Mages of the Rainbow

Brainstorm ideas of possible additions to the game. Read this before posting!

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Jetrel
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Post by Jetrel »

Yahn wrote:I'm all for multiple colour mages, my only changes would be to make the air mage non-flying... more like a storm mage.(could there be a way to make a area of attack spell? like a lightning storm or blizzard.
Also I think water mages should not be merman type creatures.

Heres my crazy idea. A all mage race. (I think this might be cool, but there are probably more people that would'nt like such a race.)
I am trying to get more magical-type-stuff added to the game, but in a more tasteful way than the whole "mages of the rainbow" way.

Yecch.


Additionally, I am strongly opting for more Mermen, Mermaid, Nagas, and Naginis. Because they rock, and are some of my favorite units in the game.
autolycus
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Post by autolycus »

Jetryl wrote:I am trying to get more magical-type-stuff added to the game, but in a more tasteful way than the whole "mages of the rainbow" way.
I think the right way to go for Wesnoth is the 'bible' approach. We need to firm up all the back-story and agree on culture, language, society etc for the races. Then the type of mage they tend to produce, if any, should be quite easy to generate.

What I'm seeing here is a sort of 'we need to have one mage for each colour' or 'we need to have one mage for each possible kind of magic' thing, without considering the available cultures first.

For example, I don't mind a magocracy, a culture mostly of mages. But what sustains it? Who does the fighting? Who bears the costs? And doesn't the education phase take too long for most units? In a pure wargame, you just take the units and play, but Wesnoth is something more than just a wargame. In a way, it's like the old Avalon Hill Glorantha wargame ('Empire of the Petal Throne'?), which had a back-story as well as many nifty and creative units.
as kingfishers catch fire
so dragonflies draw flame
-GMH
destructuring-bind
Posts: 3
Joined: August 3rd, 2004, 9:06 pm

ph34r the chocobone

Post by destructuring-bind »

I just found this game and have been playing it nonstop for days. Since I didnt see anyone else doing it on this thread, I figured I would speak up in defense of the Chocobone. I literally burst out laughing when I first saw it. Very nice touch, esp. in making it actually baddass. My compliments to the originator of that one. If it ever gets removed, I'll make a patch to put it back :)

I agree with the rest of autolycus' comments though. Wesnoth has some class, adding more mage types just because there are more primary and secondary collors doesnt make much sense. I wouldnt mind one more branch or one more option somewhere on two different branches though.

I'd really like to see some kind of priest unit that can revive recently deceased, non-plot units. It should be weak, only get revive at level 2, and only give back a few hp and leave the unit poisened or weakened in some other way so that it cant get back in the fight for a while (or maybe not even until the next scenario). The idea is just to make it a little more convenient to keep your best troops intact when accidents happen.
'destructuring-bind
"Special variables ride the short bus."
Dacyn
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Joined: May 1st, 2004, 9:34 am
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Re: ph34r the chocobone

Post by Dacyn »

Alpha
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Joined: June 14th, 2004, 3:17 am
Location: Sydney, Australia

Post by Alpha »

This relates my idea of an upgrade for the silver mage. A mage that is invisible in villages, is not very strong, but has high defenesive values. It may also teleport between villages like it's predecesor (excuse my spelling if I'm wrong).

Name: (Debatable)
Level:4
Cost:110
Race: Human
Abilities: Teleport, Invisible*
Alignment: Neutral
Moves:6
HP:54
Advanced from: Silver Mage

*Only in villages
Always remember you are unique, just like everyone else! :)
Bander
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Joined: May 11th, 2004, 7:35 pm
Location: Cincinnati

Post by Bander »

I was thinking that for silver mages, it would be really worth it if they could teleport to their keep. After all this is one of the most important locations in the game and it would just make more sense to me. It would also if it gave you gold to own a keep. I know that this would require the help of some of the programmers, but it seems to make sense. After all the keep is the most vital place to control, without it you cant even recruit units. Just a thought.
Neoriceisgood
Art Developer
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Post by Neoriceisgood »

You can't "own" a keep, the only thing would be that he could teleport to a keep with an allied unit standing next to it or so, though this could still be to powerfull in some ways.
miyo
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Location: Finland

Post by miyo »

You already get base income (n gold per turn). I think it is enough for keep that it gives you some shelter and enables recruiting.

- Miyo
autolycus
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Post by autolycus »

You could have a coinage mage (alchemist?)... he adds 1 gold to your income each turn just by being alive. But he does less damage because he is too busy making money... :wink:
as kingfishers catch fire
so dragonflies draw flame
-GMH
Dacyn
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Post by Dacyn »

autolycus wrote:You could have a coinage mage (alchemist?)... he adds 1 gold to your income each turn just by being alive.
a lvl 1 unit?
autolycus
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Post by autolycus »

Dacyn wrote:
autolycus wrote:You could have a coinage mage (alchemist?)... he adds 1 gold to your income each turn just by being alive.
a lvl 1 unit?
No. He starts as a L1 mage, like the rest. Then L1 mage -> L2 alchemist. Give him a dagger, low piercing damage, weaker magical attack than the other mages. This simulates his time spent making money. At L3 (if you want) he can make 3 gold a turn, and fires gold pennies as a ranged weapon... (1x6?)
as kingfishers catch fire
so dragonflies draw flame
-GMH
Dacyn
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Location: Texas

Post by Dacyn »

sorry; I meant 'a lvl -1 unit?' This seems the easiest way to make him give 1 gold/turn...
autolycus
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Post by autolycus »

Dacyn wrote:sorry; I meant 'a lvl -1 unit?' This seems the easiest way to make him give 1 gold/turn...
That's true, but it would be a pain once he got levelled higher, and it doesn't make sense for a specialist to rise in level to become a normal mage again... why not just increment gold each round after the alchemist ends his turn?
as kingfishers catch fire
so dragonflies draw flame
-GMH
Dacyn
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Joined: May 1st, 2004, 9:34 am
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Post by Dacyn »

autolycus wrote:That's true, but it would be a pain once he got levelled higher, and it doesn't make sense for a specialist to rise in level to become a normal mage again...
huh? You could just have the level progression be -1 to -2 to -3. There is no restriction that says advancements have to be higher levels...
autolycus wrote:why not just increment gold each round after the alchemist ends his turn?
It would require engine changes.
autolycus
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Post by autolycus »

Dacyn, you're brilliant! *grin* great idea.
as kingfishers catch fire
so dragonflies draw flame
-GMH
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