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Re: Wandering Indy Commander
hey, here's an idea... in my Mytheology mod, I created some summons spells that create a variety of menhirs / standing stones, each with a different attribute (mostly #copystatted from pretenders) like growth, order, courage, and battle summons (summons shades in battle). Something like those, or with a "#summon" mod that popped around beefing up AI defenses as the game continued would have an impact that outlasted whether or not you actually encountered it during that month!
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Re: Wandering Indy Commander
Well for the SemiRand program it would need to be map commands instead of mod commands. We can work with units and equipment already in the game. The problem is that many of the SC's that I see posted rely on scripting the battle commands to be effective. This would need to be something that the AI can operate well if its dropped into a province.
Im thinking Poison Golem with a Spirit Helm and Skull Talisman and a Bag of Air. Or maybe a Titan with a Bow of War. Can the 4handed units use 2 Bow of War? That would be fun. |
Re: Wandering Indy Commander
no need to over do it IMHO it should mean total devastation right away http://forum.shrapnelgames.com/images/smilies/laugh.gif .. a seraph would do nicely if it's not kitted to much.. what would an AI seraph cast though?
I think a golem pretender with 9 earth would be nice too.. it's a decent SC for us to start with too... a non caster might be nicer though since AI's start casting anyway and will probably just spend fatigue and be killed in h2h then. hydra's and wyrm have no feet which is too bad. maybe mod the item so it's not boots anymore.. then equip the earth king with hydra armor and ring of regen with it and give it a shadowbrand or you give it too my modded sandworm (is nice thematically since it would burrow and end up somewhere at random) from my unfinished genies mod (somewhere in forum) Djinnibad |
Re: Wandering Indy Commander
Yeah my first thought was the headache of dropping one of the big rocks into someones province. Monolith, Sphinx, Statue, Big Head. But no feet so those wouldnt work either. http://forum.shrapnelgames.com/images/smilies/frown.gif
Modding would be possible in something like the Big Scenario project where its going to use all the game options together, but Id still like to see something for the SemiRand in just map commands. |
Re: Wandering Indy Commander
speaking of surprises, I found that if you assign one of the pretender dragons as a unit - say, a bodyguard - it will appear in the humanoid form but transform into dragon form if it takes enough damage. Helps to encourage players to underestimate bodyguard defenses...
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Re: Wandering Indy Commander
I wonder what is the turn limit that someone can be lost in time and space. In one game my tartarian got lost and he didn't appear in about 25! turns [game ended so I have no idea how long it would take].
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Re: Wandering Indy Commander
Quote:
So you might want to further test this scenario. |
Re: Wandering Indy Commander
Aezeal - "maybe mod the item so it's not boots anymore.. then equip the earth king with hydra armor and ring of regen with it and give it a shadowbrand"
I have tried to mod items from one type into another using the #weapon or #armor newitem commands, and generally only failed in copying the special attributes. So far, my only success has been creating a newitem that #weapon copied the horror claw weapon as a miscellaneous item, which since it's a bonus attack, grants the user an extra attack like the stone bird. Have you had luck doing the things you describe? Because I'd love to craft a "ring of invisibility" or something like that... Gandalf: why don't you go ahead and program your SC using the boots for SemiRand - I'm crazy busy right now. Thanks for the honor. I'll test the boots on an indy commander in my test games for Antilarium, and see if the commander keeps landing in the same province (sad). If he doesn't return random, I'll post and let everyone know. |
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