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-   -   Mod Project - Metaphysics (http://forum.shrapnelgames.com/showthread.php?t=43679)

elmokki July 29th, 2009 10:55 PM

Re: Mod Project - Metaphysics
 
Make the über researcher an unique unit recruitable from your capital magic site. That way you should be able to get it back even if it dies or gets seduced.

You might have to make a couple of über researchers though, depending on how much rp / turn you want.

Illuminated One July 30th, 2009 08:05 AM

Re: Mod Project - Metaphysics
 
If I make them female are they immune to succubi?
Are mindless units, I wanted to make them mindless anyway?
Otherwise immortal, recuperating etc, but not useable in combat, or for magic.
I will need more than one per nation at least (max rp/unit < 200), so unique is not such a good idea.

And probably I'm going to use them as both starting commanders and starting scout, I don't really like the idea of making them summonable, everyone would just summon them whenever he can I guess. Unless they are summonable only on the first turn.

Quote:

Originally Posted by LDiCesare
Be cautious. As described, this has side effects: You would transform LA Pythium into a blood nation for instance.

Hmm, good point. I will probably have to deviate from the rule for certain mages.

Gregstrom July 30th, 2009 08:19 AM

Re: Mod Project - Metaphysics
 
It's time-consuming, but... If you gave each nation a series of spells that could summon unique researcher units (so multiple spells and unique units would be required for each nation) then you could both cap the number of researchers per nation (i.e. if a nation had 5 summon spells, they could only get 5 researchers) and, by setting costs and/or research levels of the spells appropriately, you could limit how quickly a nation got them.

Inanimate units may well be immune to seduction, I think.
Complete immobility might be a good idea, as it makes them less usable in combat.

Burnsaber July 30th, 2009 03:31 PM

Re: Mod Project - Metaphysics
 
Quote:

Originally Posted by Gregstrom (Post 703697)
It's time-consuming, but... If you gave each nation a series of spells that could summon unique researcher units (so multiple spells and unique units would be required for each nation) then you could both cap the number of researchers per nation (i.e. if a nation had 5 summon spells, they could only get 5 researchers) and, by setting costs and/or research levels of the spells appropriately, you could limit how quickly a nation got them.

Err. Ain't that simply impossible? 70 nations x 5 spells takes 350 spell slots, over the limit by about 220 spells. Only way I could see this happen would be to make a different version of the mod for each era and save spell slots by overwriting nationals from other eras.

But is this all trickery really so necessary? I mean we're playing (mostly) against humans? You could just say that you can only have 3 researcher units, if someone cheats, you could easily tell it from the research graph.

LDiCesare July 30th, 2009 06:11 PM

Re: Mod Project - Metaphysics
 
But then you'd have to turn the graphs on all the time.
There are spells that can summon several uniques though (Elemental royalty for instance). Isn't that moddable too so you'd need just one spell per nation?

Burnsaber July 31st, 2009 04:47 AM

Re: Mod Project - Metaphysics
 
Quote:

Originally Posted by LDiCesare (Post 703762)
But then you'd have to turn the graphs on all the time.

Perhaps not. You could houserule that when a player is elminated, the player responsible has to send his turn file for the eliminated player to inspect.

But I find it kind of silly to assume that players would cheat if the mod gave the opportunity. We have a pretty solid community here, right? But I just might be naive, thought.

Quote:

Originally Posted by LDiCesare (Post 703762)
There are spells that can summon several uniques though (Elemental royalty for instance). Isn't that moddable too so you'd need just one spell per nation?

Sorry, can't do. :(

Illuminated One July 31st, 2009 03:57 PM

Re: Mod Project - Metaphysics
 
Well, I will try to monitor the usage of special units and spells.
It's very exploitable and better safe than sorry.
Also this would allow a lot more modding options (a spell that changes, depending on how often it was cast, or gets random results, etc).
This is what will keep me for a time, the researcher units are basically finished, except tweaking them.

So I will probably go along these lines (maybe I'll add the opportunity to boost research with a second shape but with a huge upkeep cost - like when you were only recruiting high level mages):

Good research (Arco, Bogarus, Marverni, Pythium, Man, Marignon, Abysia, Bandar)
Turns-----1-----2 to 11---12 to 23----24 to 35---36 to 48---49+
RP/Turn--200------80-----------140-------200-------270------350

Mediocre research (...)
Turns-----1-----2 to 11---12 to 23----24 to 35---36 to 48---49+
RP/Turn--100------60-----------120-------180-------250------340

Bad research (Niefel, Mictlan, Sauro, Pangea)
Turns-----1-----2 to 11---12 to 23----24 to 35---36 to 48---49+
RP/Turn--0------40-----------100-------165-------240------330

Similarily 3 different costs
Expensive (Pythium, MA Ermor, Caelum, Hinnom, Van, Hel, Abysia, Lanka, Bandar)

Mediocre (...)

Cheap (Mictlan, Lanka, Arco, Ulm, Jomon, Man, Agartha)


Magic 3 scales will mean +30 more rp/turn.

As you can see the distribution favors weak nations, however I tried to keep it thematically justified.

Here are my indicators
Good research - highly cultured, strong progressive movement
Bad research - barbaric, very traditionalistic or even backwards

Expensive - established, possibly decadent magocracy, money/status motiviation for research
Cheap - more down to the earth mages, altruistic or patriotic motivation

Are the differences to big/small?
Would be interesting to compare to score graphs of normal games.

LDiCesare August 7th, 2009 03:41 PM

Re: Mod Project - Metaphysics
 
Regarding research, is ti possible to boost a magic item, like skull mentor?
You'd just have to put two or three of these to the starting commanders, and not make them buildable.

Sombre August 7th, 2009 04:17 PM

Re: Mod Project - Metaphysics
 
Nope.

Squirrelloid August 12th, 2009 01:56 AM

Re: Mod Project - Metaphysics
 
I have some questions

How does pretender research work? You claim they get a +15 bonus - do they still net +1 RP/magic path? Do 'mage' pretenders still get a research bonus (and the great sage a higher bonus yet?) relative to other pretenders? If these aren't the case, have pretender costs been rebalanced to accomodate these changes in the strengths and weaknesses of various chasses?

Have you playtested your changes to the magic scale? Is drain the same but in reverse? Does the magic scale feel underpowered now compared to other scale choices?


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