SPELL-water/flood - OUTDATED

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max-damage
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SPELL-water/flood - OUTDATED

Post by max-damage » Wed Feb 11, 2015 12:16 am

Causes a large mass of water to crash through an area, flooding it briefly and causing damage to all units within it's area of effect...

Duration: 3 turns
Cooldown: 8 turns (this is a powerful spell)
Damage: 15
Area of Effect: all units within 5 spaces of target...
Bonuses against all machinery-based units (catapult, ballista, trebuchet, etc.,.), ineffective vs. any ship/boat-type unit...
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ollie444
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Re: SPELL-water/flood

Post by ollie444 » Thu Feb 19, 2015 9:10 pm

Woah! This would require a lot of coding, and I don't think the game engine can handle it, but if it can be pulled off, i'm for it.

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ollie444
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Re: SPELL-water/flood

Post by ollie444 » Wed Feb 25, 2015 5:36 pm

Oh sorry, I thought you meant it changed the map (made each tile a water tile)!
I like it, and I am sorry for misreading your idea. :lol:

max-damage
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Re: SPELL-water/flood

Post by max-damage » Mon Apr 20, 2015 12:44 am

Again, i realise I'm late on replying, but:

No problem on the misconception...

The spell is only a VERY temporary effect..

Also, it would be ineffective vs.any flight-capable units...('thopters, flying scouts, dragons,etc.,...)
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Alexander82
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Re: SPELL-water/flood - OUTDATED

Post by Alexander82 » Sat Sep 02, 2017 12:05 pm

I think this proposal is outdated and is difficult to realize
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Sunrise Samurai
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Re: SPELL-water/flood - OUTDATED

Post by Sunrise Samurai » Sat Sep 02, 2017 12:27 pm

Not a spell or anything, but I've been wondering​ if it is possible to make "flood" tiles, that go from dirt/sand to shallow water and back over time. In intermediate stages they act as bridges, allowing movement of land and sea units. At the extreme ends, they act as only land or water, preventing movement of anything that can't cross them. Building on them is probably impossible, except maybe bridges to allow land units to cross no matter the stage.
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Alexander82
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Re: SPELL-water/flood - OUTDATED

Post by Alexander82 » Sat Sep 02, 2017 12:29 pm

I think it might be a problem for the engine but i think such effects might be too difficult to manage and could be used easily to exploit games too much.
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Sunrise Samurai
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Re: SPELL-water/flood - OUTDATED

Post by Sunrise Samurai » Sat Sep 02, 2017 12:39 pm

Well I was thinking it would be most used in map editor to simulate high/low tide.
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