A Modding Challenge - Remove City Curses

 I have a game in play were Umber is casting city based curses on one of my cities. First issue I have is there is no way to tell who is doing it since there is no message on screen. You just notice more icons over your city. Next issue I had, beyond it really being an act of war, is the lack of a spell to protect or remove these afflictions. The challenge is easy so to speak. Make a spell that can remove city wide curse effects. My concern going throught the spell listing is that there does not appear to be a trigger to do this. I could also see this spell branching off to remove buffs or protect your Sov/Heros from defuffs too. This seems to be a pretty large hole in the spell system or I'm missing something.

Thanks. B)

9,113 views 8 replies
Reply #1 Top

As for not being able to tell who cursed your city, probably a UI issue.

As far as counterspells to protect cities go ... I suppose we could try a new type of spell, or alternatively a level 4/5 specialist building could make a ciity immune to enemy enchantments.

(as in pick at City level up to 4, among a list of several enticing choices)

Reply #2 Top

There is already such a building, it has this

        <GameModifier>
            <ModType>City</ModType>
            <Attribute>ProtectFromSpells</Attribute>
        </GameModifier>

the same modifier was used in a spell in E:wom. It might work, it might not.

Reply #3 Top

There are currently no dispells in the game, but in a video of a build FB posted within the past couple of days, there was a hint that there might be a dispell coming soon.

Reply #4 Top

Be great to see a functioning dispel spell. Both units and cities can be protected from spells to stop the attempts after application. The trick was getting rid of an effect after application. Looks like a wait and see from the Dev side of things. Would also be cool to have a damage rider to fire back on an enemy caster too. Have to give that some thought for advanced protection spells.

Reply #5 Top

Quoting Capn, reply 4
Be great to see a functioning dispel spell. Both units and cities can be protected from spells to stop the attempts after application. The trick was getting rid of an effect after application. Looks like a wait and see from the Dev side of things. Would also be cool to have a damage rider to fire back on an enemy caster too. Have to give that some thought for advanced protection spells.

 

Kind of like Dom3 protection spells?  I put up a protection spell and if any enemy cast a spell on my city my magic dome blocks it and/or couter-attacks the enemy spell caster making them blind or something.

Reply #6 Top

Yep, basically a trap. Feedback on the caster. Damage, mana loss, or any other effects could be done.

Reply #7 Top

The best way to get a negative enchantment off your city is to commit mass genocide.

 

 

Since I was headed that direction anyways...

Reply #8 Top

I killed off Umber and my city still had a curse... so even killing the other faction didn't remove it. Umber had the dialog that said they did it...