tech/spell(?): commune (elves) - IMPLEMENTED

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max-damage
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tech/spell(?): commune (elves) - IMPLEMENTED

Post by max-damage » Fri Feb 13, 2015 8:17 pm

When developed, it would allow elves to see unrevealed areas of a map through the eyes of local wildlife for a short period of time...sounds more like a spell...

Cost: 10 turns
Area of effect: 3 space radius of target...
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Stratego (dev)
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Re: tech/spell(?): commune (elves)

Post by Stratego (dev) » Fri Feb 13, 2015 8:43 pm

sounds interesting. but there is no wildlife yet (i mean deers and so on) but that would be awesome if all neutral animal vision van be revealed to the elves.
your idea is the same as the "reveal map" upgrade "spell"?

what about this:
- we introduce neutral animals on map (volves, deers, rabbit :))
- 10 turns
- if invented elf player for the rest of the game see all neutral animal line of sight.

what do you think?

(same idea could be for the corpses for the undead, could see 1-2 tile away of corpses - by this undead would see all corpses of curse)

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Re: tech/spell(?): commune (elves)

Post by max-damage » Fri Feb 13, 2015 10:58 pm

That sounds great!! And if the neutral wildlife moves around on the map at random (without hindering unit movement), it would be even cooler!! :-)
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Re: tech/spell(?): commune (elves)

Post by Stratego (dev) » Sat Feb 14, 2015 7:09 am

yes they would move.

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Re: tech/spell(?): commune (elves)

Post by max-damage » Sat Feb 14, 2015 1:44 pm

Very cool!! :-)

...I'm working on a couple more ideas for non-human race techs...I'll post them when i have a clearer picture of the ideas...
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Re: tech/spell(?): commune (elves)

Post by Stratego (dev) » Tue Mar 03, 2015 8:11 pm

ok, it will be called "nature call"

an it is up on server in 35 minutes.

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balint
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Re: tech/spell(?): commune (elves) - IMPLEMENTED

Post by balint » Wed Mar 04, 2015 6:00 am

the nature calls me :D
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Re: tech/spell(?): commune (elves) - IMPLEMENTED

Post by max-damage » Tue May 19, 2015 3:47 pm

balint wrote:the nature calls me :D
Down the hall, second door on the right... :lol:
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Re: tech/spell(?): commune (elves) - IMPLEMENTED

Post by Sunrise Samurai » Fri Jun 26, 2015 1:00 pm

The nature call tech for elves seems to work wonders when used on a map with animals, but there are a few issues I have noticed with it. 1. I know it will be fixed later, but animals aren't really present in many maps yet. 2. The automatic actions at turn end will have every archer in range shooting any animal around even though they are actually helpful to the elves. 3. Any other race will be automatically killing any animal they see to prevent being seen by an elf player, especially an undead player that can use the corpses from the animals.

I would like to see humans and orcs gain benefits from the existence of animals, either by an ability to kill them for food (essentially granting instant healing or a temporary healing aura to one or more units) or by using them as a form of labor, possibly reducing the remaining build time on a nearby TC. Elves and undead already benefit from them, so no need to give anything more to them for it. To make these benefits more sustainable some form of trigger to spawn an identical animal elsewhere on the map a couple turns after an animal is killed or used up would make them a valuable resource that isn't completely gone halfway through any given game.
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Re: tech/spell(?): commune (elves) - IMPLEMENTED

Post by max-damage » Fri Jul 03, 2015 8:50 pm

Sunrise Samurai wrote:The nature call tech for elves seems to work wonders when used on a map with animals, but there are a few issues I have noticed with it. 1. I know it will be fixed later, but animals aren't really present in many maps yet. 2. The automatic actions at turn end will have every archer in range shooting any animal around even though they are actually helpful to the elves. 3. Any other race will be automatically killing any animal they see to prevent being seen by an elf player, especially an undead player that can use the corpses from the animals.

I would like to see humans and orcs gain benefits from the existence of animals, either by an ability to kill them for food (essentially granting instant healing or a temporary healing aura to one or more units) or by using them as a form of labor, possibly reducing the remaining build time on a nearby TC. Elves and undead already benefit from them, so no need to give anything more to them for it. To make these benefits more sustainable some form of trigger to spawn an identical animal elsewhere on the map a couple turns after an animal is killed or used up would make them a valuable resource that isn't completely gone halfway through any given game.

Valid points...
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