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Re: CherryMod Thread
New Theme:
"Caelian Ice Age" Polar bears, sabertooth cats, and killer whales (underwater only - summoning spell). Possibly Snow Golems (special Caelum spell). Caelum's affinity would change from air to water, and the archers would be given ice arrows. New Capitol special site, The Evergrowing Glacier: Water Mage may Enter to Summon Ice Elementals (size 3). New Capitol special site, Ice Cave: Ice Drake may be recuited here. -Cherry |
Re: CherryMod Thread
Summoning Icedrakes and elementals sounds pretty tough. Maybe if the mages ran a risk of being attacked by something nasty?
Perhaps you could make a Caelum Version of R'lyeh summoning gate? The evercold portal could summon a variety of cold theme creatures with a chance of the mage getting attacked or getting diseased (catching a cold?). http://forum.shrapnelgames.com/images/icons/icon12.gif And changing Air to Water will allow them to enter water provinces a lot sooner. Something to keep in mind perhaps. I want more animal summoning spells. Claws of winter, 2 nature 1 water 1 air: Summons cold theme beasties. Waters Call: 3 water 1 nature: Summons water animals like whales, sharks and squids. Fangs of the Desert, 2 nature 1 earth 1 fire: Summons the likes of snakes, scorpions, camels and vultures. Perhaps it's because I'm a biologist but an army of animals is too cool to ignore. http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: CherryMod Thread
Announcing...
ICE AGE MOD Yaay!!! Current races: 1) Caelian Ice Age (below). Forced Cold+3 2) Ice Age Man (Man theme) Iron has yet to be invented. Man uses armors of wood, leather, and fur, and weapons of wood and stone. Forced Cold+1 3) Ice Age Neanderthals (Ulm theme) The strong and durable Ulmish ancestors went to battle wearing incredibly heavy stone-platemail armors. Forced Cold+1 4) Ice Age Saurians (Ctis theme) I'm hoping you can guess http://forum.shrapnelgames.com/images/icons/icon12.gif Forced Heat 0 or less (but still coldblooded). Armors to be used for Man and Ulm: (Possibly, the laminated wood will be restricted to Ice Age "Asia", whatever that will be named) name=Oak_Shield aprot=2 def=2 enc=1 hands=1 shield=1 res=2 new=1 //A heavy shield of solid oak. name=Laminated_Wood_Shield aprot=2 def=2 hands=1 shield=1 res=4 new=1 //A lightweight shield made of many layers of thind wood sheets. name=Pumice_Shield aprot=0 def=1 hands=1 shield=1 res=1 fireproof=25 new=1 //Pumice is highly fire resistant, but very weak and brittle. //Shields carved from pumice can protect against arrows, slings, and firey breath, but not heavy melee weapons. name=Mica_Shield aprot=2 def=2 hands=1 shield=1 res=5 new=1 //When available in large enough sheets, the pliability and laminar nature of mica makes it ideal for shields. //However, it is rare to find large enough pieces. //*** Helms *** //Mundane name=Wood_Helmet aprot=1 res=1 new=1 //Wooden helmets are carved from a single block, and usually made of softwood. name=Jade_Helmet aprot=2 def=-1 enc=1 res=4 new=1 //Jade is used for helmets, as it carves more readily than flint, though it is not as strong. //*** Body Armor *** //Hides name=Furs aprot=4 def=-1 enc=1 res=1 name=Leather_Cuirass aprot=3 res=1 name=Leather_Hauberk aprot=4 res=2 name=Full_Leather_Armor aprot=6 def=-1 enc=1 res=3 //Wood name=Maple_Breastplate aprot=5 def=-1 res=2 new=1 name=Laminated_Wood_Platemail_Cuirass aprot=4 res=4 new=1 name=Laminated_Wood_Platemail_Hauberk aprot=6 def=-1 enc=6 res=3 new=1 name=Laminated_Wood_Platemail_Armor aprot=8 def=-2 enc=1 res=8 new=1 //The latter 3 are platemails made of laminated wooden plates, sewn together with silk or twine. //These armors are very lightweight, but their bulk impedes mobility. //Their laminar construction makes them stronger and less flammable than ordinary wood. //Creating the many-layered laminar plates is quite time-consuming. //Stone name=Flint_Platemail_Cuirass aprot=9 def=-1 enc=2 res=12 new=1 name=Flint_Platemail_Hauberk aprot=11 def=-2 enc=4 res=15 new=1 name=Flint_Platemail_Armor aprot=14 def=-4 enc=5 res=19 new=1 //Flint armors are carved and chipped into crude plates, pierced, and sewn together with twine. //Stone lacks tensile strength and is more brittle than other materials, so despite its low density, //the requisite thickness of the plates makes stone armors exceedingly heavy. //Assembling the armor from plates is fairly simple... //but mining, chipping, carving, and smoothing make the creation of such armors very tedious. Comments? -Cherry |
Re: CherryMod Thread
Stoneplate armour? Laminated wood? Now you're pushing my suspension of disbelief. If they're iceage wouldn't they use simpler technology for their armor? Just give them various furs and skins from monsters instead.
By the way, monsters should be a lot more scary for the primeval inhabitants of Dominions. Most of the independant forces could be switched to Beasts and the likes. Population should be scarcer as well. |
Re: CherryMod Thread
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It's a fantasy mod, not a historic one - the independants will use simpler stuff. No metals, stone plate mail, or laminar wood for them. |
Re: CherryMod Thread
Well if it's the stone age. Don't put in the 'plate' part of your equipment. "Crafted Stone Moomoo" would be more more indicitive of craftmanship in the Ice Age.
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Re: CherryMod Thread
Hehe, well you sort of misunderstood me. I meant that making such armor means that they are not exactly on stoneage level of technology and it sort of looses it's prehistory feel.
Making worthwhile armor of such brittle and bulky materials would be a challenge even for the tools of today. And your mod shows that they are well on par with steel armor. But perhaps it's in comparison with the weapons of the time? One could of course jump in and say "it's magic materials" in a fantasy setting but it's sort of stretching it. Armor made out of skins, furs and bones don't offer nearly the same protection but they are much lighter and would be fast enough to produce to equip a small army. I'm sorry I brought this up. It's your mod after all and I should know better then to comment on its setting. |
Re: CherryMod Thread
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By the way, I decided to make a new Ice Age thread. Anyway, I agree that stone plate armor and prehistoric pre-bronze societies making high-quality laminated wood are pretty unrealistic... but I think they're more realistic than coral hauberks and heat-radiating Abysians. Because they actually COULD exist http://forum.shrapnelgames.com/images/icons/icon12.gif Moreover, wood laminate armor was used in "Magician: Apprentice / Master" and stone armor was used in Chrono Trigger, so both have proper fantasy credentials=) However... I'd love an injection of realism... so if you want to pick a nation or two, go for it! Pangaea might be a good choice=) -Cherry [ January 19, 2004, 20:44: Message edited by: Saber Cherry ] |
Re: CherryMod Thread
I was planning on a Mod based around the Tsurani actually. But was waiting for a 'full' set of mod tools before I do it. I'd rather not make half a mod now and make a whole mod later, when they actually include the tools in order to make it happen.
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Re: CherryMod Thread
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Re: CherryMod Thread
Hah, Tsurani. Aliens of Kelewan http://forum.shrapnelgames.com/images/icons/icon12.gif Afraid of horses. Riding Needra and wearing brightly colored armor based on their house and clan and political party.
Black Robes galore! |
Re: CherryMod Thread
Oh THEM!!! That's right. They remind me of Mictlan.
Now that I think about it, I thought about Dominions an awful lot while reading those books. Of course Mictlan had not been invented yet, but it's not a very good parallel anyway. And Dominions doesn't really have elves or dwarves as major components. I guess Feist's elves are close to Dominions Tuatha... and the central, crumbling kingdom was very reminescent of Ermor. [ January 20, 2004, 04:49: Message edited by: Saber Cherry ] |
Re: CherryMod Thread
Cherry, roll me out a new list of your Rising Sun theme units. I'd like to critique them. And you know you like a good logic lashing!
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Re: CherryMod Thread
I don't think they've changed a lot since Last time, but:
Edit: Oh, I DID adjust some of the gold costs that were too low. Like the monks. New Unit: RS Peasant (Base creature: RS Peasant) HP: 7 Str: 7 Prot: 0 Att: 6 Mrl: 6 Def: 5 Mrst: 9 Prec: 9 Enc: 7 AP: 6 Weapons: Kama Items: Straw Hat Gold: 3 Res: 1 ********************************* New Unit: RS Militia (Base creature: RS Militia) HP: 8 Str: 9 Prot: 4 Att: 8 Mrl: 7 Def: 8 Mrst: 9 Prec: 9 Enc: 5 AP: 8 Weapons: Te Yari Items: Hachi, Leather Cuirass Gold: 6 Res: 4 ********************************* New Unit: RS Ronin Thug Nunchaku (Base creature: RS Ronin Thug) HP: 10 Str: 10 Prot: 7 Att: 11 Mrl: 9 Def: 10 Mrst: 10 Prec: 10 Enc: 4 AP: 11 Ambidextrous 2 Weapons: Nunchaku, Nunchaku Items: Hachi, Tatami Do Gold: 6 Res: 1 ********************************* New Unit: RS Ronin Thug Wakizashi (Base creature: RS Ronin Thug) HP: 10 Str: 10 Prot: 7 Att: 11 Mrl: 9 Def: 12 Mrst: 10 Prec: 10 Enc: 4 AP: 11 Ambidextrous 2 Weapons: Wakizashi, Tanto Items: Hachi, Tatami Do Gold: 6 Res: 1 ********************************* New Unit: RS Ronin (Base creature: RS Ronin) HP: 10 Str: 10 Prot: 11 Att: 11 Mrl: 14 Def: 13 Mrst: 10 Prec: 10 Enc: 5 AP: 10 Weapons: Katana Items: Wakizashi, Kabuto, Haramaki Do Gold: 8 Res: 4 ********************************* New Unit: RS Yari Ashigaru (Base creature: RS Ashigaru) HP: 10 Str: 10 Prot: 7 Att: 10 Mrl: 9 Def: 9 Mrst: 10 Prec: 10 Enc: 4 AP: 11 Weapons: Su Yari Items: Hachi, Tatami Do Gold: 9 Res: 9 ********************************* New Unit: RS Samurai Archer (Base creature: RS Samurai Archer) HP: 10 Str: 10 Prot: 8 Att: 10 Mrl: 10 Def: 12 Mrst: 10 Prec: 11 Enc: 4 AP: 11 Weapons: Wakizashi, Yumi Items: Hachi, Mougami Do Gold: 10 Res: 14 ********************************* New Unit: RS Yari Samurai (Base creature: RS Light Samurai) HP: 10 Str: 10 Prot: 10 Att: 11 Mrl: 11 Def: 10 Mrst: 10 Prec: 10 Enc: 5 AP: 10 Weapons: Su Yari Items: Hachi, Haramaki Do Gold: 12 Res: 14 ********************************* New Unit: RS Light Samurai (Base creature: RS Light Samurai) HP: 10 Str: 10 Prot: 10 Att: 11 Mrl: 11 Def: 13 Mrst: 10 Prec: 10 Enc: 5 AP: 10 Weapons: Katana Items: Wakizashi, Hachi, Haramaki Do Gold: 12 Res: 21 ********************************* New Unit: RS Nodachi Samurai (Base creature: RS Light Samurai) HP: 10 Str: 10 Prot: 11 Att: 11 Mrl: 11 Def: 11 Mrst: 10 Prec: 10 Enc: 5 AP: 10 Weapons: Nodachi Items: Kabuto, Haramaki Do Gold: 12 Res: 24 ********************************* New Unit: RS Samurai (Base creature: RS Samurai) HP: 11 Str: 10 Prot: 14 Att: 10 Mrl: 11 Def: 12 Mrst: 10 Prec: 9 Enc: 6 AP: 9 Weapons: Katana Items: Wakizashi, Kabuto, Nuinobe Do Gold: 13 Res: 29 ********************************* New Unit: RS Naginata Samurai (Base creature: RS Samurai) HP: 11 Str: 10 Prot: 14 Att: 10 Mrl: 11 Def: 9 Mrst: 10 Prec: 9 Enc: 6 AP: 9 Weapons: Naginata Items: Kabuto, Nuinobe Do Gold: 13 Res: 25 ********************************* New Unit: RS Heavy Samurai (Base creature: RS Heavy Samurai) HP: 11 Str: 11 Prot: 17 Att: 10 Mrl: 12 Def: 11 Mrst: 10 Prec: 8 Enc: 7 AP: 8 Weapons: Katana Items: Wakizashi, Kabuto, Yukino****a Do Gold: 14 Res: 34 ********************************* New Unit: RS Heavy Naginata Samurai (Base creature: RS Heavy Samurai) HP: 11 Str: 11 Prot: 17 Att: 10 Mrl: 12 Def: 8 Mrst: 10 Prec: 8 Enc: 7 AP: 8 Weapons: Naginata Items: Kabuto, Yukino****a Do Gold: 14 Res: 30 ********************************* New Unit: RS Elite Samurai (Base creature: RS Elite Samurai) HP: 11 Str: 11 Prot: 14 Att: 11 Mrl: 13 Def: 12 Mrst: 11 Prec: 10 Enc: 6 AP: 10 Ambidextrous 3 Weapons: Katana, Wakizashi Items: Kabuto, Nuinobe Do Gold: 16 Res: 29 ********************************* New Unit: RS Samurai Cavalry (Base creature: RS Samurai Cavalry) HP: 13 Str: 11 Prot: 17 Att: 11 Mrl: 12 Def: 14 Mrst: 11 Prec: 8 Enc: 5 AP: 20 Mounted Weapons: Katana, Hoof Items: Wakizashi, Kabuto, Yukino****a Do Gold: 30 Res: 42 ********************************* New Unit: RS Horse Archer (Base creature: RS Horse Archer) HP: 12 Str: 11 Prot: 10 Att: 11 Mrl: 11 Def: 13 Mrst: 10 Prec: 11 Enc: 4 AP: 24 Mounted Weapons: Te Yari, Daikyu, Hoof Items: Hachi, Haramaki Do Gold: 25 Res: 14 ********************************* New Unit: RS Blind Monk (Base creature: RS Blind Monk) HP: 9 Str: 10 Prot: 11 Att: 13 Mrl: 14 Def: 16 Mrst: 14 Prec: 4 Enc: 3 AP: 8 Sacred Weapons: Iron Fist, Iron Fist, Kick Items: Robe Gold: 32 Res: 12 ********************************* New Unit: RS Monk (Base creature: RS Monk) HP: 10 Str: 10 Prot: 5 Att: 11 Mrl: 14 Def: 13 Mrst: 13 Prec: 10 Enc: 3 AP: 12 Sacred, Stealthy 0, Ambidextrous 2 Weapons: Knife Hand, Nerve Strike, Kick Items: Robe Gold: 22 Res: 3 ********************************* New Unit: RS Monk Bo (Base creature: RS Monk) HP: 10 Str: 10 Prot: 5 Att: 11 Mrl: 14 Def: 15 Mrst: 13 Prec: 10 Enc: 3 AP: 12 Sacred, Stealthy 0, Ambidextrous 2 Weapons: Bo, Kick Items: Robe Gold: 22 Res: 3 ********************************* New Unit: RS Monk Sai (Base creature: RS Monk) HP: 10 Str: 10 Prot: 5 Att: 11 Mrl: 14 Def: 17 Mrst: 13 Prec: 10 Enc: 3 AP: 12 Sacred, Stealthy 0, Ambidextrous 2 Weapons: Sai, Sai, Kick Items: Robe Gold: 22 Res: 6 ********************************* New Unit: RS Ninja (Base creature: RS Ninja) HP: 10 Str: 10 Prot: 3 Att: 11 Mrl: 12 Def: 16 Mrst: 10 Prec: 11 Enc: 3 AP: 12 Stealthy 20, Ambidextrous 2 Weapons: Ninja to, Sai, Shuriken Items: Ninja Garb, Kote Gold: 20 Res: 10 ********************************* New Unit: RS Monk Commander (Base creature: RS Monk Commander) HP: 10 Str: 11 Prot: 5 Att: 11 Mrl: 14 Def: 15 Mrst: 13 Prec: 10 Enc: 3 AP: 12 Sacred, Stealthy 0, Ambidextrous 3 Magic: Holy 2 Weapons: Bo, Kick Items: Robe Gold: 50 Res: 1 ********************************* New Unit: RS Shinto Master (Base creature: RS Shinto Master) HP: 10 Str: 10 Prot: 1 Att: 11 Mrl: 14 Def: 15 Mrst: 15 Prec: 10 Enc: 3 AP: 12 Sacred Magic: Holy 3 Weapons: Bo, Kick Items: Robe Gold: 110 Res: 1 ********************************* New Unit: RS Samurai Commander (Base creature: RS Samurai Commander) HP: 12 Str: 10 Prot: 17 Att: 12 Mrl: 13 Def: 11 Mrst: 11 Prec: 11 Enc: 7 AP: 9 Ambidextrous 3 Weapons: Katana, Wakizashi Items: Kabuto, Yukino****a Do Gold: 30 Res: 34 ********************************* New Unit: RS Mounted Commander (Base creature: RS Mounted Commander) HP: 13 Str: 10 Prot: 10 Att: 12 Mrl: 13 Def: 16 Mrst: 11 Prec: 12 Enc: 4 AP: 26 Mounted Weapons: Katana, Daikyu, Hoof Items: Wakizashi, Hachi, Haramaki Do Gold: 50 Res: 23 ********************************* New Unit: RS Daimyo (Base creature: RS Daimyo) HP: 14 Str: 11 Prot: 17 Att: 12 Mrl: 16 Def: 16 Mrst: 11 Prec: 8 Enc: 5 AP: 22 Ambidextrous 3, Mounted Weapons: Katana, Wakizashi, Hoof Items: Kabuto, Yukino****a Do Gold: 100 Res: 42 ********************************* New Unit: RS Sword Saint (Base creature: RS Sword Saint) HP: 12 Str: 12 Prot: 1 Att: 15 Mrl: 15 Def: 15 Mrst: 13 Prec: 11 Enc: 3 AP: 12 Sacred Magic: Holy 2 Weapons: Nodachi Items: Robe Gold: 60 Res: 11 ********************************* New Unit: RS Geisha (Base creature: RS Geisha) HP: 9 Str: 9 Prot: 0 Att: 9 Mrl: 12 Def: 7 Mrst: 11 Prec: 10 Enc: 4 AP: 10 Seductress, Stealthy 40 Weapons: Tessen, Kansashi Gold: 75 Res: 1 ********************************* New Unit: RS Shinobi (Base creature: RS Shinobi) HP: 10 Str: 10 Prot: 3 Att: 11 Mrl: 10 Def: 13 Mrst: 10 Prec: 11 Enc: 3 AP: 13 Spy, Stealthy 30, Ambidextrous 2 Weapons: Ninja to, Tanto, Blowgun Items: Ninja Garb, Kote Gold: 35 Res: 9 ********************************* New Unit: RS Ninja Assassin (Base creature: RS Ninja Assassin) HP: 10 Str: 10 Prot: 3 Att: 12 Mrl: 12 Def: 13 Mrst: 11 Prec: 11 Enc: 3 AP: 13 Assassin, Stealthy 25, Ambidextrous 2 Weapons: Ninja to, Poison Dagger, Shuriken Items: Ninja Garb, Kote Gold: 50 Res: 8 ********************************* New Unit: RS Ninja of the Sacred Flame (Base creature: RS Ninja of the Sacred Flame) HP: 11 Str: 11 Prot: 3 Att: 14 Mrl: 14 Def: 14 Mrst: 14 Prec: 11 Enc: 3 AP: 12 Resistances: Fire: 100 Cold: 0 Shock: 0 Poison: 0 Assassin, Sacred, Stealthy 30, Ambidextrous 2 Magic: Fire 2 Weapons: Ninja to, Poison Dagger, Enchanted Shuriken Items: Ninja Garb, Kote Gold: 130 Res: 8 ********************************* New Unit: RS Death Ninja (Base creature: RS Death Ninja) HP: 10 Str: 10 Prot: 3 Att: 12 Mrl: 13 Def: 13 Mrst: 12 Prec: 11 Enc: 3 AP: 12 Assassin, Stealthy 30, Ambidextrous 2, Fear -4 Magic: Death 1 Weapons: Ninja to, Poison Dagger, Shuriken Items: Ninja Garb, Kote Gold: 80 Res: 8 ********************************* New Unit: RS Ninja Master (Base creature: RS Ninja Master) HP: 10 Str: 11 Prot: 3 Att: 13 Mrl: 14 Def: 14 Mrst: 13 Prec: 11 Enc: 3 AP: 12 Assassin, Stealthy 35, Ambidextrous 2 Magic: Fire 1, Random 1 Weapons: Ninja to, Ninja to, Shuriken Items: Ninja Garb, Kote Gold: 120 Res: 11 ********************************* New Unit: RS Wise Man (Base creature: RS Wise Man) HP: 7 Str: 8 Prot: 0 Att: 8 Mrl: 10 Def: 6 Mrst: 16 Prec: 9 Enc: 5 AP: 8 Amphibian 2 Magic: Water 2, Nature 1, Random 2 Weapons: Fist Gold: 220 Res: 1 ********************************* New Unit: RS Himura Battosai (Base creature: RS Himura Battosai) HP: 11 Str: 12 Prot: 1 Att: 19 Mrl: 18 Def: 18 Mrst: 13 Prec: 10 Enc: 2 AP: 42 Hero, Assassin, Stealthy 20, Air Shield 50 Magic Quickness, Quickness 75 Weapons: Battosai no Katana Items: Robe, Godlike Speed ********************************* Weapons: Weapon 'Blowgun' dam=-5, hits=1, pierce=50, fatiguedam=50, doesFatigueDam=1, prec=2, ammo=5, rng=10, res=1 new=1 Weapon 'Daikyu' dam=12, hits=1, prec=1, ammo=12, rng=40, strNotAddedPhysical=1, res=2 new=1 Weapon 'Shuriken' dam=-2, hits=1, pierce=50, poisondam=5, prec=1, ammo=5, rng=5, res=1 new=1 Weapon 'Enchanted Shuriken' dam=2, hits=1, pierce=50, magic=1, prec=2, ammo=5, rng=5, undeadDamageBonus=100, demonDamageBonus=100, res=1 new=1 Weapon 'Yumi' dam=11, hits=1, prec=1, ammo=12, rng=35, strNotAddedPhysical=1, res=2 new=1 Weapon 'Thunder Breath' hits=1, pierce=100, doesPhysicalDam=-1, shockdam=12, doesShockDam=1, magic=1, aoe=1, ammo=5, rng=9999, strNotAddedShock=1 new=1 Weapon 'Dominate' dam=999, hits=1, att=10, pierce=100, magic=1, mrnegates=1, mrpenalty=4, mindlessDamageBonus=-100 new=1 Weapon 'Dragon Tail' dam=2, hits=1, att=-4, length=6 new=1 Weapon 'Freeze' hits=1, length=6, pierce=100, doesPhysicalDam=-1, colddam=4, doesColdDam=1, magic=1, aoe=1, strNotAddedCold=1 new=1 Weapon 'Lava Punch' dam=-2, hits=1, hands=1, magic=1, flaming=12 new=1 Weapon 'Knife Hand' dam=3, hits=1, att=2, def=1, hands=1, res=1 new=1 Weapon 'Nerve Strike' dam=-2, hits=1, att=-2, def=1, hands=1, fatiguedam=100, doesFatigueDam=1, demonDamageBonus=-100, magicbeingDamageBonus=-100, onlyHurtsLiving=1 new=1 Weapon 'Iron Fist' dam=-2, hits=2, att=3, def=1, hands=1, pierce=50, res=5 new=1 Weapon 'Suffocate' hits=2, att=10, pierce=100, fatiguedam=30, doesFatigueDam=1, doesPhysicalDam=-1, aoe=1, onlyHurtsLiving=1 new=1 Weapon 'Huge Stone Club' dam=14, hits=1, att=-1, def=-1, length=4, hands=1 new=1 Weapon 'Sharktooth Mace' dam=5, hits=1, att=1, length=1, hands=1, res=3 new=1 Weapon 'Su Yari' dam=4, hits=1, att=1, length=5, hands=2, res=4 new=1 Weapon 'Te Yari' dam=4, hits=1, length=4, hands=1, res=2 new=1 Weapon 'Wakizashi' dam=5, hits=1, def=2, length=1, hands=1, res=4 new=1 Weapon 'Battosai no Katana' dam=7, hits=2, att=2, def=2, length=2, hands=2, pierce=50 new=1 Weapon 'Tanto' dam=2, hits=1, att=1, hands=1, res=1 new=1 Weapon 'Tessen' dam=4, hits=1, att=-1, def=-1, hands=1, res=1 new=1 Weapon 'Sai' dam=2, hits=1, att=-1, def=3, hands=1, res=2 new=1 Weapon 'Naginata' dam=8, hits=1, att=1, length=5, hands=2, res=7 new=1 Weapon 'Ninja to' dam=5, hits=1, att=2, length=1, hands=1, res=3 new=1 Weapon 'Nodachi' dam=7, hits=1, att=3, def=1, length=3, hands=2, pierce=50, res=11 new=1 Weapon 'Nunchaku' dam=2, hits=2, att=1, length=1, hands=1, res=1 new=1 Weapon 'Katana' dam=7, hits=1, att=1, def=1, length=2, hands=1, res=7 new=1 Weapon 'Kama' dam=4, hits=1, def=-1, length=1, hands=1, res=1 new=1 Weapon 'Kansashi' dam=3, hits=1, hands=1 new=1 Weapon 'Bo' dam=2, hits=1, def=4, length=4, hands=2, res=1 new=1 Items: Item 'Straw Hat' enc=1 new=1 Item 'Hachi' aprot=1, res=1 new=1 Item 'Kabuto' aprot=2, res=4 new=1 Item 'Robe' aprot=1 new=1 Item 'Ninja Garb' aprot=2, res=2 stealthy=10, new=1 Item 'Tatami Do' aprot=6, def=-1, enc=1, res=4 new=1 Item 'Mougami Do' aprot=7, enc=1, res=7 new=1 Item 'Haramaki Do' aprot=9, def=-1, enc=2, res=9 new=1 Item 'Nuinobe Do' aprot=12, def=-2, enc=3, res=14 new=1 Item 'Yukino****a Do' aprot=15, def=-3, enc=4, res=19 new=1 Item 'Wakizashi' def=2, hands=1, res=4 new=1 Item 'Kote' aprot=1, def=2, res=2 new=1 Item 'Godlike Speed' magic=1 magicQuickness=1, new=1, airshield=50 (considered body armor - replacing it would be detrimental) [ January 21, 2004, 06:10: Message edited by: Saber Cherry ] |
Re: CherryMod Thread
Put in some leadership values for the Commanders. Also I noticed Nerve Strike damage does 100 to Demons and Magic Beings? Is that resisted or damage?
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Re: CherryMod Thread
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The damage bonus is actually "-100" meaning negative 100% for demons and magic, and also it won't damage things that are not alive. So nerve strike does 100 fatigue damage, but only does the damage if physical damage is dealt (like with poison). The damage is strength-2 so armored units will be safe from nerve strikes, but it will generally knock out anyone without enough armor. In summary: Nerve strike only works on living, non-magical non-demonic low-armor units, but it annihiliates them. [ January 21, 2004, 06:20: Message edited by: Saber Cherry ] |
Re: CherryMod Thread
There are also ... 22 normal units http://forum.shrapnelgames.com/images/icons/icon7.gif Maybe you can combine a few. Also are Ronin the RS equivilant of Gladiators? 1 shot wonders?
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Re: CherryMod Thread
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Re: CherryMod Thread
New CherryMod ideas
Note that a lot of these may not ever be possible, and some might be decided against anyway;) Changes: Lifelong Protection cost becomes 10 slaves, and it summons 1 imp per turn, not 2. Soul Contract will remain basically the same, but will summon a slightly weaker Version of the devil. Stats yet to be determined. Possible Changes: Blood nations will all get cheap mages with 1 blood, or their cheapest mage will be given 1 blood and made marginally more expensive. Van, Jotun, and Abysia are still most effective bloodhunting with scouts, which is just wrong. Vanheim may get a unit with an additional blood level. It currently cannot even forge brazen vessels without a blood pretender. New Spells: Restless Herds? Stampede? Something like that. Nature Ritual, farmland & plains only. Summons a herd of bison (size 3 berserking tramplers, gore, hoof) to attack the province. If they win, it becomes independant. Red Tide Nature+Water Ritual, ocean only. Temporarily moves death scale +3 (from whatever it was), increases unrest (+10), kills 5% of the population, and does a very weak poison (str. 1) attack against the local units. This shouldn't cause many deaths unless there is a big army: about 6% of non-poison-immune, 10-HP units will be killed. However, it will cause quite a few afflictions. Plankton Bloom Nature+Water, battlefield, underwater only. Similar to Red Tide in concept, causes explosive growth of toxic plankton. This makes an area 1+ toxic cloud (2 poison damage per turn in the cloud) Lasting 3 rounds. Jellyfish Swarm Water, battlefield summon, underwater only. Costs 1 gem. Summons a bunch of small, slow, weak, highly toxic jellyfish with paralyzing poison and long tentacles. Bloodletting water-2, blood-1, AOE 3+, fatigue 50, MR saves easily. Affects living units only. Does nothing, but once an affected unit is wounded by a physical strike, it will lose 1 HP per turn for the rest of the battle... and inevitably die if not regenerating. Holy Spells: Faith Armor Level-4 Holy, area 5, sacred units only. Gives units "Faith Armor", protection equal to the province's dominion strength, for the rest of the battle. The unit will only get "Faith Armor" if it is better than their current total armor protection (good for flagellants, not good for wardens). Holy Armor Level-3 Holy, area 1, range 5, any units. Blesses the affected units' armor to ward off hostile weapons and spells. The unit gains +1 armor protection and +1 MR. ONLY affects units that are wearing armor (not flagellants, riderless spiders, void summons, etc). New items: Cerebral Accelerator (helmet, con-6, Blood-1 Astral-1). ENC 8, DEF -4, MR -8, cursed Doubles a mage's total research output, or allows a non-mage commander to research like a mage (2 rp). There is a 15% chance every turn that the mage will become feebleminded, and a smaller (5% each) chance of death or of going insane and attacking the province (as a neutral). New Creatures: Boy, these will be a lot of work to draw. I have not even though up stats yet. Aquatics (some will be mindless or stupid, magically-controlled summons) Snow Crab Stone Crab Hermit Crab (amphibious) Copper Crab (shockproof) Sand Crab (amphibious) Giant Oyster (immobile, makes pearls) Jellyfish (paralyzing poison) Leviathan Stingray Green Eel (Bite and shock damage) Abyssal Horror Abyssal Lurker Spawn of the Deep Swamp: Venus Flytrap (needs a better name...) Crocodile Anaconda Mammals: Sabertooth Tiger Polar Bear (cold resist 100) Arctic Wolf (cold resist 75) Bison Elk Dire Wolf White Stag (Animal Awe) Golems: Snow Golem Coral Golem Moss Monster Glass Mantis (armor-piercing) Magical: Gaian Warriors (probably a nature-astral summon) |
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