seanw3 seanw3

Ivory Towers and You.

Ivory Towers and You.

I am trying to think of ways to improve FE gameplay with what I know from WoM and the few dev journals we have gotten. One idea is to make those Ivory towers we always hear about in political talk a reality. 

There are 5 ways to win in FE. That doesn't mean there are 5 strategies in the whole game. As a powerful wizard in real life I have some thoughts on a specific type of wizard: the one atop the tower. This wizard is a recluse. He spends all his time researching powerful spells. He sends champions and armies out to gather powerful magics. Lore is his specialty. He tirelessly pours over books of old to find any reference to the quest that will bring him alone ultimate power. As a result of his obsession the people below are burdened with his demands. technology, diplomacy and the art of war are mere means to an end. His power seems to grow exponentially to the point of invincibility, as long as he is protected within his fortress tower. 

The function of such a wizard would depend on a turtling strategy. I suggest a variety of wizard towers and dungeons be added as a mod to increase the power of a Sovereign within his capital. He should be nearly invincible even by himself against an entire army. The drawback will be an inability to expand very far and extreme reductions in every tech category except magic, which will be greatly increased. Spells will do much more damage from atop his tower, he may even get a few unique strategic spells that allow him to do damage to enemies before the battle, evening the odds for his minion armies. 

There may be a few problems with implementation of research penalties and bonus, but most other things can be added from the sov creation screen. I plan to make some really nice towers that, well, tower over one's capital. These buildings will give some game changing bonuses, but will even that out with significant penalties to armies and other cities. 

Some ideas for Tower Bonuses:

+200hp while in city

Double Spell Damage for all magic users. (Maybe spread out between a few buildings)

+10 Dexterity

+100 Magical Resistance

+50% Speed

Triggers unique quest for spell books and artifacts

+20 Health Regeneration while in city.

 

With bonuses like that you could use regular soldiers, champions, or even conjured armies and beasts in some combination to further your goal of becoming the most powerful wizard in existence!

24,746 views 34 replies
Reply #26 Top

Wonderful. There could even be a quest to get it down another 10%. I am in quest mode right now.  ^_^

 

 

Reply #27 Top

Second page of notes. I just started my quest line or this mod. I want to get some feedback, but given the nature of my quests, it would ruin the surprises. 

 

Right now I am torn between trying to recreate the tone of Zork or trying to create a more immersive atmosphere. I kind of like making any items that are usable upper case, but then one feels too much of the game while reading. I will have to make a choice soon. 

 

Also, when you are given the options after you read the main text of the quest, is it better to keep the answers simple or make them longer?

Example:

You enter an Ancient Ice Temple. There are three Corridors in front of you. Each one is marked by a symbol.

-----------------------------------------------------------------

Corridor One has a symbol of a Hart above the entrance. It smells vaguely of pine. 

Corridor Two has a symbol of Fire above the entrance. You see a glimmering light at the end of the Corridor.

Corridor Three has a symbol of a Man above the entrance. 

 

 

Or

 

Upon reaching the entrance to this frozen temple of ice giants long passed, you scan the temple for guardians. The place seems deserted, but there may be traps in place to protect its many treasures. The antechamber is small and dark. You are barely able to make out three dimmed torches against the far wall. Getting closer, you discover three corridors leading to different areas of the temple. Each one has a symbol etched in the perpetually frozen stone. The first one is a Hart, the second an alchemical fire symbol, the third a man. 

-------------------------------------------------------------------

You decide that out of all these creatures the Hart is the least dangerous. It must have been a directional sign, leading the passive to a safe haven. 

----

You guess that the alchemical symbol must point to a laboratory of some kind. Surely some great power was left behind here. Fire is often a sign of great power, but sometimes danger. You are of course willing to risk it, knowing yourself to be up to the challenge.

----

You surmise that the symbols must be derived from the hieroglyphic writing system of the ancient Ice Giants. As you recall, man was representative of loyalty and submissive servitude. This passage may lead to an altar to their god, a place sure to have great riches. 

 

To anyone that reads this: Which is better?

Reply #28 Top

I like the shorter "answers", it should be the action you decide upon. If you want to better describe the choices, imho, it should go in the main text. Also, technically, I don't think the buttons can hold long texts.

Reply #29 Top

Good point.  :fuzzy:

I was thinking the more descriptive text might be too long. So long quest texts and short decisions. I guess that would allow the user to input his own reasons for choosing each one. 

Reply #30 Top

Well, I personally don't mind you putting the "thoughts" in my head so to speak. If there are 3 options, and I just get to pick A, B or X, I'd like to at least get some info on how the doors look or something (unless the whole point is to present the user with 3 identical options).

Reply #31 Top

So if I added in the choicetext in one that the fire symbol is a salamander in a flask and that the man is standing next to what looks like a small tree this time; you might get the impression that the man is actually a giant and that the fire symbol might mean a fire potion is at the end of that corridor?

I will try that.

Remember that there would be at least three versions of this quest and each option has a risk/benefit value, rather than a right choice for the quest. 

 

 

Reply #32 Top

I am also trying to figure out a way to let buildings give quests, assuming that the devs hate me and will never add the trigger I need. (It's the cancer thing all over again.)

 

What about having a quest unlocked by a new tech path called Ivory Tower? It could still theory spawn a quest goodie hut like in WoM right? Then the story could be told there and unlock a new tech linked to the Ivory Tower tech.

Each tech might have something like this in it:

 

I would then force the player to research further, but some techs would only be unlockable by completing the next part of the main quest. The ones Here are just concepts. I haven't thought about what should be researched and what should be quested for. Obviously the ones with story driven names like Choosing Sides a,b, or c are an an example of a quest acquired tech. Your choice in the quest decides what you get from the tech and where you can go in the tree. Now that is questing!

Reply #33 Top

I think we had some troubles spawning a quest location actually. You'd better try it first before committing.

 

Reply #34 Top

Some new building ideas:

Elemental Temple

This building will allow any hero to unlock the level 1 spellbooks for all 6 elements. Normally seeing a new elemental spellbook other than the ones a hero already owns is extremely rare. This building will ensure every hero has the opportunity to learn these magics at the level of their choosing. Players that devote their entire nation to the study of magic should be rewarded with very proficient magic users. They will also have the benefit of learning all 6 elements. Wizards take a more neutral perspective on magic, not seeing good or evil in any element, only power. To balance this advantage it will only be available in the mid to late game. 

 

The Conjurer's Circle

This building will unlock traits for heroes at levelup instead of adding them globally when built. There will still be some bonuses on completion. You can expect to get a large amount of mana per turn for instance. This will work alongside Goetia to give Ivory Tower Conjurers a significant advantage when conjuring. For one thing, these conjurers will pay less to conjure and have much less maintenance on strategic summons. They will also get higher level creatures from each spell. This building will also unlock a few unique summons not seen in Goetia. Most of these summons will be weaker units that are strategic summons with little upkeep. The biggest difference between the two will be that this mod aims to make summoning the main force of one's army, while Goetia aims to increase the variety and strategy behind summoning. 

Magical Forge

This building will be upgradable. It will provide trained units and heroes with special magical items. The beginning stages of an Ivory Towers nation will want to build this quickly and start training mage armies. Minions combined with mages using the special arcane staves from this forge are sure to be a force to be reckoned with in the early game. Heroes will have the benefit of buying some really good items at the start of the game instead of needing to research for a hundred turns before being magically outfitted. As the nation progresses, the forge can be upgraded to focus on making armor for battlemages, magic resistant robes for conjurers or weapons and armor for beastmasters. As always, there will likely be a quest or two that open up special items at the forge.