[Feature Request] Strategic Auto Cast

Just a simple request for the feature auto cast to be unlocked for strategic use as well.  Would allow for a lot of game functionality to be added without having to have static modifiers in effect always.  This would allow for more evolving game play with the ability to implement different features which can only be accomplished currently though spells.

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Reply #1 Top

Has this been considered at all?

Reply #2 Top

Would this be possible with a random event trigger. Say the particular spell you want to cast it's effects set up as a random event instead. In effect it would be an autocast (as long as the player has a city).

Reply #3 Top

The problem is what about using it for setting up specific instances for each monster?  You would have to create a specific event trigger for everything whereas you could have a autocast spell and at the beginning of the turn it would cast.  So for monsters/AI you could set up a spell to create a new lair when a monster reaches a certain level thereby evolving the monster and bypassing the problem of summoned creatures dying when they thing that summons them dies.  This a way for monsters to have their own expanding areas, consider what would happen if you leave that Ashwake dragon to start having babies and then they start wandering and eventually setting up their own lairs and so on and so forth.  You could set this up for all creatures and have an evolving world instead of just what is there when you start.

Reply #4 Top

They already have the ability to spawn creatures from a pre-established lair. Thus, you can set up an Ashwake dragon to have babies and start wandering (as per done via the lair in the goodiehut things. As for setting up lairs from that would need to be set up via the monster themselves (not sure how to go about it). I will have to think if it is possible to set up an evolving world as you suggest without adding any features.... I'll have to contemplate this because there are ways of spawning goodie huts after initial set up.

Reply #5 Top

This is why I suggested a strategic autocast so the variable for the wandering monsters would be on an individual basis as opposed to at the monster lair.  This would allow "dragon kingdoms" per se or a bunch of wolf dens with a primary den for the original den that spawned the first patrols upgrading into the greatest wolf or something.  This is somewhat ambitious but not more so than many other projects listed on these boards.

Reply #6 Top

I wonder if you could make a monster use a strategic spell or ability. If that were possible then you could give a monster the spawn lair spell to settle a lair. Also, lair goodie huts at the moment can upgrade to another lair goodie hut of higher level. Thus, you wolf den can raise in level to a great wolf den. All that I can't figure out is how to force a spawn lair ability for a monster, but if the monster can use a strategic spell, then the spawn lair can be done very easily.

Reply #7 Top

I attempted this but it will not according to Heavenfall.  I know about the upgrading goodie hut thing and I think its a great idea to coincide with the spawn new lair would be an incredible way to spread monster factions.  My only other idea to go with this would be to set it up that monsters get 1xp per turn in addition to also attacking each other of different types.  Beasts attack non beasts, trolls attack ogres, things like this so that in an area only one sub monster type is present but then they spawn new lairs making that area dense with that type of monsters.

Let me lay out an example.

Wolf lair.

Spawns two wolf patrols but they have a short patrol range say 3.  Each wolf patrol after a level up within the game through xp or through the turn timer for increasing monsters levels occurs first.  The patrol is consumed and they create new wolf lairs.  Now at the same timeframe that the original wolf patrols level and spawn a new lair the original lair upgrades to a great wolf lair and no longer spawns new patrols.  Only the newly created wolf lairs would spawn new patrols.  Eventually the new lairs would upgrade to a great wolf lair as well, when the time comes for the new spawned lairs upgrade the original lair then upgrades into its final form of some new lair, the greatest wolf lair or something.  This makes it that after a long time you have what I described above, mini kingdoms fo monsters without having to make monster factions and making all the things associated with it.

Reply #8 Top

Another great example is think of what you could do with this and the Dark Wizard.

Dark Wizard 1 => Dark Wizard 2 (Spawn Apprentice wizards who can make their own lairs) => Dark Arch Wizard (No more Spawns) but Apprentices are now Dark Wizards of their own => Final Lair, Dark Wizard Lich.

Reply #9 Top

Bump this as well.

Reply #10 Top


I also support this suggestion, as it would open (again) a whole range of possibilities for modding (and also for an easier way to add new features in next expansions). I tried to just make a type of trained unit that would produce 1 mana per unit in the group, but found that's impossible to do via abilities. Autocast of strategic spells would be the solution.