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-   -   Exalted Mod (http://forum.shrapnelgames.com/showthread.php?t=19298)

Jurri June 9th, 2004 05:01 PM

Re: Exalted Mod
 
Agreed on the game balance! Out of the window it goes.

I contemplated an Exalted-mod earlier, but found the present modding tools lacking for my vision. What I envisioned doing, however, was some half a dozen nations balanced against each other, if at all. Some thoughts on that, perhaps it evokes some thoughts:

-The Empire
Very strong elemental exalted, no randoms however. Like, 3 or 4 on single path. A cool Empress pretender. A modified "Wild Hunt" ritual as a national spell - the point being that only the different kinds of Exalted and Faeries would be holy; Difficult to balance, though.

-The Northern barbarians
An uber-cool Solar pretender, the bull guy of the North. Assorted barbarian chaff as armies, Solar Exalted as national heroes, Lunars as recruitable commanders.

-The city state of Nexus
All human armies with very sucky pretender options. Merchant commanders with blood, the reasoning being that blood slaves would represent those things they offer to various protective spirits. Also alchemists and sages, seeing as Nexus is the center of learning. All with blood, with blood being the school to be modded for hedge magic. You can see where it went too complicated http://forum.shrapnelgames.com/images/icons/tongue.gif

-The Deathlords
I thought about doing a map with, say thirty provinces of underworld, from where only certain places could be accessed (the Shadowlands). Very strong independent Deathlords and powerful magic sites in the Underworld to conquer. Powerful pretender options and summonable Abyssal Exalted heroes alongside autosummoned rabble.

-The Celestial city
On similar veins, with immobile gods for pretenders, and a separate map for the City. Immobile like the Sphinx that is, no teleporting. Stealthy Sidereal Exalted commanders, only able to leave the city through a national teleportation spell.

-The Yozi
Again, a dimension of their own. A national modded send horror spell, sending a succubus instead, in order to gain commanders in the real world. These would be the Infernal Exalted and others possessed by the Yozi. Also a national blood gateway spell, very high cost, so the Yozi can leave their realm. This would signal the end of the world, as the Yozi would be better than anything else.

The idea would be that the Yozi player tries to score some commanders and provinces from the real world so he can blood hunt the slaves he needs to get his gamebreakers out of their confinement. The Yoziland wouldn't, of course, have any population. You can see why it is I never even begun the project http://forum.shrapnelgames.com/images/icons/blush.gif

-Faeries
Main catch being a national crossbreeding-like spell, only with very varying results, from bugs to behemoths.

---

Well, this actually can't be too useful for you, but here it is anyway!

Scott Hebert June 9th, 2004 05:03 PM

Re: Exalted Mod
 
As for the Sidereals... heh. Yes, they're going to be very good Astral mages. No, they're not going to be SCs. It's hard for someone with 10HPs, no armor, and a 10 base encumbrance to be a SC, no matter what kind of buffs they have. http://forum.shrapnelgames.com/images/icons/icon7.gif

Scott

Scott Hebert June 9th, 2004 05:16 PM

Re: Exalted Mod
 
Quote:

Originally posted by Jurri:
Agreed on the game balance! Out of the window it goes.
<font size="2" face="sans-serif, arial, verdana">Actually, I'm trying to retain game balance, but on a different level. If I can find the proper balance point for the Solars, then I might go with the 'nation' approach.

Quote:

I contemplated an Exalted-mod earlier, but found the present modding tools lacking for my vision. What I envisioned doing, however, was some half a dozen nations balanced against each other, if at all. Some thoughts on that, perhaps it evokes some thoughts:
<font size="2" face="sans-serif, arial, verdana">What I want more than anything is magic item modding for daiklaves and whatnot. http://forum.shrapnelgames.com/images/icons/icon7.gif

Quote:

-The Empire
Very strong elemental exalted, no randoms however. Like, 3 or 4 on single path. A cool Empress pretender. A modified "Wild Hunt" ritual as a national spell - the point being that only the different kinds of Exalted and Faeries would be holy; Difficult to balance, though.
<font size="2" face="sans-serif, arial, verdana">Well, my plans for the Terrestrials won't have them so powerful, because they need to cost about 1/3 of the Solars (so 150g, currently). I _really_ like the idea of a Wyld Hunt Ritual, though. I'll see if I can incorporate it. http://forum.shrapnelgames.com/images/icons/icon7.gif

Quote:

-The Northern barbarians
An uber-cool Solar pretender, the bull guy of the North. Assorted barbarian chaff as armies, Solar Exalted as national heroes, Lunars as recruitable commanders.
<font size="2" face="sans-serif, arial, verdana">This is very similar to what I plan for the Lunars. All the Barbarian troops, and Lunar Commanders. No Bull of the North, though. http://forum.shrapnelgames.com/images/icons/icon7.gif

Quote:

-The city state of Nexus
All human armies with very sucky pretender options. Merchant commanders with blood, the reasoning being that blood slaves would represent those things they offer to various protective spirits. Also alchemists and sages, seeing as Nexus is the center of learning. All with blood, with blood being the school to be modded for hedge magic. You can see where it went too complicated http://forum.shrapnelgames.com/images/icons/tongue.gif
<font size="2" face="sans-serif, arial, verdana">I'm not sure if Nexus is the 'center of learning'. Blood would be nice to represent the Slave trade, but it's too close to what the Yozis and the Infernals are doing for my tastes.

Quote:

-The Deathlords
I thought about doing a map with, say thirty provinces of underworld, from where only certain places could be accessed (the Shadowlands). Very strong independent Deathlords and powerful magic sites in the Underworld to conquer. Powerful pretender options and summonable Abyssal Exalted heroes alongside autosummoned rabble.
<font size="2" face="sans-serif, arial, verdana">Yes, an excellent idea about the map. The Abyssals, as is their nature, will be dark mirrors to the Solars.

Quote:

-The Celestial city
On similar veins, with immobile gods for pretenders, and a separate map for the City. Immobile like the Sphinx that is, no teleporting. Stealthy Sidereal Exalted commanders, only able to leave the city through a national teleportation spell.
<font size="2" face="sans-serif, arial, verdana">Interesting idea! I'll have to see if I can incorporate this. http://forum.shrapnelgames.com/images/icons/icon7.gif

Quote:

-The Yozi
Again, a dimension of their own. A national modded send horror spell, sending a succubus instead, in order to gain commanders in the real world. These would be the Infernal Exalted and others possessed by the Yozi. Also a national blood gateway spell, very high cost, so the Yozi can leave their realm. This would signal the end of the world, as the Yozi would be better than anything else.
<font size="2" face="sans-serif, arial, verdana">That would be quite interesting. I don't think I'd let them leave, though.


Quote:

The idea would be that the Yozi player tries to score some commanders and provinces from the real world so he can blood hunt the slaves he needs to get his gamebreakers out of their confinement. The Yoziland wouldn't, of course, have any population. You can see why it is I never even begun the project http://forum.shrapnelgames.com/images/icons/blush.gif
<font size="2" face="sans-serif, arial, verdana">Oh, I don't see why they can't recruit demons. They'd just have to do it with gems. Interesting, really. They would be a Blood equivalent of Soul Gate Ermor.

Quote:

-Faeries
Main catch being a national crossbreeding-like spell, only with very varying results, from bugs to behemoths.
<font size="2" face="sans-serif, arial, verdana">How neat. You could use all of the Sidhe commanders for the Fair Folk themselves, as well.

Quote:

Well, this actually can't be too useful for you, but here it is anyway!
<font size="2" face="sans-serif, arial, verdana">Actually, it was extremely helpful. Thanks! http://forum.shrapnelgames.com/images/icons/icon7.gif

Scott

Endoperez June 9th, 2004 08:59 PM

Re: Exalted Mod
 
Mods can be changed 'on the fly'. I am not sure but with --postexec it might be possible to change the mod file so that the recruitable commanders will be different for one turn at a time. All units/commanders would be available at every fort, though, as long as you are unable to mod sites...

I think the --postexec is only executed in the host-computer, so the game would have to change the mod file of that turn too. I'm not sure if this would work, but wanted to share the idea...

And this mod seems to very interesting. http://forum.shrapnelgames.com/images/icons/icon10.gif

Scott Hebert June 9th, 2004 09:17 PM

Re: Exalted Mod
 
Hmm. Endoperez, could you perhaps elaborate on this? Are you saying it's possible to switch the units available to a given nation (through switching the mod) on a turn-by-turn basis?

For example, it's possible for me to have 5 mods, all the same except for what type of Exalted is recruitable, and switch between them on a turn-by-turn basis? Can you randomize this?

Scott

Pickles June 10th, 2004 01:11 AM

Re: Exalted Mod
 
On the subject of mages, Tien Chi have a 10 pick mage in Summer & Autumn FAWWSHHH?? who is sacred, flies and costs 250 gold. He is their schtick though.
They also have a master of 5 elements who gets a ? from the 4 plus N like your proposal.
I dunno about modding but can you look to see how they did that one?

Pickles

PvK June 10th, 2004 01:23 AM

Re: Exalted Mod
 
Yes, you could have different Versions of the same mod like that, and change them every turn.

It's a manual process though, controlled by the single player or MP host.

There's no built-in way to randomize it, but someone could script something, if it were important.

PvK

Vicious Love June 10th, 2004 03:05 PM

Re: Exalted Mod
 
And I thought my Eshin assassins were overpowered...
I am SO looking forwards to this.

Graeme Dice June 10th, 2004 03:18 PM

Re: Exalted Mod
 
Quote:

Originally posted by Vicious Love:
And I thought my Eshin assassins were overpowered...
I am SO looking forwards to this.

<font size="2" face="sans-serif, arial, verdana">Well, you'll have to make sure that you don't change the actual units that have already been recruited, but instead modify the recruitable units list. Otherwise the stats will constantly change of units in the field.

Tris June 10th, 2004 04:03 PM

Re: Exalted Mod
 
Just had an idea:

Swop blood magic for Exalted summoning.

You can recruit normal humans, and you can have people out looking for Exalted. When you've looked enough (lots of blood slaves) you can cast the spell "Summon Solar" and a random exalted type appears.

Thought I'd throw that in, as one way to limit availability.


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