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Re: CherryMod Thread
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Also, if you are doing a Japanese theme, I hope it will include ninjas. There should be at least three types: ninja warriors (a normal stealthy troop, maybe capitol only), ninja agents (spy and assassin in one unit), and ninja masters (with one random elemental magic; ninjas were believed to employ a variety of mystical techniques. These should be capitol only). One of the capitol sites could be a ninja fortress. I'm assuming a basically Shinto priesthood (at least for the default theme; if we're creating a new nation, we could create special themes too.) They could even get some national summons (kitsune would be cool) Quote:
They should have more strength, though. Sumo wrestlers can pick up and throw other sumo wrestlers. That takes a lot of strength. Of course, I'm assuming the sumo wrestler isn't just a joke. A Japanese theme would be cool, but I don't know of sumo wrestlers ever having been used on the battlefield. http://forum.shrapnelgames.com/images/icons/icon7.gif It'd be awesome to have Miyamoto Musashi, Tokugawa Ieyasu, or other historical/legendary figures as national heroes, though. (Or you could go for more fictionalized, fantastic accounts and have Hitokiri Battousai...) |
Re: CherryMod Thread
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But, yeah, the sumo wrestler was kind of a joke=) It would be fun to see them in the Arena, though, maybe up against an Earth Mother=) Quote:
Oh, he'd get an x50 patrolling effect, too, though that would be a waste, unless you were a crzy pacifist=) Patrolling without killing populace might be a nice hero ability. Any help or suggestions would certainly be welcome! I plan to add several themes - for example: Man "Peasant Revolution", with no national units but most normal indy units at castles, cheaper than normal indies, and only new custom human pretenders (no god-like pretenders). Basically, the world's inhabitants grow tired of gods running roughshod all over. Mictlan "Rise of the Amazons" featuring no Mictlan units, but all the Amazons. Atlantis "Aqua Regia", where most national units are merfolk, most aquatic-only units are sacred, and the amhpibious Atlantians are no longer holy, sacred, or dominant. A new Ermor all-undead theme, "Vengeful Dead" (isn't that also a spell?) in which the low-level undead lose their mindless status, and destroy their controlling necromancers / undead priests. Abysia: "Gates of Hell" - the Abysian blood economy gets a little too aggressive, too many summoned demonic commanders are empowered in Blood, and the demons take over - consuming their masters (Warlocks and Demonbreds), as well as all the humanbreds! Warlocks and Demonbreds are replaced by buildable demon magii, all the humanbreds are gone, some lesser demons are buildable as units, and a new "Demon Gate" site is added. All mortal Abysinian commanders get weak horror-marks. However, all of these will feature only existing units, with altered stats (including the new pretenders). With the Japanese theme (probably "Rising Sun", unless someone can think of a clever name) I'll need a lot of new sprites, unless I can steal them from Shogun http://forum.shrapnelgames.com/images/icons/icon12.gif -Cherry P.S. Just because I'm using this thread to collect ideas, I think I'll add this, from another thread. *** There are a few units that I think would be extremely useful... if only! Those are Villians, Woodsmen, Hoburg Militia, Burgmeister Guards, and land-based Shamblers. I never build any of them, except the Woodsmen (because of their 11 precision). What would make them useful: Villians, Hoburg Militia, and Woodsmen: These are stealth units with no stealth commanders! I would love these things if the provinces included stealth commanders, costing less than ~3gp per unit (as opposed to the Druid, which costs 90 and leads 10, for 9gp per unit... and requires a temple and lab... crazy!). What's wrong with a 30 gold, 10 leadership (or 40 gold, 25 leadership) Chief Villian, Hoburg Militia Captain, or Woodsman Huntmaster? Shamblers: The ones on land are amphibious, with no amphibious commanders! That makes NO sense. Sure, you might be able to find a water mage, but where there are Shamblers, there should be shambler commanders. Burgmeister Guards: These are like heavy infantry, just not as good. Now if their resource cost scaled down a bit, and they consumed less supply than humans, I'd build them. If I could ever find them in a resource-rich province... http://forum.shrapnelgames.com/image...s/rolleyes.gif *** So, I'll probably make the above changes (except the supply scaling) unless they are made to the base game. [ November 23, 2003, 23:09: Message edited by: Saber Cherry ] |
Re: CherryMod Thread
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Re: CherryMod Thread
I know doubt the tools for modding scales will allow even 10% of what I mention here, but unless you speak up, you never know=)
Things I would like to add: Rebalance scale design point costs, if possible, like this: +45,+40,+35,0,+35,+40,+45 for Heat/Cold -35,-40,-45,0,+45,+50,+55 for Magic/Drain -45,-40,-35,0,+35,+30,+25 for Luck/Unluck This rebalance would make the currently attractive endpoints of luck/unluck less attractive, and the unattractive magic/drain and heat/cold endpoints more attractive. Note, these are the INCREMENTAL costs, not cumulative. Currently all the scales cost 40,40,40,0,40,40,40 (with the 40's positive or negative, depending on the scale). Luck scale affecting afflictions using this algorithm: (Damage*(10-Luck)/(10*HP))=chance of affliction. That's a 10% difference per scale. For example, a 25 HP unit taking 5 damage in a +3 luck scale province would have a (5*(10-3)/(10*25))=14% rather than default 20% chance of gaining an affliction. Magic scale affecting gem production, with randomized gem output, with sites getting +-10% average output per magic/drain scale. Production would be like this: Every gem would change to 2 coin flips. So, a 1-gem site would have a 25% chance of making no gems, 50% of 1 gems, and 25% chance of 2 gems, each turn. Magic/drain would unbalance the coins, so that a neutral scale coin would have a 50%-50% head-tail chance, and a +1 magic would have 55%-45% head-tail distributions. Example: A site makes 2 Earth gems, 1 water gem, and is in Drain-2. Coins are thus 40% heads, and 60% tails. This generates 4 Earth coins, and 2 Water coins. Using these unbalanced coins... 4 Earth coins flip for: 13% 0 Earth Gems 35% 1 Earth Gems 35% 2 Earth Gems 15% 3 Earth Gems 2.5% 4 Earth Gems 2 Water coins flip for: 36% 0 Water Gems 48% 1 Water Gems 16% 2 Water Gems This generates an average of 1.6 Earth, and .8 Water gems, max of 4 and 2 and min of 0 and 0. Note the average 20% reduction from the original 2 Earth, 1 Water due to the drain scale unbalancing the coins. This coin-gem system would also be great for use with a potential map gem-richness setting... http://forum.shrapnelgames.com/images/icons/icon10.gif Note that the player never sees coins, or knows about coins, they are all behind the scenes. Also note that if +-10% seems too drastic, +-5% could be used instead... or the scale could simply be made more costly. -Cherry [ November 23, 2003, 07:59: Message edited by: Saber Cherry ] |
Re: CherryMod Thread
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The Minotaur Lord was one of the units that were missed in the previous encumbrance change. I believe you remember him. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: CherryMod Thread
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It'd be tedious, but get JK to do it! Tedium is what programmers are for. ;-) |
Re: CherryMod Thread
I thought of some interesting themes to suggest...but I think you already have them.
Pangea: All animal units, maybe werewolf mages...DRAGONFLY SCOUTS!!! and an undead theme where you pay gold and resources to build the undead? Also, perhaps an all etheral theme...it might be hard to do though since most etheral units are undead or very powerful. A theme involving the aesir somehow perhaps...vanheim with giants. And a nation where every unit has a bow and good precision...."Reign of Arrows" http://forum.shrapnelgames.com/images/icons/icon7.gif Maybe for caelum. Oh..and I want the Black Coven too...I'm thinking Ulm with death/earth mages and unholy priests maybe. Now that would be a cool Ulm theme. http://forum.shrapnelgames.com/images/icons/icon6.gif Just imagine if they could get wights with black steel plate on. http://forum.shrapnelgames.com/images/icons/icon7.gif Be really cool if they reanimated undead with black steel plate. |
Re: CherryMod Thread
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Re: CherryMod Thread
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Ok, seriously - I've been giving a theme like this some thought, and it's hard for me to figure out how the economics would work out. Why would animals want gold, and with no tools, what would resources do? I want it to be nature versus humanity, so it would include vine ogres and vinemen in addition to animals, but they don't care about that stuff either. I like the dragonfly scouts=) Hmm... the best way for it to work would be to make animals and vine-creatures spontaneously arise in provinces with high dominion and high magic, and allow the Pangea "Nature" theme to take turmoil, sloth, and unluck (require +3 magic and at least +2 turmoil). But, alternately, it could have intelligent talking animals that want to be paid for their services and wear armor (just not leather armor). Anyway, non-humanoid themes require a bit more work and thought than more standard themes. P.S. Quote:
Yes, I'm going to put in a theme like that. Zombies have figured out how to make baby zombies, and etc. This theme would be best if province population could go negative, to represent a bustling undead population. [ November 24, 2003, 19:32: Message edited by: Saber Cherry ] |
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