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The game will use any applicable targeters when you select a target hex.
Just duplicate all the effects and write a second targeter for the SR versions.
I should be able to make a quick compatibility patch for that though. I just don't have time at the moment. :/
Although I'm surprised that it isn't working. Perhaps you are trying to use it in the Shadow Realm?
I actually really like the Spiritualist as a follower of the AoW2 Spirits, that explains the name.
I don't think all Theocrats follow the All Father. I think that's just a popular faith for the flavor texts and the most common faith in the Commonwealth. They can have any elements and alignment and I figured many of them follow ascended Wizard-Kings. That said the class does have a very Abrahamic religous feel that doesn't work for all concepts and the Spirits seem something else besides Gods.
The Hunt Master and Spiritualist are like Archdruid and Theocrat, but they have had their unit sources flipped, so the Hunt Master builds units, whereas the Spiritualist summons them. They also have other twists, so while the Theocrat follows the All Father, the Spiritualist focuses on the Spirits from AoW:2/SM.
Roman Republic is a good guess for the Magistrate. Its main mechanics are no city specific spells, they are all global Policy spells (a bit like Planetfall Doctrines). And combat is more about crowd control effects.
Adventurer Lord is a Warlord/Rogue hybrid, so its like a very disorganised/mercenary army. Their T4 unit is basically a mini Hero.
Occultist uses population as a resource for summoning demons. These demons will then have to eat a friendly unit to tier up.
"Scholar" will probably be the trickiest one to design/balance, as its about taking the best of magic and technology and making it into Art. They make up for a lack of brutish strength with tactical skills.
Magistrate and Alchemist I could see, though I'm not entirely sure how they'd work. I'm assuming a Roman republic style for the Magistrate and the Alchemist mixing tech with magic.
Adventurer Lord might work, but not sure what makes it unique.
Occultist seems a bit generic. Hunt Master sounds very like Druid and Spiritualist very like Theocrat. Scholar works but I like the idea of a Wizard better in that niche. I'd focus on ones that have clear distinct niches if you ever get around to them.
Magistrate, Adventurer Lord, Alchemist, Occultist, Hunt Master, Spiritualist and I can't remember the name of the last one. It was something like Scholar, but I think it sounded better.
Good luck with Steam, if not I can help with building from scratch. I want to get in AoW3 modding. I know someone who can maybe help with icons too.
I also noticed there's like 2 or 3 other Specialization mods on the workshop, so adding to the Specs may not be as big a deal as I feared. I still like the idea of a Wizard class but I would love if the Specs mattering more.
(Partly because I also need to check if I can trick Steam into updating a mod that I've lost the original files for...)
I hadn't considered Merchant as a Spec. Possibly because I've got some extra class designs that would cover that.
Economist
Merchant - increased income 10%
Supply Lines - reduce upkeep by 10%
-Golden Age spell
-Enchanted Roads spell
???
There's too many old spell to be handled by even a full class and these two almost fit the Spec better than their old Earth assignment.
I agree the Specs are small, but Cosmos is only missing a few old spells. I really do like how the Spec system expanded Summoner and Enchanter though.
Interesting idea for the Specs, though that brings up compatibility with other mods that add Specs.
I had another ides for introducing old spells inspired by the Wizard and Cross Class spells mods.
Basically in this idea Wizards would act a lot like AoW2, get a class selection of old spells of all elements, and be able to take a Spec for some Sorceror overlap spells. Likewise I'd want to offer some of the new Spells as something like Elemental Generalist but I'm not as sure about how to handle that, or the inherents for the cross class Specs.
Meta Magic should always be able to work in both directions. :D
In some ways the reason it feels a bit disjointed is the small number of things in each Spec. When you only have 4/5 spells to work with, its hard to present a theme and not make them all small variations on the one effect. Throw in Sorcerer having some of the old Cosmos spells and its a really tricky puzzle to solve.
Should I ever get enough spare time, I'm intending on making a mod which ups all Specs to have 7 or 8 things in them. That should help sort out the theming and missing spells. My original plan was to remove a couple of spells from Sorcerer and have them get a different spell depending on what Specs they pick. Power Leak was going to be available to a Cosmos Master Sorcerer. Given the number of extra spells I would have to write for that, that would end up as another separate mod, if I even managed to write it.
Cosmos isn't just a what doesn't fit, or at least what doesn't fit produces a coherent category. Anti-magic, magic control, and meta magic. Like I said I think a lot of you new spells are great, I just miss the classic spells and was hoping to see some. Star Blade and Enchant Weapon together could work but I have some ideas about how to fit in to another mod idea.
Reality Leak seems similair to Summoner's Aura and makes me want Power Leak. It's not bad conceptually. Cosmic Insights is fine, it's the Happiness thing I found weird and now I'm thinking that may just be an AoW3 thing I'm not used to seeing everywhere.
Arcane Recharge is the one I find really out of place. I just think a direct heal is generally out of theme for Cosmos and a bit boring.
Power Leak seemed like it might be too powerful or weak, as it would strongly depend on the number of Nodes, so I decided not to do it. An alternative option would be to reduce all players Mana incomes, but with no way to scale it with their total income, it wasn't going to work reliably.
Enchant Weapon would be too close to Star Blades.
I had to spin the theming a bit for Cosmos, as previously it had just been 'anything we want everyone to have and anything else that doesn't fit other Spheres'. That doesn't work for a selectable Specialisation. So I went with a more 'Magical Things' theme. So Arcane Recharge and Reality Leak are there to support the use of Magical Origin creatures. Cosmic Insights is a reversed version of Power Leak; giving you increased benefits from Nodes.
Mechanically I think a lot of the Cosmos spells work but it'd be nice to see the missing classics like Enchant Weapon, Power Leak and Spell Ward.
Arcane Recharge, Cosmic Insights and Reality Leak seem the most odd or out of theme.
On the other hand Astral Armor is perfect and Magic Eye is a nice stand in for City Spy. Banish Blast is also pretty appropriate.
But if you are asking about being able to bundle multiple of my specialisations into one, it would make more sense for the other person to code it.
Otherwise, No.
If I may offer some advice, "Strengthen Summons: All creatures you summon in your domain get +1 rank." Should be slightly nerfed as there are several strats that can be used to exploit this. I would recommend only giving +1 rank to tier 2 and below summons.
I had thought the risk of such a failure negligable since the drive was barely a year old.
Does anyone have any balance suggestions? I kinda just made up the numbers, so its unlikely they are all good.
Cheers!
Next update should be balancing adjustments and vfxs.
So please send suggestions.
how about an arcane version of immolation, puts a DoT on all enemies.
how about a summon that has static shock?
We also need to look at what class building upgrades you'd get.
Star Seeker's Observatory: unlocks rank 1 class units
Astrolarium: Unlocks Rank 2 class units