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-   -   New Game: Fun Sites (http://forum.shrapnelgames.com/showthread.php?t=26849)

Endoperez December 10th, 2005 10:01 AM

Re: New Game: Fun Sites
 
Quote:

RedRover said:
Here's one for scenario design:

[Invasion Portal (noncompete): The idea here is that one (or more) nation can draw its national troops only from special portal sites scattered over the map. That nation's goal is to locate and capture as many of these portals as possible--perhaps such portals create a fortification when the designated nation captures them. This might be especially interesting if the invader has stealth troops and can conduct its searching and first part of its campaign in secret.]

This might suggest a #nofort command to prevent the portal nation from building forts of its own (in order to keep a reliance on the portals).

Perhaps special item "keys" might be added to allow invasion portals to be activated or deactivated.

Say, in a really weird mod, the Warhammer universe invades the Forgotten Realms...

Depending on how the national sites are handled, it might be that pre-set, additional starting sites ALSO only allow the owner nation to recruit units. E.g. only Man or whatever nation is modded to hold the 4th nation slot could ever recruit units from Towers of Avalon. If national sites can be modded, lots and lots of recruitable units could just be added to such sites.

RedRover December 12th, 2005 12:02 AM

Re: New Game: Fun Sites
 
These are less specific sites than new types of sites that can be enabled.


[Temporary Site (noncompete): The site is permanently erased after a specific condition is satisfied:
Examples:

Site disappears on defeat of specific unit (a dungeon might be cleaned out).

Site disappears when "entered"; that is, when activated.
(The entering unit gets something in exchange: altered stat, magic item, a fatal disease, etc.)

Site enables multiple orders, choosing one triggers an event and erases the site (a riddle game, for example).]


[Timed Site (noncompete): This site only functions during a recurring specified time. During other turns, an appropriate popup appears.

For example, a Roving Healer stops at a Faery Ring every season for three turns. On the map, there are four such rings, so the healer will always be
somewhere. If you are at the proper site at the proper time, you get the benefit.

An alternative might activate at only the high point of each season. For example, an Elemental Henge might create a small Earth elemental in Winter, a small Water elemental in Spring, a small Fire elemental in Summer, and a small Air elemental in Fall.]

Endoperez December 12th, 2005 12:53 AM

Re: New Game: Fun Sites
 
Quote:


An alternative might activate at only the high point of each season. For example, an Elemental Henge might create a small Earth elemental in Winter, a small Water elemental in Spring, a small Fire elemental in Summer, and a small Air elemental in Fall.][/i]

Interesting idea, but... Spring Hawks are Air, Summer Lions Fire, Dall (=Autumn) Bears Earth, and Winter Wolves Water... And in Winter, if the province is cold enough, it should be Ice Elemental instead of Water, under the same conditions as in battle (Cold scale >= 2 IIRC).

RedRover December 13th, 2005 12:02 AM

Re: New Game: Fun Sites
 
Endoperez: Points well taken, but remember we are still building the alpha list at this point, so new site ideas are more useful than critiques or proposals for better internal game consistency.

Next time you have an informative comment on someone else's post, please include at least one new item for our alpha list.

----------------------------------------------------
[Trade Site (noncompete): A unit, leader, or magic item can be assigned to another nation at this site.

The reassigned element is immediately teleported to the target capital. Units become loyal to the new assignee. If the AI has parameters for declaring war, this site might adjust relations more toward peace.]


[Henge of Peace (noncompete): No combat takes place at this site, and units normally at war with each other do not fight in this place.

Perhaps, magic item transfer to a nonnational Leader is allowed here. (A player could not take a magic item from a leader he doesn't own, but might assign an item to a Leader he doesn't own.) If so, no lab can be built in this province (that is, no way to stick another nation's leader with a cursed item).

Also, items and abilities like the Arco Priestess Heal would affect all units in this province, not just national troops. This might allow for some interesting cooperation in multiplayer games.]


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Recent events have forced a rescheduling of my holiday plans. I have to leave early (Thursday?) and can't guarantee my access to the web until the first week of the new year.

So--the construction of the Alpha List is extended until my return.


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