![]() |
Re: Magic Site Idea Thread
Some more unique sites:
Mohenjo-daro Path: Death 4 Terrain: Forest Freq: 2 (Rare) Unique Recruitables: LongdeadMarkata, LongdeadVanara LongdeadBandar. Recruitable Commanders: Longdead Raja Gems: 1 Fire gem Gold Bonus: 25 Resource Bonus: (none) Scales: Misfortune, Death <!-- / message --> Pays Cathare Path: Holy 4 Terrain: Forest Freq: 2 (Rare) Unique Recruitables: Forester, Flagellant, Guardian Recruitable Commanders: Monk Gems: 1 Astral, 1 Blood Gold Bonus: (none) Resource Bonus: (none) Scales: Magic, Turmoil. |
Re: Magic Site Idea Thread
So we're just sticking with Path 4 as the limit, Endoperez? Was that what you were agreeing to?
|
Re: Magic Site Idea Thread
Yes, for the reasons Stavis L mentioned. As I said (at least in the post that vanished to the cyberspace), his thoughts about this mod match mine almost perfectly.
Your new sites won't work. Sites have maximum of 4 features, while both of yours have 8. In addition, I don't know how to price recruitable undead. Mohenjo-Doro could be done as a "Death mage may enter to summon X", but that can't be modded. |
Re: Magic Site Idea Thread
Thanks for the thanks :)
A couple comments... Quote:
Secondly, and this is less of a concern for contributors, and more of one for you as you wrap them up; if there are *too* many scales boosting sites, it tends to mitigate the impact of Pretender scales. It could probably stand to be a lot larger percentage than is currently in the game, but imagine if e.g. 25% of sites had scales effects, and there are an average of ~2 sites per territory; it'll be quite a change. Just a thought. :smirk: |
Re: Magic Site Idea Thread
I'll probably change it. I did it that way to have it symmetrical with Wailing Aurora, but deserts should equal wastes gameplay-wise.
Desert of Ghostly Wails and Wailing Aurora were inspired by infrasound, btw. It's too low to be heard, but causes a general spooky feeling and might be responsible for some ghost stories. |
Re: Magic Site Idea Thread
...and yet another set.
Name: Astral Sink Path: Astral 3 Terrain: Cave, Waste, Mountain Freq: 1 (uncommon) Recruitables: (none) Recruitable Commanders: (none) Gems: (none) Gold Bonus: (none) Resource Bonus: (none) Scales: Drain Name: Sinkhole Path: Earth 1 Terrain: Any Freq: 0 (common) Recruitables: (none) Recruitable Commanders: (none) Gems: 1E Gold Bonus: (none) Resource Bonus: (none) Scales: (none) Name: Effervescent Spring Path: Water 1 Terrain: (any land) Freq: 1 (uncommon) Recruitables: (none) Recruitable Commanders: (none) Gems: 1W, 1A Gold Bonus: (none) Resource Bonus: (none) Scales: (none) Name: Mass Grave Path: Death 2 Terrain: (any land) Freq: 0 (common) Recruitables: (none) Recruitable Commanders: (none) Gems: 3D Gold Bonus: (none) Resource Bonus: (none) Scales: (none) Name: Unholy Abattoir Path: Blood 2 Terrain: (any land) Freq: 1 (uncommon) Recruitables: 1353 (Blood Guard) Recruitable Commanders: 744 (Diabolist) Gems: (none) Gold Bonus: (none) Resource Bonus: (none) Scales: (none) Name: Forest in the Clouds Path: Nature 3 Terrain: Forest, Plains, Farmland, Mountain Freq: 1 (uncommon) Recruitables: 1199 (Winged Monkey) Recruitable Commanders: (none) Gems: 1N, 1A Gold Bonus: (none) Resource Bonus: (none) Scales: (none) Name: Mushroom Village Path: Nature 2 Terrain: Forest Freq: 1 (uncommon) Recruitables: 483 (Hoburg militia) Recruitable Commanders: 1198 (Hoburg Horticulturalist) Gems: 1N Gold Bonus: (none) Resource Bonus: (none) Scales: (none) Name: Village of Living Stone Path: Earth 3 Terrain: Cave Freq: 1 (uncommon) Recruitables: (none) Recruitable Commanders: 345 (Gnome) Gems: 3E Gold Bonus: (none) Resource Bonus: (none) Scales: (none) Name: Chamber of Luminescent Fungi Path: Nature 3 Terrain: Cave Freq: 1 (uncommon) Recruitables: (none) Recruitable Commanders: (none) Gems: 2N, 1S Gold Bonus: (none) Resource Bonus: (none) Scales: (none) Name: Pit of the Forsaken Ones Path: Blood 3 Terrain: Cave Freq: 2 (rare) Recruitables: 456 (Foul Spawn), 457 (Foul Spawn), 459 (Foul Spawn) Recruitable Commanders: (none) Gems: (none) Gold Bonus: (none) Resource Bonus: (none) Scales: (none) |
Re: Magic Site Idea Thread
I love this thread.
Ive been considering requesting an addition to the SemiRandom project. Not only for it to add player-created provinces, and player created gods for the AIs.. but also to generate a semi-random mod. Adding random nation choices as AIs, adding new spells, new items, and now this could be the basis of randomly adding new sites to the game. Can a site do semi-events? Name: Unleashed Death Path: Death 4 Terrain: Cave Freq: 2(rare) Recruitables: (none) Recruitable Commanders: (none) Gems: (none) Gold Bonus: (none) Resource Bonus: (none) Scales: -Order When discovered it would release an Eater of the Dead. Gandalf Parker |
Re: Magic Site Idea Thread
That would probably be an event (like the Troglodyte event and Deepest Cave). Sites don't do stuff when they're found.
|
Re: Magic Site Idea Thread
Quote:
I really like this one, but I wanted to let you know that there is a site with recruitable Krakens called "Kraken Pit". This means they may already have a gold cost. |
Re: Magic Site Idea Thread
Quote:
|
All times are GMT -4. The time now is 08:35 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.