Page 1 of 1
Protected Light
Posted: Sun Dec 24, 2017 7:57 am
by General Brave
Research in Church.
Cost 6-7
Cool down 6-7
A Spell cast by the Healer to protect all bodies in a 5 or 6 radius from back to life by the Lich or whoever using animated spell.
Re: Protected Light
Posted: Sun Dec 24, 2017 6:42 pm
by DoomCarrot
Cool idea +1
Re: Protected Light
Posted: Sun Dec 24, 2017 11:30 pm
by Skelegonsans
Really cool idea. However research cost and cooldown are way too high. Try lowering research to 5-6 and cooldown to 5-4 for more balance, otherwise it wouldn't be very worth to waste 7 turns of production to get an ability that doesn't have such a great effect and has a 7 cooldown.
Re: Protected Light
Posted: Sun Dec 24, 2017 11:52 pm
by General Brave
So the research should be 6 and the cool down also could be 6, how about that Skelegonsans?
Re: Protected Light
Posted: Sun Dec 24, 2017 11:57 pm
by Skelegonsans
Good, but cooldown still looks a bit too high for that range. Either make it 4-5 or increase the ability range IMO.
Re: Protected Light
Posted: Mon Dec 25, 2017 7:11 am
by Ravancloak
I feel like undead are already easy to counter, and this effect can easily be done by moving units on top of the corpses. Redundant in my opinion.
Re: Protected Light
Posted: Mon Dec 25, 2017 7:33 am
by General Brave
Well, it could instead weaken the Undead instead. By lowing their attack or Hp. It would be nice for late-game.
Re: Protected Light
Posted: Mon Dec 25, 2017 1:14 pm
by DoomCarrot
This spell could still be useful though, although I think cooldown of 4-5 would be ok.
Re: Protected Light
Posted: Mon Dec 25, 2017 4:17 pm
by General Brave
How big are Tech icons? And also ability one.
Re: Protected Light
Posted: Sat Dec 30, 2017 10:50 am
by Alexander82
I like that. I'd also like a second spell (higher level and with a very long cooldown) to bring back to life a protected body (a true resurrection)
Re: Protected Light
Posted: Sat Dec 30, 2017 11:00 am
by Sunrise Samurai
Alexander82 wrote:I like that. I'd also like a second spell (higher level and with a very long cooldown) to bring back to life a protected body (a true resurrection)
Unfortunately hard to make. Was that horseman corpse an imperial knight, light cavalry, raptor rider, or a centaur? Those are a bit too different to justify turning into a basic knight for simplicity.
Re: Protected Light
Posted: Sat Dec 30, 2017 2:03 pm
by Skelegonsans
So true. But if it was somehow possible to "store" in the game's variables what unit that corpse was when it died (I don't know if it's possible but it might be), the game could use that variable to define the unit type and put the ressurected unit at the player that owns the caster's control. Maybe that can't be done but if it can it might work.
Re: Protected Light
Posted: Sat Dec 30, 2017 4:34 pm
by General Brave
Sounds easy, just have something that will remember what it was before and when you use a resurrection spell on it, it would change that skeleton back what it was. Sounds like to me a change type trigger.
Re: Protected Light
Posted: Sun Dec 31, 2017 12:45 am
by Skelegonsans
True, maybe that'd work.
Re: Protected Light
Posted: Sun Dec 31, 2017 3:12 pm
by Alexander82
Sunrise Samurai wrote:Alexander82 wrote:I like that. I'd also like a second spell (higher level and with a very long cooldown) to bring back to life a protected body (a true resurrection)
Unfortunately hard to make. Was that horseman corpse an imperial knight, light cavalry, raptor rider, or a centaur? Those are a bit too different to justify turning into a basic knight for simplicity.
I was thinking to summon simply a basic unit (let's say that an imperial knight have lost part of its armor in the fight). I think that storing the unit type might be too complex for a single coder to make in his free time
Re: Protected Light
Posted: Mon Jan 01, 2018 5:42 pm
by Skelegonsans
If it is too complex then maybe scrap the idea. It would be very weird if my dead Imperial Shielder turned into a Warrior after being ressurected.
But the first spell should be kept though, it's good.
Re: Protected Light
Posted: Tue Jan 02, 2018 12:31 pm
by Sunrise Samurai
My concern is more like "how did an orc axe thrower turn into a human archer"
Re: Protected Light
Posted: Tue Jan 02, 2018 3:19 pm
by Skelegonsans
Yeah, that too.

Re: Protected Light
Posted: Tue Jan 02, 2018 3:52 pm
by Midonik
Well,will we have max 6 race in next few years and 5 types of them,,we can make diffrent corpuses for all of them (undeads acctualy dont need them,so we already have one "set" so its 20 new units,but thats when dwarfs and scaledfolks get in. Right now just 10 ). They cloud look have diffrent images what will be cool,but it will take time and might be wierd after reanimation. Otherwise its only copy and paste,few minuts of work. But then humans might get basic units of all races. It will need colldown thought.
Re: Protected Light
Posted: Tue Jan 02, 2018 5:15 pm
by General Brave
New corpses, that work.
Re: Protected Light
Posted: Wed Jan 03, 2018 11:16 pm
by Skelegonsans
Maybe
Re: Protected Light
Posted: Sat Aug 04, 2018 4:46 pm
by Lynx Shafir
Human technology to revive the dead?
To living again.
Re: Protected Light
Posted: Sat Aug 04, 2018 4:57 pm
by General Brave
Something like that.
Re: Protected Light
Posted: Fri Aug 10, 2018 5:37 pm
by Skelegonsans
Skelegonsans wrote: ↑Sat Dec 30, 2017 2:03 pm
So true. But if it was somehow possible to "store" in the game's variables what unit that corpse was when it died (I don't know if it's possible but it might be), the game could use that variable to define the unit type and put the ressurected unit at the player that owns the caster's control. Maybe that can't be done but if it can it might work.
Hey General, are you able to code this? If so, a ressurection spell would work great.
Re: Protected Light
Posted: Fri Aug 10, 2018 6:08 pm
by General Brave
I don't think I can, but I'm sure Daniel can.
Re: Protected Light
Posted: Sun Aug 12, 2018 6:24 pm
by Skelegonsans
Oh. We might wanna make it simpler then.