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Re: Magic Site Idea Thread
That's great!
I'm writing a version that will use #com commands first (that can be used once the bug is fixed), and make a version without the commanders after that. Testing is slow, but necessary, since there are so many things that can go wrong. |
Re: Magic Site Idea Thread
I'm glad you like it!
Well, I was actually quite pleased that the khans were available to add to this one, since it's fitting, save for the description ofcourse. The Cossacks historically worked for the Khans, as border-patrollers, so that comes out nicely. I'd rather there was a slightly better (more Russian, or atleast more Christian Orthodox) unit than the High Priest (but with similar stats), but I do want this to be a holy site, to vaguely represent early Russian orthodoxy, and the Cossacks themselves being early patrons of the church, so having a respectable priest unit is necessary to continue that theme. |
Re: Magic Site Idea Thread
4 Attachment(s)
This was fun, so I made a few more:
http://forum.shrapnelgames.com/attac...1&d=1227767868 http://forum.shrapnelgames.com/attac...1&d=1227767868 (Unit name: Moon Beast. Cost 25 gold, 5 resources. Hit Points 16, Size 3, Protection 0 (0 Natural), Morale 9, Magic Resistance 12, Encumbrance 2, Fatigue 0, Strength 16, Attack Skill 9, Defense Skill 9, Precision 6, Move 2/9, Leadership 20). Weapons: Moon Trident (As per normal trident, but magical, and does x2 damage to magical creatures). Armour: None. Blind, True Amphibian, Magic Being. Strength in Darkness (1). This unit should be copied over from one of the new Atlantean units that are immune to R'lyeh insanity.) http://forum.shrapnelgames.com/attac...1&d=1227767942 http://forum.shrapnelgames.com/attac...1&d=1227767942 (Unit name: Man of Leng. Cost 25 gold, 5 resources. Hit Points 10, Size 2, Protection 4 (0 Natural), Morale 12, Magic Resistance 12, Encumbrance 2, Fatigue 0, Strength 10, Attack Skill 11, Defense Skill 9, Precision 10, Move 2/12, Leadership 20). Weapons: Dagger, Dagger. Armour: None. Awe (0) Ambidextrous (4) Stealth (0). This unit should be copied over from one of the new Atlantean units that are immune to R'lyeh insanity.) Name: Dylath-Leen Path: Astral 4 Terrain: Coast Freq: 2 (rare) Unique Recruitables: Pirate Recruitable Commanders: Navigator, Captain. Gems: 1 Blood Slave Gold/resource Bonus: (none) Scales: (none) Name: Nameless Rock Path: Astral 4 Terrain: Coast Freq: 2 (rare) Recruitables: Moon Beast Recruitable Commanders: Moon Mage Gems: 1 Fire Gem Gold/resource Bonus: 25 Scales: (none) Name: Ygiroth Path: Astral 4 Terrain: Mountains Freq: 2 (rare) Unique Recruitables: Man of Leng Recruitable Commanders: Mystic, Crystal Mage Gems: 3 Astral Gold/resource Bonus: (none) Scales: (none) Name: The Ruins of Ib Path: Astral 4 Terrain: Sea Freq: 2 (rare) Unique Recruitables: Moon Beast Recruitable Commanders: Aboleth Gems: 1 Astral Gold/resource Bonus: (none) Scales: Misfortune Name: Plateau of Leng Path: Astral 4 Terrain: Mountains Freq: 2 (Rare) Recruitables: Man of Leng Recruitable Commanders: Mystic Gems: 1 Astral Gold/resource Bonus: (none) Scales: Cold |
Re: Magic Site Idea Thread
That's lost of unique level 4 astral sites! Could some of them be changed to Water, and/or uncommon (instead of rare)? Dylath-Leen could be Water site, at least.
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Re: Magic Site Idea Thread
Well, they're sites from-or drawing from-Lovecraft's "Dreamlands" cycle, so they're meant to be accessible specifically through high-end astral magic. They don't so much exist apart from one another, as they are a group of inter-connected sites, existing as a set.
They're almost meant to be a sort of "Easter Egg"...remnants, ruins, and traces of a lost and shattered dimension. Think of them as 1 site, in 5 parts :) I might even add a few more "parts" in the future-quite possibly with handmade units-as there's a huge source for site material originating from the 'Dreamlands'. They'll all be hard to access rare or unique sites, though. |
Re: Magic Site Idea Thread
Astral doesn't have to be the only way to access the Dreamlands. Dylath-Leen could be a Water site quite easily.
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Re: Magic Site Idea Thread
It might be, you're absolutely right, but it isn't. It just doesn't work that way, for no particularly good reason, other than that's the way I envision it to be :)
The Nameless Rock could just as easily be a water site, it's a tiny island in the middle of the ocean, the peak of a volcanic mountain, rich in gold and rubies, poking it's way just above the waterline. It could therefore be an earth site, or even a fire site. It just happens that it's an astral site. That's how things fall out. |
Re: Magic Site Idea Thread
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Re: Magic Site Idea Thread
See, that's what I want, something like the Eparch, but only Holy 2.
H3 is too much, in my opinion, to ever get in a found site--or atleast one that's not just all about getting an H3. It goes against the whole idea of found sites, and takes away from the Nations, themselves. |
Re: Magic Site Idea Thread
I have some magic sites with units from a mod I never quite finished, I think it would be cool to be able to get them from a magic site. I have the .dm files and unit sprites and will post them here soon.
Name: Shadow Gate Path: Astral 3 Terrain: Any Freq: 2, Unique Recruitable Unit: Shadow Recruitable Commanders: Shadow Priest Gems: 2 Astral Gold/resource Bonus: (none) Scales: (none) Name: Shadowgrounds Path: Astral 2 Terrain: Any Freq: 1, Unique Recruitable Commanders: Hultan Gems: 1 Astral, 1 Air Gold/resource Bonus: (none) Scales: (none) Name: Sarmizegetusa Path: Blood 2 Terrain: Mountains Freq: 1, Unique Recruitable Commanders: Vrykolaka Gems: 1 Blood Slave Gold/resource Bonus: (none) Scales: incr. turmoil Name: Snowy Crags Path: Earth 3 Terrain: Mountains Freq: 1 Recruitable Units: Varcolac Recruitable Commanders: Varcolac Brute Gold/resource Bonus: (none) Scales: increases cold Name: Pile o' Bones Path: Death 1 Terrain: (Any except water) Freq: 0, common Gems: 1 Death Recruitable Units: Bones Gold/resource Bonus: (none) Scales: (none) Name: Deviant Laboratory Path: Death 2 Terrain: (Any except water) Freq: 2 Recruitable Commanders: Archon Gold/resource Bonus: (none) Gems: 1 Death, 1 Fire, 1 Air Scales: (none) Name: Darkest Forest Path: Nature 4 Terrain: Forest Freq: 2, Unique Recruitable Commanders: Dark Crow Gems: (none) Gold/resource Bonus: (none) Scales: (none) |
Re: Magic Site Idea Thread
Those look good, meister_miagi.
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Re: Magic Site Idea Thread
Ugh, more work for me. :p
I'll compile more suggestions this weekend, test them, and see if I can get a preliminary version without commander-sites released. If I can, I'll try to spare some time for reading on Finnish shamanism and finishing that other mod I've been badgered about. |
Re: Magic Site Idea Thread
Bogarus has both H2 and H3 priests. H2 are Exarchs, H3 Eparchs.
HoneyBadger, Meister Miagi, I will add your sites to the mod once you post the relevant files (.dm and sprites). Please use the following values for your sites to make it less work for me to incorporate them: White River 901, the Leng sites 900-896, Shadow Gate to 895 to Darkest Forest 895-889. I'll leave site nr 902 for my own custom-unit site Castle Wyvern, released in a mini-mod year or two ago. We had just gotten #homecom and #homemon commands, and I thought it wouldn't take long before we'd get #mon and #com as well. :D First version is DONE! Sites 998 to 903 are used. I'll attach the first preliminary version on the first post. I'll edit the post and the attachment later. This first version is only meant for testing purposes! EDIT: The mod has been attached! If you want to help testing the mod, you can: 1) Tell me if you notice a mod nation's starting sites being replaced 2) Manually add the sites to a map, and then see if everything looks fine. If e.g. Tree of Life is a death site generating death gems, tell me. |
Re: Magic Site Idea Thread
List of changes I made to the sites (I hope I didn't miss anything important):
Not added
Various changes/alterations
Insignificant changes and name changes:
EDIT: In its current form, the mod adds 16 level 4 sites: 2 F, 5! A, 2 W, 2 E sites for elementals, one for each sorcery path (SDNB), and one for Holy. Question: Should Holy sites be limited to Holy 3, max? That way, all nations would have equal chance of finding them, instead of restricting the best Holy sites to nations casting Acashic Record. Question 2: Should both "good" and "evil" sites be Holy (= no affiliation with magic), or should "good" sites be Holy and "evil" sites Blood? |
Re: Magic Site Idea Thread
2 Attachment(s)
I finally finished editing the .dm file and attached it as a text file along witht the unit sprites. I added one more site as number 888. I don't know how the #inscale command works so I just wrote it like: "#inscale(turmoil)".
Here is a preview of the unit sprites: http://www.pic-upload.de/03.12.08/6bhpx3.jpg |
Re: Magic Site Idea Thread
Those look fantastic, meister_miagi. Absolutely first-class.
Endoperez: I'm sorry, but would it be a lot of trouble for you to use the Monster Fish as the recruitable for the "Endless, Depthless, Bottomless" site? I'll come up with something else for krakens. I hate to be a pain, but I think the Monster Fish works better for that site--that's why I changed it. If you want to change "burned library" to "scorched library", I'm ok with that--I don't know which one sounds better, either :) |
Re: Magic Site Idea Thread
Here's my replacement kraken site, again with my appologies:
Name: Charncoral Deep Path: Water 4 Terrain: Ocean Freq: 2 (rare) Unique Recruitables: Kraken Recruitable Commanders: Kraken King Gems: (none) Gold/resource Bonus: (none) Scales: Death, Cold And a couple more: Name: Fars Deep Path: Water 2 Terrain: Any Sea Freq: 2 (rare) Recruitables: (none) Recruitable Commanders: (none) Gems: 2 Astral, 1 Death Gold/resource Bonus: (none) Scales: Growth, Turmoil Name: Ra’s al-Jumha Path: Water 2 Terrain: Ocean Freq: 1 (Uncommon) Unique Recruitables: SharkKnight Recruitable Commanders: (none) Gems: Astral 2, Death 2 Gold/resource Bonus: (none) Scales: Turmoil Name: Deep of Sanji Path: Death 2 Terrain: Ocean Freq: 2 (rare) Recruitables: Funayūrei (see my Yokai units page) Recruitable Commanders: (none) Gems: Death 2 Gold/resource Bonus: (none) Scales: Death, Misfortune Name: Sea of Salahit Path: Water 3 Terrain: Ocean Freq: 2 (rare) Recruitables: (none) Recruitable Commanders: (none) Gems: 1 Earth, 1 Air, 1 Fire Gold/resource Bonus: (none) Scales: Magic Name: Sea of Kalah Path: Water 2 Terrain: Ocean Freq: 1 (Uncommon) Recruitables: (none) Recruitable Commanders: (none) Gems: 1 Water, 1 Air Gold/resource Bonus: (none) Scales: (none) Name: Forest of Kalah Path: Nature 2 Terrain: Coast Freq: 2 (rare) Recruitables: (none) Recruitable Commanders: (none) Gems: Nature 2 Gold/resource Bonus: 20 Resource Scales: Heat, Growth Name: Kalah Deep Path: Water 4 Terrain: Ocean Freq: 2 (rare) Unique Recruitables: Sea Serpent Recruitable Commanders: (none) Gems: (none) Gold/resource Bonus: (none) Scales: Death, Misfortune, Turmoil Name: Sea of Kardanj Path: Water 4 Terrain: Ocean Freq: 2 (rare) Recruitables: (none) Recruitable Commanders: (none) Gems: Water 3, Nature 1 Gold/resource Bonus: (none) Scales: Heat, Sloth Name: Sea of Sanji Path: Water 4 Terrain: Ocean Freq: 2 (rare) Recruitables: Kappa Recruitable Commanders: Kappa Chief, Kappa Mage Gems: (none) Gold/resource Bonus: 100 gold Scales: (none) Name: Isle of Sarandib Path: Water 4 Terrain: Ocean Freq: 2 (rare) Unique Recruitables: (none) Recruitable Commanders: (none) Gems: Fire 4 Gold/resource Bonus: 60 gold Scales: Luck, Magic Name: Dvaraka Path: Holy 3 Terrain: Ocean Freq: 2 (rare) Recruitables: Amber Clan Guard Recruitable Commanders: Amber Clan Priest, Amber Clan Mage Gems: (none) Gold/resource Bonus: (none) Scales: Magic |
Re: Magic Site Idea Thread
And one more
Name: Kusasthali Path: Holy 4 Terrain: Ocean Freq: 2 (rare) Unique Recruitables: Mermidon Recruitable Commanders: Amber Clan Priest, Sea King Gems: (none) Gold/resource Bonus: (none) Scales: Magic<!-- / message --><!-- sig --> |
Re: Magic Site Idea Thread
Could a kindly admin please edit the above post to the following? And delete this one? Thank you!
........................ And a few more: Name: Laccadive Path: Holy 1 Terrain: Any Sea Freq: 1 (Uncommon) Recruitables: Shambler Recruitable Commanders: Shambler Chief Gems: 1 Water, 1 Nature Gold/resource Bonus: (none) Scales: (none)<!-- / message --><!-- sig --> Name: Maldive Path: Holy 1 Terrain: Any Sea Freq: 2 (Rare) Recruitables: Amber Clan Triton Recruitable Commanders: Amber Clan Priest Gems: 1 Air, 1 Water Gold/resource Bonus: (none) Scales: (none) Name: Kumari Kandam Path: Holy 3 Terrain: Any Sea Freq: 1 (Uncommon) Recruitables: TritonDreamer Recruitable Commanders: (none) Gems: 1 Water, 1 Astral Gold/resource Bonus: (none) Scales: Magic Name: Mergui Atol Path: Holy 1 Terrain: Ocean Freq: 1 (Uncommon) Recruitables: Sea Dog, TritonTrooper Recruitable Commanders: Amber Clan Priest Gems: (none) Gold/resource Bonus: (none) Scales: Luck Name: Gulf of Kutch Path: Holy 1 Terrain: Any Sea Freq: 1 (Uncommon) Unique Recruitables: Sea Stag, TritonTrooper Recruitable Commanders: Amber Clan Priest Gems: (none) Gold/resource Bonus: (none) Scales: Order Name: Gulf of Cambay Path: Holy 2 Terrain: Any Sea Freq: 1 (Uncommon) Unique Recruitables: Sea Lion, TritonTrooper Recruitable Commanders: Amber Clan Priest Gems: (none) Gold/resource Bonus: (none) Scales: Turmoil<!-- / message --><!-- sig --> <!-- / message --><!-- sig --> Name: Gulf of Mannar Path: Holy 3 Terrain: Any Sea Freq: 1 (Uncommon) Unique Recruitables: Shark Knight Recruitable Commanders: Amber Clan Priest Gems: 1 Nature Gold/resource Bonus: (none) Scales: Growth Name: Bay of Malacca Path: Holy 1 Terrain: Coast Freq: 2 (Rare) Recruitables: Pirate, Toad Tribe Warrior Recruitable Commanders: Toad Tribe Shaman, Coral Priest Gems: (none) Gold/resource Bonus: (none) Scales: (none) Name: Strait of Malacca Path: Holy 2 Terrain: Any Sea Freq: 2 (Rare) Unique Recruitables: Reef Dweller, Reef Warrior Recruitable Commanders: Coral Priest Gems: (none) Gold/resource Bonus: (none) Scales: Luck Name: Adang Path: Holy 1 Terrain: Coast Freq: 1 (uncommon) Recruitables: Pirate, Shambler Recruitable Commanders: Shambler Chief, Coral Priest Gems: (none) Gold/resource Bonus: (none) Scales: (none) Name: Barren Island Path: Water 1 Terrain: Ocean Freq: 2 (Rare) Unique Recruitables: Shambler, War Shambler Recruitable Commanders: Shambler Chief Gems: 2 Fire Gold/resource Bonus: (none) Scales: (none) Barbar Temple Path: Holy 2 Terrain: Coast Freq: 1 (Uncommon) Recruitables: Pirate Recruitable Commanders: (none) Gems: (none) Gold/resource Bonus: (none) Scales: Luck, Turmoil Dey Court Path: Water 1 Terrain: Coast Freq: 1 (Uncommon) Recruitables: Pirate, Shambler Recruitable Commanders: Shambler Chief Gems: (none) Gold/resource Bonus: (none) Scales: Turmoil Name: Amber Shrine Path: Holy 1 Terrain: Ocean Freq: 1 (Uncommon) Recruitables: TritonTrooper Recruitable Commanders: Amber Clan Priest Gems: (none) Gold/resource Bonus: (none) Scales: (none) Name: Ruins of Kusasthali Path: Holy 4 Terrain: Ocean Freq: 2 (rare) Unique Recruitables: Mermidon Recruitable Commanders: Amber Clan Priest, Sea King Gems: (none) Gold/resource Bonus: (none) Scales: Magic Name: Palace of the Dey Path: Water 3 Terrain: Coast Freq: 2 (rare) Unique Recruitables: Pirate, Sea Dog Recruitable Commanders: Coral Commander Gems: (none) Gold/resource Bonus: (none) Scales: Turmoil |
Re: Magic Site Idea Thread
That's a lot of sites! Thanks to you both. Meister Miagi, those sprites look excellent.
HoneyBdager: There are two different sea terrains: all seas are "sea", and some are "deep sea" in addition. A site with "sea" may appear in normal and deep seas, and a site with "deep sea" may only appear in deep seas. I'll put "Fars Deep" and similar into deep sea, and others to sea, unless you want to go through them again. Do you have suggested gold costs for Sea Dogs/Sea Lions/any other non-recruitables you're adding? I don't know what gold costs I should assign to them. Changing the 'Endless Depthless Bottomless' won't be hard at all. I'll try to compile a version with all the new sites this weekend and then take out the commanders and then post a playable version. Although if you keep adding sites, the version which has all the commander-recruitment sites might run out of magic site slots. EDIT: Amount of sites of various paths, not including the sites that add new monsters and the last batch of new sites. Fire: 10 Air: 14 (5 are level 4s...) Water: 9 (but lots more after I add the new sites) Earth: 14 Astral: 8 (but lots more after I add the new sites) Death: 7 Nature: 16 Blood: 10 Holy: 11 |
Re: Magic Site Idea Thread
Thanks, Endoperez!
Ocean = "deep sea". Any sea = "sea". I hope that helps. Also, I was thinking, if we do run out of space on this one, it might not be a bad idea to do a couple different site mods. That way, people could add different site mods to the same map? Mix it up a little. Maybe we could ask Gandalf nicely if he'd please create a random site-assigner? Seems like it might be his kind of thing? A program that added a random batch of sites to a given map, from a big pool of vanilla and mod sites, would be really useful, and really cool, especially if it worked with the random map maker. How many free site slots do we have available to us, anyway? Also, do we have any information on the breakdown of sites in the vanilla game? In terms of paths and levels? Would you mind posting a format for how you'd like the sites to read in a .dm file? I don't have access to .dm's right now, so I don't know exactly how they should look, but I'd just as soon post new sites as they would appear in a .dm. That would save everyone a lot of work and trouble, and they'd be immediately useful, rather than rewriting every one in a language the computer can handle. If someone will do that, I'll rewrite all my sites and put them into a post that can just be copy&pasted directly into the game itself. |
I can't upload any of my working files before Saturday. If you look at the file attached to the first post, you'll see how I've done stuff. Unit numbers start at 3100 IIRC, sites started from 998 and are going down.
It's really simple, I just copy-paste an empty site form and add stuff in the order of the suggestion in this thread. There are just 200 or so magic sites ID numbers, total, available for modding. It's 750-999 I think. |
Re: Magic Site Idea Thread
I can't do it, I'm afraid...I can't download anything, so I can't look.
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Re: Magic Site Idea Thread
Ah, yes, you had that weird security stuff. Do you have access to Dom3's modding pdf? I guess not.
New units: #newmonster 3110 #copystats 459 #copyspr 459 #name "Foul Spawn" #gcost 9 #end New sites: #newsite 906 #name "Circle of the Dripping Skull" #path 7 #level 4 #loc 2 #rarity 2 (0 - common, 1 - uncommon, 2 - rare) #com 785 -- gygja #gems 5 1 #gems 6 1 #end #newsite 903 #name "Throne of Wild Magic" #path 0 #level 4 #loc 17119 #rarity 1 #gems 0 2 #gems 1 1 #gems 2 1 #gems 3 1 #end 0-7 Fire, Air, Water, Earth, Astral, Death, Nature, Blood 8 Holy #gold, #res, #mon, #com #incscale increases NEGATIVE scales: 0 Turmoil, 1 Sloth, 2 Cold, 3 Death, 4 Misfortune, 5 Drain #decscale decreasis negative -> increases POSITIVE scales: 0 order, 1 production, 2 heat, 3 growth, 4 Luck, 5 Magic You need a list of locmasks before you can do the terrains, but I'm afraid I can't give them right now. They would be easy to add afterwards if you just list the terrains you'd like the sites to appear in. #loc [value], 1=plains, 2=forest... and so on for mountain, waste, sea, cave, coastal, farm, deep sea, and unique, probably not in that order. |
Re: Magic Site Idea Thread
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EDIT: Oops. Endoperez beat me to it. :) |
Re: Magic Site Idea Thread
@Honeybadger
I forgot to agree with the SemiRand thing. Actually I have a number of ideas where expanding SemiRand to do mods might be alot of fun. SemiRandom new monsters, SemiRandom new magic sites, SemiRandom new pretenders, SemiRandom new nations HEY BALLBARIAN! Lookee lookee :wave: |
Re: Magic Site Idea Thread
Thanks, everybody!
Gandalf, I only have access to the original, preordered version of Dom3. I might someday be able to update everything, but I'm basically running things on an abacus, aside from my work computer. |
Re: Magic Site Idea Thread
Gandalf, not to run off into a semi-random tangent, but I don't suppose there's a way to make a program that would semi-randomly send forged items to AI Nations while playing SP?
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Re: Magic Site Idea Thread
Hmmm... Im afraid thats impossible.
Of course "impossible" is a technical term meaning "of course its possible because its a computer but its more trouble than its worth". In other words I cant think of a way doing it with just the standard map or mod commands. |
Re: Magic Site Idea Thread
I think you'd need to set up an AI that would forge everything, and then another program that told you which item to send where. The user might actually have to do the sending, though, which is less than ideal.
Ofcourse, that could be done with just a numbered list of forgeable items and a set of percentage dice. |
Re: Magic Site Idea Thread
May I offer my idea about a magic site?
Name: The Keep of the Annals Path: Astral 2. Type: Rare or Unique “Enter site” command enable for any commander with magic, or, if impossible, for astral mages. Description: A sage enters the Keep to search through the historical records for the information about location of the unique magic sites. The location of the site comes in a message like: “Einstain has studied the annals and found out the Throne of the World is located in Mount Olympus.” The site does not appear in province and still requires proper searching to be found. If player doesn’t have the province and has no scout in it – he has no idea where the Mount of Olympus is, since uncaptured and unscouted provinces have no names, only numbers. I have 2 proposals about searching mechanics, both depending on the research skill of the commander: 1) Like usual research: finding the first magic site costs some research point, say 40, the second is 60, third 100 and so on (160, 260, 420…). Since only 1 mage can enter the site – searching multiple sites could be difficult, so the cost could be rebalanced. If there are no more unique sites in the world – you get the corresponding message in the end of research. Example: There is a mystic named Popandopulos with research skill 8, possessing Scull Mentor (9RP) and Lightless Lantern(6RP). The scales in the province are Magic 3 (2RP) so his total research ability is 25. He enters the Keep, in order to reveal the first magic site he needs to accumulate 40 points, so in two turns he discovers the High Temple of the Magii, and has 10 points over. In order to discover the next site he needs 60-10=50 points, so in next two turns he finds location of Halls of Imprisoned Sunlight. To locate the next site he needs to gain 100 point, so he spends 4 more months studying the scrolls, but there are no more unique sites in the world and in the end of his research player gets the message: “The mystic Popandopulos has stadied all the annals and came to conclusion there are no more unique magic sites in the world.” 2) The mage enters the site, and the percent chance of discovering a unique magic site equals research skill divided by 2 with approximation in favor of higher number. My English isn’t that good – I mean should 13 be divided by 2 the result is approximated to 7, not to 6. Perhaps Luck\Unluck should increase\decrease the chance to 1% per each point as well. Example: The same mystic Popandopulos with 25 research skill enters the site. The scales are Unluck 2. His chance of discovering a site is 25/2 – 2 = 13 – 2 = 11%. When there are no more sites in the world - the same message as in 1st proposal comes. |
Re: Magic Site Idea Thread
While that is an interesting suggestion, it's way more complicated than what can be done. Basically, we can only do stuff that's similar to what is already there. The Keep of the Annals can allow recruitment on units/commanders, produce X gems/gold/resources, affect scales etc. The features are also limited to four: the Keep could allow recruitment of sages, knights, produce 3 astral gems and increase magic scale, but not have a fifth feature.
There is a property for scrying distant provinces (EA Agartha's starting site has this), but it can't be added to custom sites. |
Re: Magic Site Idea Thread
Changed/removed sites from the new ones (HoneyBadger's):
Deep of Sanji - not added, has Yokai unit Sea of Sanji - level 4 -> 3, since kappa aren't that good Kusasthali - appeared twice, as Kusasthali and Ruins of Kusasthali. Both were unique, level 8 holy sites that allow recruitment of same units. |
Re: Magic Site Idea Thread
Dominions could only handle 119 sites! :o According to the log.txt, Dom3 was going through the sites, and then... and moved on, mid-way?
Loading magic sites sitemod.dm #name site 998 ... ... #name site 875 #name site 874 #name site 873 Loading nations sitemod.dm Loading general sitemod.dm There were sites all the way to 857. After that, the sites show up as nameless fire sites without any features. |
Re: Magic Site Idea Thread
After thorough testing, I realized that I had saved the file with a different name at one point, and only the sites I had done up to that point were visible... :o So no bug after all.
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Re: Magic Site Idea Thread
First playable version, version 0.80, attached to first post!
There are two versions in the .zip, a commanderless one (lite) which works better for the current version of Dominions, and a version that has commanders but adds them in as recruitable units. From some sites, I removed the commanders (Shambler Chief from site that allows recruitment of shamblers, war shamblers and gives 2 fire gems), but I was forced to remove several sites from the commanderless version (most of Miagi's sites, Shining Star Inn, Seamstresses' Guild etc) because I thought their whole point was to give access to commanders. Circle of Dripping Skull that gives a nature and a death gems isn't bad, but it's pretty meh. CoDS that allows recruitment of Gygja is awesome. In my quick test games, I already saw few of the new sites. |
Re: Magic Site Mod version 0.80
It's supposed to be the Ruins of Kusasthali. Also, Sea of Sanji should be Water 4 because it's hard to find :) It's the seventh sea, after all. It's also a pretty decent site, with a good gold bonus, and access to all the kappas, including kappa mage.
If you really want to, raise the gold bonus to 150. That'd be fine with me. |
Re: Magic Site Mod version 0.80
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Still, if it's a reference to something I guess I could change it back. It's still rare, unique underwater site, so I'd expect that it's rare to even get it in the map, much less get to the water to try and find it. |
Re: Magic Site Mod version 0.80
Nice mod. Fun with some sites I haven't seen before. The #com command is fixed in the next patch.
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Re: Magic Site Mod version 0.80
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Oh, and I'm already in love with the new site-searching feature, thanks a lot for that! |
Re: Magic Site Mod version 0.80
Well we could always shift to a randomizing program. :)
Yeah I know. My love for chaos is showing. But you could write a program where the features of each site could be selected randomly within fairly reasonable limits. Let it rewrite the mod for each game you play. Im already working on one to rewrite a mod and have it create new nations to play against each time. I was going to have it randomly select sites for the start sites but I might take a stab at having it write its own just to see how that works out. Gandalf Parker -- All Hail Eris the Goddess of Chaos |
Re: Magic Site Idea Thread
Endoperez,
Thanks for all of your work on this. I finally have a chance to consider starting a new game of Dominions (the first in some time!) and had been sporadically following your progress over the past three months. Looking forward to including this in my game. Quote:
I may try to incorporate some support for magic site & monster mods into SemiRandom. I have not given it much thought yet, but I do think that it would be nice to be able to assign custom sites & critters to a custom province. That combined with the new map commands that JK has in line for the next patch will add a lot of flexibility to province design. I will not go into any detail here as I do not want to derail Endo's thread. |
Re: Magic Site Mod version 0.80
2 Attachment(s)
Endo,
Unless I fouled something up with my download, you don't seem to have a banner yet. I created a quick one for my own use, but here it is if you have need of it: |
Re: Magic Site Mod version 0.80
Thanks for that! I'll update the first post whenever the next patch comes out. I'll incorporate the banner at least then, and perhaps sooner.
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Re: Magic Site Mod version 0.80
Ooh, ooh! The new patch is in, hurray! Can we have the banner now?
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Re: Magic Site Mod version 0.80
I'll update this very soon. I want to add a couple more holy magic sites, and then add the banner. I might do two versions, first with the new holy sites and units in that uses existing sprites, then an update that only changes sprites. As long as I don't change anything else, it won't cause any compatibility errors even if everyone doesn't update.
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Re: Magic Site Mod version 0.80
Would these two mods work correctly regardless of load order?
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Re: Magic Site Mod version 0.80
Good point llama.
Why are you separating them anyway? To benefit people who have lots of mods on and are close to the sprite limit? That's just pyg isn't it? |
Re: Magic Site Mod version 0.80
Hmm, I don't understand either, I'd think it might be simplest to just have a single version.
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Re: Magic Site Mod version 0.80
One version had no #com sites, because they were units and hurt AI on the old version (armies of 200 Sorceresses?) One reason for the update is to remove the now-unnecessary version.
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