 19, 2006 18:03:49 GMT -6
Recently produced spells: …. Chain Lightning (Air)Costs 14 mana Targets units in a 3 tile radius Affected targets recieve (Caster Level) damage from multi-colored bolts of lightning. Then, the caster fires another volley of lightning bolts which expands to targets within another 3 tiles of the originally affected units. Each unit hit by the second volley recieved (Target Level) damage. Maximum radius is 9 tiles Maximum damage output is (Caster Level) + (Target Level) damage. Basically the spell fires the second spell within the first one. The original Chain Lightning, whose reference file is "Zap_rad.gs" has had it's official in-game spell name changed to "Zap Rad." Zap Rad is basically a multi-target (10 radius) with 5 + 1/2 caster level damage. The *new* Chain Lightning spell actually has a chain of (spell) effects. I like this idea! Is there any way to make the second blast appear to come from the target? That would be an awesome visual effect, even if the actual damage inflicted is identical. Maybe create a Chain-Lightning artifact that automatically triggers once, then destroys itself, and targets all friendly (to target) units in a radius inflicting (target) wielder's level damage. (This should be an identical combat effect, but give the desired visual effect.)
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Post by Boaster on Jun 19, 2006 19:44:16 GMT -6
That was actually my first idea, but failed because the enemies would not always show them casting the lightning2 spell on their allies.
Chain Lightning, then the second volley would come from the enemies hit from the initial cast. Then the units themselves would cast another lightning spell which would target nearby allies.
I tried it but did not succeed.
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Post by l'Ancien on Jun 20, 2006 9:22:51 GMT -6
That was actually my first idea, but failed because the enemies would not always show them casting the lightning2 spell on their allies. Chain Lightning, then the second volley would come from the enemies hit from the initial cast. Then the units themselves would cast another lightning spell which would target nearby allies. I tried it but did not succeed. Too bad. I guessed that was what you wanted to do, but I wasn't sure if you had tried it yet, because it would be more complicated even if it did work. I haven't succeeded in having an army teleport to a new location. I'm trying to build the Walk the Paths spell for Chaos, that would allow the casting shaman and her army to go to any location that's been revealed, by targeting the location. I planned to have it inflict some damage on them, and drain movement points to 0, and things, but I can't figure out the basic function of the spell. I can edit working ideas just fine, and I can try to come up with new concepts for spells, but I don't have what it takes to actually program a new spell from scratch. By the way, how about naming the old chain lightning spell Radial Lightning. Spread lightning was another idea, but I wasn't sure I liked the way it sounded. Radial Lightning gets the idea of a large radius. Or Radiant Lightning?
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Post by Boaster on Jun 20, 2006 11:04:05 GMT -6
That was actually my first idea, but failed because the enemies would not always show them casting the lightning2 spell on their allies. Chain Lightning, then the second volley would come from the enemies hit from the initial cast. Then the units themselves would cast another lightning spell which would target nearby allies. I tried it but did not succeed. Too bad. I guessed that was what you wanted to do, but I wasn't sure if you had tried it yet, because it would be more complicated even if it did work. I haven't succeeded in having an army teleport to a new location. I'm trying to build the Walk the Paths spell for Chaos, that would allow the casting shaman and her army to go to any location that's been revealed, by targeting the location. I planned to have it inflict some damage on them, and drain movement points to 0, and things, but I can't figure out the basic function of the spell. I can edit working ideas just fine, and I can try to come up with new concepts for spells, but I don't have what it takes to actually program a new spell from scratch. By the way, how about naming the old chain lightning spell Radial Lightning. Spread lightning was another idea, but I wasn't sure I liked the way it sounded. Radial Lightning gets the idea of a large radius. Or Radiant Lightning? The first Chain Lightning I worked on the enemies would cast the second volley upon themselves. Sometimes it worked, sometimes it didn't. Really once I figured out how to cast a spell within a spell when I made the Random Bolt spell, it was easy for me to come up with these other spells. As far as creating spells from scratch, I know what I'm doing but I just do copy and paste for the most part, from other spells I have worked on. I think as far as any success for making a Walk the Paths spell, you'd have to take code from the terraform spells like Lavaflow and another spell like Blink, and maybe Create Rocks will help. If I tried really hard, I might be able to make it myself. It would take lots and lots of testing. I would first start with a spell based on Blink that works overland. Then change the target, and work from there.
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Post by l'Ancien on Jun 20, 2006 11:10:18 GMT -6
Too bad. I guessed that was what you wanted to do, but I wasn't sure if you had tried it yet, because it would be more complicated even if it did work. I haven't succeeded in having an army teleport to a new location. I'm trying to build the Walk the Paths spell for Chaos, that would allow the casting shaman and her army to go to any location that's been revealed, by targeting the location. I planned to have it inflict some damage on them, and drain movement points to 0, and things, but I can't figure out the basic function of the spell. I can edit working ideas just fine, and I can try to come up with new concepts for spells, but I don't have what it takes to actually program a new spell from scratch. By the way, how about naming the old chain lightning spell Radial Lightning. Spread lightning was another idea, but I wasn't sure I liked the way it sounded. Radial Lightning gets the idea of a large radius. Or Radiant Lightning? The first Chain Lightning I worked on the enemies would cast the second volley upon themselves. Sometimes it worked, sometimes it didn't. Really once I figured out how to cast a spell within a spell when I made the Random Bolt spell, it was easy for me to come up with these other spells. As far as creating spells from scratch, I know what I'm doing but I just do copy and paste for the most part, from other spells I have worked on. I think as far as any success for making a Walk the Paths spell, you'd have to take code from the terraform spells like Lavaflow and another spell like Blink, and maybe Create Rocks will help. If I tried really hard, I might be able to make it myself. It would take lots and lots of testing. I would first start with a spell based on Blink that works overland. Then change the target, and work from there. Thanks. I did start with blink, but I probably tried to make too many changes too fast, and didn't actually get the first step to work.
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Post by Boaster on Jun 27, 2006 22:51:44 GMT -6
I've run into some problems with graphics. It turns out I will only be able to use 39 graphics, rather than 52. The 52 graphics for each of the eight faiths, for some reason, is interfering with the map editor. In the map editor, sprites and dialog boxes will not display.
This is going to set me back slightly and I'm having to rethink some of the new spell additions. This will mean 13 less icons to use, unfortunately.
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Post by Boaster on Jun 28, 2006 10:08:35 GMT -6
I've run into some problems with graphics. It turns out I will only be able to use 39 graphics, rather than 52. The 52 graphics for each of the eight faiths, for some reason, is interfering with the map editor. In the map editor, sprites and dialog boxes will not display. This is going to set me back slightly and I'm having to rethink some of the new spell additions. This will mean 13 less icons to use, unfortunately. It appears I've made a mistake elsewhere in my work. The GS6 mod is going according to plan.
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Post by Boaster on Jun 30, 2006 10:08:55 GMT -6
I've run into some problems with graphics. It turns out I will only be able to use 39 graphics, rather than 52. The 52 graphics for each of the eight faiths, for some reason, is interfering with the map editor. In the map editor, sprites and dialog boxes will not display. This is going to set me back slightly and I'm having to rethink some of the new spell additions. This will mean 13 less icons to use, unfortunately. It appears I've made a mistake elsewhere in my work. The GS6 mod is going according to plan. It turns out that bugs with the map editor begin once I have added so many spells to the game. Not graphic related, just the number of spells.
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Post by Boaster on Jun 30, 2006 13:37:41 GMT -6
After further investigation the game begins to get buggy after 255 spells are in the game. So this means, the GS6 mod will have only a few new spells and new icons for existing spells.
Ofcourse, I could just get rid of some spells too and replace them with newer and cool spells.
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Post by t3h chosen 1 on Jul 8, 2006 10:55:41 GMT -6
Ofcourse, I could just get rid of some spells too and replace them with newer and cool spells. I think it would be cool if you got rid of all the old spells and made the new ones from the ground up. Though that would take a lot of work, I'm sure.
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