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Thread: [Brainstorming] Magic and Spellcasting Possibilities

  1. #1

    Default [Brainstorming] Magic and Spellcasting Possibilities

    Yes, you heard that right, there is a possible way to implement magic in Attila. Remember, when people ranted about "magical general abilities"? Why not exaggerate and make abilities really magical? Correct, what I propose is making the casted abilities into casted magic.


    The only problem maybe casting visual and sound effects, I don't see a good way to add flashy effects when casting aside of making the caster raise weapon and cheer - however I'm familiar with how it can be added into projectiles and explosions, so I know its possible to add flashy vfx at the receiver's side. The effects library are rather limited, but it seems that its not impossible to create new particle effects. Case in point: https://steamcommunity.com/sharedfil.../?id=354079220
    I do not know much about Tolkienlore, but the impression I take from the movies is that Magic in Tolkienlore are rather subtle instead of flashy spells seen in other lores. So new particle effects might not be needed too much.


    So, let us start? Again, I do not know much about Tolkienlore, so let us think about the possibilities, the name of the spells, and the effects of the magic.


    There are several levels it can be made:
    1. special_ability_phase_stat_effects
    There's are the things that can be modified from here and the possibilities.
    Spoiler Alert, click show to read: 

    scalar_bracing
    Entity Mass: The mass of the unit entity.
    Possibility: You shall not pass? Buff, target own unit to cannot be budged by charges. Debuff, target enemy to be as light as cotton,

    scalar_entity_acceleration_modifier
    Acceleration: The rate at which the unit accelerates.

    scalar_entity_charge_speed_modifier
    Charge Speed: The additional speed used for charging the final distance to the target.

    scalar_entity_deceleration_modifier
    Deceleration: The rate that the unit slows to a stop.

    scalar_spotting_range
    Spotting Range: A way to change the default range at which a unit can spot others hiding.


    stat_accuracy
    Accuracy: The likelihood of hitting the enemy when firing.
    Possibility: Buff, aiming guidance. Debuff, blinding spell to enemy accuracy


    stat_armour
    Armour: How much of damage reduction a unit have against missile fire, melee attacks, and explosions.


    stat_bonus_vs_cavalry
    Attack Against Cavalry: The melee bonus this unit receives when fighting against cavalry.


    stat_bonus_vs_elephants
    Attack Against Elephants: The melee bonus this unit receives when fighting against elephants.


    stat_bonus_vs_infantry
    Attack Against Infantry: The melee bonus this unit receives when fighting against infantry.


    stat_capture_power
    Capture Power: How fast a unit can capture locations in settlement battles.


    stat_charge_bonus
    Charge Bonus: This increases a unit's melee attack and damage when charging. This does not represent the physical impact of the charge.


    stat_first_strike
    First Strike: Determines who strikes first at the beginning of combat.


    stat_health
    Health: This determines how many hits a unit can withstand.
    Possibility: Buff, Healing. Debuff, Life drain.

    stat_hiding
    Hiding: How well this unit can hide.
    Possibility: Stealth buff

    stat_melee_attack
    Melee Attack: This determines the chance of a successful hit on the enemy when the unit is engaged in melee.


    stat_melee_damage_ap
    Armour-piercing Damage: Melee Damage Ap. Armour-piercing damage is always applied


    stat_melee_damage_base
    Melee Base Damage: Melee Damage Base. Base damage can be blocked by armour.


    stat_melee_defence
    Melee Defence: This determines the chance of a unit being hit whilst in melee.||This only works in melee and provides no protection from missiles!


    stat_missile_block_chance
    Missile Block Chance: The percentage chance that the shield will block (non-artillery) missiles. (%)


    stat_missile_damage_ap
    Armour-Piercing Damage: Ranged AP Damage. Armour-piercing damage is always applied.


    stat_missile_damage_base
    Missile Base Damage: Ranged Base Damage. Base damage can be blocked by armour.


    stat_morale
    Morale: A unit with high morale is less likely to rout in the face of danger. Morale is improved by experience in battle.
    Possibility: Buff, Inspire morale. Debuff, Sauron's absolute terror field, strike fear, etc.

    stat_reloading
    Rate of Fire: The rate at which this unit can fire.||This is improved with experience.


    stat_remaining_ammo
    Added Ammunition Adding ammunition to units.


    stat_shield_armour
    Shield Armour: Reduced damage due to shield.


    stat_shield_defence
    Shield Defence: Defence or evasion bonus attained from the shield.


    stat_ship_douse_fire
    Douse Fire: Douse Fire on the ship


    stat_ship_health
    Hull Strength: Ship Health


    stat_ship_health_fire
    Fire Resistance: How much fire damage the ship can sustain before catching fire.
    Possibilty: Debuff, insta-ship-burn spell?


    stat_ship_move_speed
    Speed: How quickly the ship is able to move.
    Possibility: Buff, blessing of the waves or something?

    stat_speed
    Speed: The speed at which the unit moves around the battlefield.
    Possibility: Quite clear. Buff, unit speed increase. Debuff, unit slowing

    stat_spotting
    Spotting: From how far a unit can spot enemies.
    Possibility: Buff, farseer ability. Debuff, blinding spell so your unit can sneak close

    stat_weapon_range
    Range
    Possibility: Buff, farther arrow blessing? Debuff, weaken so not able to draw?


    2. special_ability_phases
    Spoiler Alert, click show to read: 

    unbreakable
    Possibility: Clear enough. Unbreakable morale for a limited duration when its active


    cant_move
    Possibility: movement freezing spell? You shall not pass?


    kill_own_unit
    This is originally for "drive stake" to kill berserk elephants


    minor_casualties
    Randomly kill entities in the affected unit
    Possibility: Death curses?


    major_casualties
    Randomly kill entities in the affected unit, but with greater chance of kill
    Possibility: Death curses?

    freeze_fatigue
    Stops the fatigue level to change at the duration of the effect


    fatigue_change_ratio
    Change the fatigue of the affected unit. Used by Second Wind.
    Possibility: Buff, Second Wind fatigue removal. Debuff for life draining spell or poison


    poison
    This is only a ui thing, doesn't actually poison, only indicates poison.
    Possibility: For poison arrows or poison cloud spells


    3. unit_special_abilities

    passive
    true/false
    Determines passive/casted ability

    activated_projectile
    Possibility: ties the ability into a specific projectile. A special kind of projectile can only be shot when this ability is activated.
    Imagine linking a specific ability with an invisible artillery projectile that are in turn linked to an explosion which in turn linked to a special vfx. Those projectiles can be linked in turn into a special_ability_phases which consisted of several ability_stat_effects.
    So, for instance, Sauron with a whip of his mace blows a gate open (shoots invisible explosive projectile)

    What to be thinked about, are the set of stat effects that should be bundled to a single ability, whether passive aura or casted ability. What's important too, is the name of the magic spell as per the Tolkien theme of the mod.
    Last edited by You_Guess_Who; March 25, 2017 at 06:10 AM.

  2. #2
    Commissar Caligula_'s Avatar The Ecstasy of Potatoes
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    Default Re: [Brainstorming] Magic and Spellcasting Possibilities

    +1 to the idea.
    I'd like some subtle kinda magic, more stat effects rather than big fireballs.

    So far I've given Loremasters (an Elven unit) a passive ability that buffs the morale of friendly units around them. I might add a chanting animation or something to it as well.
    Sauron will probably get the opposite, a morale debuff to enemy units around him.



  3. #3
    Alkar's Avatar Decanus
    Join Date
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    Default Re: [Brainstorming] Magic and Spellcasting Possibilities

    Quote Originally Posted by You_Guess_Who View Post
    Yes, you heard that right, there is a possible way to implement magic in Attila. Remember, when people ranted about "magical general abilities"? Why not exaggerate and make abilities really magical? Correct, what I propose is making the casted abilities into casted magic.


    The only problem maybe casting visual and sound effects, I don't see a good way to add flashy effects when casting aside of making the caster raise weapon and cheer - however I'm familiar with how it can be added into projectiles and explosions, so I know its possible to add flashy vfx at the receiver's side. The effects library are rather limited, but it seems that its not impossible to create new particle effects. Case in point: https://steamcommunity.com/sharedfil.../?id=354079220
    I do not know much about Tolkienlore, but the impression I take from the movies is that Magic in Tolkienlore are rather subtle instead of flashy spells seen in other lores. So new particle effects might not be needed too much.


    So, let us start? Again, I do not know much about Tolkienlore, so let us think about the possibilities, the name of the spells, and the effects of the magic.


    There are several levels it can be made:
    1. special_ability_phase_stat_effects
    There's are the things that can be modified from here and the possibilities.
    Spoiler Alert, click show to read: 

    scalar_bracing
    Entity Mass: The mass of the unit entity.
    Possibility: You shall not pass? Buff, target own unit to cannot be budged by charges. Debuff, target enemy to be as light as cotton,

    scalar_entity_acceleration_modifier
    Acceleration: The rate at which the unit accelerates.

    scalar_entity_charge_speed_modifier
    Charge Speed: The additional speed used for charging the final distance to the target.

    scalar_entity_deceleration_modifier
    Deceleration: The rate that the unit slows to a stop.

    scalar_spotting_range
    Spotting Range: A way to change the default range at which a unit can spot others hiding.


    stat_accuracy
    Accuracy: The likelihood of hitting the enemy when firing.
    Possibility: Buff, aiming guidance. Debuff, blinding spell to enemy accuracy


    stat_armour
    Armour: How much of damage reduction a unit have against missile fire, melee attacks, and explosions.


    stat_bonus_vs_cavalry
    Attack Against Cavalry: The melee bonus this unit receives when fighting against cavalry.


    stat_bonus_vs_elephants
    Attack Against Elephants: The melee bonus this unit receives when fighting against elephants.


    stat_bonus_vs_infantry
    Attack Against Infantry: The melee bonus this unit receives when fighting against infantry.


    stat_capture_power
    Capture Power: How fast a unit can capture locations in settlement battles.


    stat_charge_bonus
    Charge Bonus: This increases a unit's melee attack and damage when charging. This does not represent the physical impact of the charge.


    stat_first_strike
    First Strike: Determines who strikes first at the beginning of combat.


    stat_health
    Health: This determines how many hits a unit can withstand.
    Possibility: Buff, Healing. Debuff, Life drain.

    stat_hiding
    Hiding: How well this unit can hide.
    Possibility: Stealth buff

    stat_melee_attack
    Melee Attack: This determines the chance of a successful hit on the enemy when the unit is engaged in melee.


    stat_melee_damage_ap
    Armour-piercing Damage: Melee Damage Ap. Armour-piercing damage is always applied


    stat_melee_damage_base
    Melee Base Damage: Melee Damage Base. Base damage can be blocked by armour.


    stat_melee_defence
    Melee Defence: This determines the chance of a unit being hit whilst in melee.||This only works in melee and provides no protection from missiles!


    stat_missile_block_chance
    Missile Block Chance: The percentage chance that the shield will block (non-artillery) missiles. (%)


    stat_missile_damage_ap
    Armour-Piercing Damage: Ranged AP Damage. Armour-piercing damage is always applied.


    stat_missile_damage_base
    Missile Base Damage: Ranged Base Damage. Base damage can be blocked by armour.


    stat_morale
    Morale: A unit with high morale is less likely to rout in the face of danger. Morale is improved by experience in battle.
    Possibility: Buff, Inspire morale. Debuff, Sauron's absolute terror field, strike fear, etc.

    stat_reloading
    Rate of Fire: The rate at which this unit can fire.||This is improved with experience.


    stat_remaining_ammo
    Added Ammunition Adding ammunition to units.


    stat_shield_armour
    Shield Armour: Reduced damage due to shield.


    stat_shield_defence
    Shield Defence: Defence or evasion bonus attained from the shield.


    stat_ship_douse_fire
    Douse Fire: Douse Fire on the ship


    stat_ship_health
    Hull Strength: Ship Health


    stat_ship_health_fire
    Fire Resistance: How much fire damage the ship can sustain before catching fire.
    Possibilty: Debuff, insta-ship-burn spell?


    stat_ship_move_speed
    Speed: How quickly the ship is able to move.
    Possibility: Buff, blessing of the waves or something?

    stat_speed
    Speed: The speed at which the unit moves around the battlefield.
    Possibility: Quite clear. Buff, unit speed increase. Debuff, unit slowing

    stat_spotting
    Spotting: From how far a unit can spot enemies.
    Possibility: Buff, farseer ability. Debuff, blinding spell so your unit can sneak close

    stat_weapon_range
    Range
    Possibility: Buff, farther arrow blessing? Debuff, weaken so not able to draw?


    2. special_ability_phases
    Spoiler Alert, click show to read: 

    unbreakable
    Possibility: Clear enough. Unbreakable morale for a limited duration when its active


    cant_move
    Possibility: movement freezing spell? You shall not pass?


    kill_own_unit
    This is originally for "drive stake" to kill berserk elephants


    minor_casualties
    Randomly kill entities in the affected unit
    Possibility: Death curses?


    major_casualties
    Randomly kill entities in the affected unit, but with greater chance of kill
    Possibility: Death curses?

    freeze_fatigue
    Stops the fatigue level to change at the duration of the effect


    fatigue_change_ratio
    Change the fatigue of the affected unit. Used by Second Wind.
    Possibility: Buff, Second Wind fatigue removal. Debuff for life draining spell or poison


    poison
    This is only a ui thing, doesn't actually poison, only indicates poison.
    Possibility: For poison arrows or poison cloud spells


    3. unit_special_abilities

    passive
    true/false
    Determines passive/casted ability

    activated_projectile
    Possibility: ties the ability into a specific projectile. A special kind of projectile can only be shot when this ability is activated.
    Imagine linking a specific ability with an invisible artillery projectile that are in turn linked to an explosion which in turn linked to a special vfx. Those projectiles can be linked in turn into a special_ability_phases which consisted of several ability_stat_effects.
    So, for instance, Sauron with a whip of his mace blows a gate open (shoots invisible explosive projectile)

    What to be thinked about, are the set of stat effects that should be bundled to a single ability, whether passive aura or casted ability. What's important too, is the name of the magic spell as per the Tolkien theme of the mod.
    These are all really cool!

    Of the Lore of Middle-earth: Click Here and Here

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