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Re: CherryMod Thread
...and, if you haven't noticed, sample mods can be found here: http://www.illwinter.com/dom2/mods.html
Open the .dm file with a text editor to see the mod format. -Cherry P.S. One more thing... we probably need a consensus on unit numbering so mods do not conflict. Until there is some universal system, I plan to use the range 10000-10999 for units in any mod I make... Edit: Until/Unless the number range is extended (currently it maxes at 2500) I will use 2100-2300. [ December 11, 2003, 06:59: Message edited by: Saber Cherry ] |
Re: CherryMod Thread
I know Im an old hacker (willing to take a hack at it rather than read the manual first) but it seems tome that looking at the files in those first two mods that are downloadable from the Illwinter site is enough information to have me off and running with it.
Did I mention somewhere here that a friend of mine was pushing for a Hoburg race? And that I thought Ulm was a good swap? Not a problem tho I think I would have gone with small ponys instead of hog riders. Still, it looks great. OH but I see SUCH a HUGE door opening up for the Random Map Cult. I wonder how many of the mod #commands will work in .map files also. Im not sure how yet but I'll think of a way to use this randomly. [ December 10, 2003, 14:56: Message edited by: Gandalf Parker ] |
Re: CherryMod Thread
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Re: CherryMod Thread
New Themes:
Nationalism - All national troops are 10% cheaper and get +1 morale; all indy troops get -1 morale. 60 nation points. Life Domain - All units get +10% HP, +1 reinvigoration. 25 nation points. Requires growth 1 or higher. Wildgrowth - +10% HP to all units, +50% supply in all provinces, and +1% population per month. 150 nation points. Requires growth 3. Slave Nation - All units (except leaders) cost 1/4 upkeep, and get -2 morale. 150 nation points; requires sloth 2 or 3. |
Re: CherryMod Thread
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At least, don't make it available to human races... http://forum.shrapnelgames.com/images/icons/icon10.gif (Side note: it would be nice if a part of the pop. loss from death scales, or high taxes, turned up as emigration to neighbouring provinces; of course, it would need balancing, as a big empire might be able to turn taxes up at its center without too much trouble - but then, neigbours of Death nations would get some nice immigration...) |
Re: CherryMod Thread
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If you made it +.5 per season/month it would be more realistic (30,000 People over the course of a Month produce 150 People. Which is your base capital. Reduce that to a more in mind number of (these people be doing the nastay) 1000 People have 5 (Hah) children per month. 60 Children a year from 1000. 500 Couples produced 60 Children on top of the growth scale. 1 in 8.3 Couples in a year had Children. I don't know about you; but that seems 'rabbit' enough. Like Teen Pregnancy statistics they warn you about. And that is only HALF your scale Sabre, not even counting the growth scale. That means |
Re: CherryMod Thread
New Theme:
Dreamers and Schemers - The population is very clever, and people spend their time dreaming up new ideas, studying things that interest them, and schemeing up ways to make money. Unfortunately, nobody wants to do the actual work, or even patrol the streets to ensure safety of the populace, which is especially bad since the schemers will stoop to organized crime to make a buck. Effects: Income bonus +50%, all mages get 1 extra random pick, all non-mage, non-priest leaders get "stealthy +0" or an additional +5 if already stealthy. Province defense costs double. Additional leaders: sage and spy (maybe renamed to "Dreamer" and "Schemer"). All national non-priest leaders cost 15% extra (rounded to the nearest 10, minimum cost of 10). Required scales: Turmoil 1 or lower Sloth 3 Luck 1 or higher Magic 1 or higher Nation Point Cost: 200 (to be adjusted as needed for balance) Zen and PhilD - remember, humans are capable of multiple children per birth. And the months in Dominions are of indeterminate length. Also, I always assumed some of the population change came from uncounted rural families moving into or out of the provincial "main city", where they would be counted by the census and taxed, rather than just births and deaths. Finally... magic can do magical things=) -Cherry [ December 15, 2003, 21:17: Message edited by: Saber Cherry ] |
Re: CherryMod Thread
On that theme idea; perhaps you could limit the Dominion >4 at creation to illustrate the belief system that is not centered around the God; but on the abstract (Dream'n) and money (Schem'n).
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Re: CherryMod Thread
Good idea, thanks! And possibly some sort of moneylender pretender, "The Great Investor". Not sure what he'd do, though=) Maybe build castles for half down, and 1.9% APR=)
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Re: CherryMod Thread
I've finished a preliminary Version of the Japanese theme, preliminarily called "Rising Sun". If you have a better name or any suggestions, please post them!
New Units: New Unit: RS Peasant (Base creature: RS Peasant) HP: 7 Str: 8 Prot: 0 Att: 8 Mrl: 6 Def: 7 Mrst: 9 Prec: 10 Enc: 6 AP: 6 Weapons: Kama Items: Straw Hat Gold: 3 Res: 1 ******************************** New Unit: RS Militia (Base creature: RS Militia) HP: 8 Str: 8 Prot: 4 Att: 9 Mrl: 7 Def: 8 Mrst: 9 Prec: 10 Enc: 5 AP: 8 Weapons: Te Yari Items: Hachi, Leather Cuirass Gold: 5 Res: 4 ******************************** New Unit: RS Ronin Thug (Base creature: RS Ronin Thug) HP: 10 Str: 10 Prot: 8 Att: 11 Mrl: 9 Def: 10 Mrst: 10 Prec: 10 Enc: 4 AP: 11 Weapons: Nunchaku Items: Hachi, Tatami Do Gold: 6 Res: 1 (Note: Ronin leave after a battle) ******************************** 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: 4 AP: 11 Weapons: Katana, Wakizashi Items: Kabuto, Haramaki Do Gold: 8 Res: 3 (Note: Ronin leave after a battle) ******************************** New Unit: RS Yari Ashigaru (Base creature: RS Ashigaru) HP: 10 Str: 10 Prot: 8 Att: 11 Mrl: 9 Def: 10 Mrst: 10 Prec: 10 Enc: 4 AP: 11 Weapons: Su Yari Items: Hachi, Tatami Do Gold: 9 Res: 10 ******************************** New Unit: RS Samurai Archer (Base creature: RS Samurai Archer) HP: 10 Str: 10 Prot: 8 Att: 10 Mrl: 10 Def: 11 Mrst: 10 Prec: 11 Enc: 4 AP: 11 Weapons: Wakizashi, Yumi Items: Hachi, Tatami Do Gold: 10 Res: 12 ******************************** New Unit: RS Yari Samurai (Base creature: RS Light Samurai) HP: 10 Str: 10 Prot: 11 Att: 11 Mrl: 11 Def: 10 Mrst: 10 Prec: 10 Enc: 4 AP: 11 Weapons: Su Yari Items: Kabuto, Haramaki Do Gold: 12 Res: 16 ******************************** 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: 4 AP: 11 Weapons: Katana, Wakizashi Items: 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: 4 AP: 11 Weapons: Nodachi Items: Kabuto, Haramaki Do Gold: 12 Res: 23 ******************************** New Unit: RS Samurai (Base creature: RS Samurai) HP: 11 Str: 10 Prot: 14 Att: 11 Mrl: 11 Def: 12 Mrst: 10 Prec: 9 Enc: 5 AP: 10 Weapons: Katana, Wakizashi Items: Kabuto, Nuinobe Do Gold: 13 Res: 28 ******************************** New Unit: RS Dual Samurai (Base creature: RS Samurai) HP: 11 Str: 10 Prot: 14 Att: 11 Mrl: 11 Def: 11 Mrst: 10 Prec: 9 Enc: 5 AP: 10 Weapons: Katana, Katana Items: Kabuto, Nuinobe Do Gold: 13 Res: 31 ******************************** New Unit: RS Naginata Samurai (Base creature: RS Samurai) HP: 11 Str: 10 Prot: 14 Att: 11 Mrl: 11 Def: 9 Mrst: 10 Prec: 9 Enc: 5 AP: 10 Weapons: Naginata Items: Kabuto, Nuinobe Do Gold: 13 Res: 24 ******************************** New Unit: RS Heavy Samurai (Base creature: RS Heavy Samurai) HP: 11 Str: 11 Prot: 17 Att: 11 Mrl: 12 Def: 11 Mrst: 10 Prec: 8 Enc: 7 AP: 8 Weapons: Katana, Wakizashi Items: Kabuto, Yukino****a Do Gold: 15 Res: 32 ******************************** New Unit: RS Heavy Naginata Samurai (Base creature: RS Heavy Samurai) HP: 11 Str: 11 Prot: 17 Att: 11 Mrl: 12 Def: 8 Mrst: 10 Prec: 8 Enc: 7 AP: 8 Weapons: Naginata Items: Kabuto, Yukino****a Do Gold: 15 Res: 28 ******************************** 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, Wakizashi, Hoof Items: Kabuto, Yukino****a Do Gold: 30 Res: 37 ******************************** 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: 10 Sacred Weapons: Iron Fist, Iron Fist, Kick Items: Robe Gold: 30 Res: 10 ******************************** 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 Weapons: Knife Hand, Nerve Strike, Kick Items: Robe Gold: 16 Res: 1 ******************************** New Unit: RS Monk Nunchaku (Base creature: RS Monk) HP: 10 Str: 10 Prot: 5 Att: 11 Mrl: 14 Def: 11 Mrst: 13 Prec: 10 Enc: 3 AP: 12 Sacred, Stealthy 0 Weapons: Nunchaku, Nunchaku, Kick Items: Robe Gold: 16 Res: 2 ******************************** 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 Weapons: Bo, Kick Items: Robe Gold: 16 Res: 1 ******************************** 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 Weapons: Sai, Sai, Kick Items: Robe Gold: 16 Res: 4 ******************************** New Unit: RS Ninja (Base creature: RS Ninja) HP: 10 Str: 10 Prot: 3 Att: 14 Mrl: 12 Def: 17 Mrst: 10 Prec: 11 Enc: 3 AP: 12 Stealthy 20 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 Magic: Holy 2 Weapons: Bo, Kick Items: Robe Gold: 30 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: 60 Res: 1 ******************************** New Unit: RS Samurai Commander (Base creature: RS Samurai Commander) HP: 12 Str: 10 Prot: 17 Att: 11 Mrl: 12 Def: 11 Mrst: 11 Prec: 10 Enc: 7 AP: 8 Weapons: Katana, Wakizashi Items: Kabuto, Yukino****a Do Gold: 30 Res: 32 ******************************** New Unit: RS Mounted Commander (Base creature: RS Mounted Commander) HP: 13 Str: 10 Prot: 10 Att: 11 Mrl: 12 Def: 16 Mrst: 11 Prec: 12 Enc: 4 AP: 25 Mounted Weapons: Katana, Wakizashi, Daikyu, Hoof Items: Hachi, Haramaki Do Gold: 50 Res: 23 ******************************** New Unit: RS Daimyo (Base creature: RS Daimyo) HP: 14 Str: 11 Prot: 17 Att: 12 Mrl: 14 Def: 17 Mrst: 11 Prec: 8 Enc: 5 AP: 22 Mounted Weapons: Katana, Sai, Hoof Items: Kabuto, Yukino****a Do Gold: 80 Res: 35 ******************************** New Unit: RS Sword Saint (Base creature: RS Sword Saint) HP: 12 Str: 12 Prot: 1 Att: 14 Mrl: 14 Def: 15 Mrst: 13 Prec: 10 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: 6 Mrst: 11 Prec: 10 Enc: 3 AP: 11 Seductress, Stealthy 40 Weapons: Tessen, Kansashi Gold: 60 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: 10 Enc: 3 AP: 12 Spy, Stealthy 30 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: 11 Mrl: 12 Def: 13 Mrst: 11 Prec: 10 Enc: 3 AP: 12 Assassin, Stealthy 30 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: 13 Str: 10 Prot: 3 Att: 13 Mrl: 13 Def: 13 Mrst: 10 Prec: 10 Enc: 3 AP: 12 Assassin, Sacred, Stealthy 30 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: 11 Mrl: 13 Def: 13 Mrst: 13 Prec: 10 Enc: 3 AP: 12 Amphibian, Assassin, Stealthy 30, Fear -4 Magic: Water 1, Death 1 Weapons: Ninja to, Poison Dagger, Shuriken Items: Ninja Garb, Kote Gold: 90 Res: 8 ******************************** New Unit: RS Ninja Master (Base creature: RS Ninja Master) HP: 10 Str: 10 Prot: 3 Att: 12 Mrl: 14 Def: 13 Mrst: 14 Prec: 10 Enc: 3 AP: 12 Assassin, Stealthy 35 Magic: Fire 1, Random 2 Weapons: Ninja to, Ninja to, Shuriken Items: Ninja Garb, Kote Gold: 160 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: 17 Mrl: 18 Def: 16 Mrst: 14 Prec: 10 Enc: 2 AP: 12 Hero, Assassin, Stealthy 20, Quickness 150 Weapons: Battosai no Katana Items: Robe ******************************** New Weapons: Weapon 'Daikyu' dam=12, prec=1, hits=1, ammo=12, rng=40, strNotAddedPhysical=1, res=2 new=1 //Mounted samurai longbow Weapon 'Shuriken' dam=-2, prec=1, hits=1, pierce=50, poisondam=5, ammo=5, rng=5, res=1 new=1 //poisoned throwing star Weapon 'Yumi' dam=11, prec=1, hits=1, ammo=12, rng=35, strNotAddedPhysical=1, res=2 new=1 //infantry archer bow Weapon 'Knife Hand' dam=3, att=2, def=1, hits=1, res=1 new=1 //monk attack Weapon 'Nerve Strike' dam=-2, att=-2, def=1, hits=1, fatiguedam=100, doesFatigueDam=1 new=1 //monk attack Weapon 'Iron Fist' dam=-2, att=3, def=1, hits=2, pierce=50, res=5 new=1 //blind monk attack - armor piercing Weapon 'Bo' dam=2, def=4, length=4, hands=2, hits=1, res=1 new=1 //like a quarterstaff Weapon 'Katana' dam=7, att=1, def=1, length=2, hands=1, hits=1, res=8 new=1 //samurai sword Weapon 'Kama' dam=5, att=1, def=-1, length=1, hits=1, res=1 new=1 //like a scythe - a peasant tool Weapon 'Naginata' dam=8, att=1, def=-1, length=5, hands=2, hits=1, res=7 new=1 //like a halberd Weapon 'Ninja to' dam=5, att=2, length=1, hands=1, hits=1, res=3 new=1 //ninja sword - too thin for blocking Weapon 'Nunchaku' dam=2, att=1, length=1, hands=1, hits=2, res=1 new=1 //2 pieces of wood connected by a short chain Weapon 'Sai' dam=2, def=3, hands=1, hits=1, res=2 new=1 //3-pronged sword catcher, like the "main gauche" Weapon 'Battosai no Katana' dam=7, att=1, def=1, length=2, hands=2, hits=2, pierce=50 new=1 //Himura Battosai's sword, from his assassin days //He holds it with 2 hands. Weapon 'Tanto' dam=2, att=1, hits=1, res=1 new=1 //a knife Weapon 'Tessen' dam=4, att=1, def=-2, hits=1, res=1 new=1 //a combat fan Weapon 'Wakizashi' dam=5, def=2, length=1, hands=1, hits=1, res=5 new=1 //short sword Weapon 'Blowgun' dam=-5, prec=2, hits=1, pierce=50, fatiguedam=50, doesFatigueDam=1, ammo=5, rng=10, res=1 new=1 //for shinobi Weapon 'Kansashi' dam=3, hits=1 new=1 //geisha hairpin Weapon 'Nodachi' dam=7, att=3, length=3, hands=2, hits=1, pierce=50, res=12 new=1 //armor-piercing big sword Weapon 'Su Yari' dam=4, att=1, length=5, hands=2, hits=1, res=4 new=1 //a japanese spear Weapon 'Te Yari' dam=4, length=4, hands=1, hits=1, res=2 new=1 //shorter, 1-handed spear, also used by cavalry //Below are the new God weapons 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 //for the yellow dragon Weapon 'Dominate' dam=999, att=10, hits=1, pierce=100, magic=1, mrnegates=1, mrpenalty=4 new=1 //for the darkness. It is supposed to mind-control. Weapon 'Freeze' length=6, hits=1, pierce=100, doesPhysicalDam=-1, colddam=4, doesColdDam=1, magic=1, aoe=1, strNotAddedCold=1 new=1 //for the evil mist Weapon 'Lava Punch' dam=-2, hands=1, hits=1, magic=1, flaming=12 new=1 //for the lava giant Weapon 'Suffocate' att=10, hits=2, pierce=100, fatiguedam=30, doesFatigueDam=1, doesPhysicalDam=-1, aoe=1 new=1 //evil mist attack Weapon 'Huge Stone Club' dam=14, att=-1, def=-1, length=4, hands=1, hits=1 new=1 //for all the giants New Items: Item 'Straw Hat' enc=1 new=1 //For peasants Item 'Hachi' aprot=1, res=1 new=1 //Just a helmet Item 'Kabuto' aprot=2, res=3 new=1 //helmet and neck-guard Item 'Tatami Do' aprot=7, def=-1, enc=1, res=5 new=1 //Cheap armor Item 'Haramaki Do' aprot=10, def=-1, enc=2, res=10 new=1 //Pretty good armor - heaviest archers can use Item 'Nuinobe Do' aprot=12, def=-2, enc=2, res=15 new=1 //Excellent armor Item 'Yukino****a Do' aprot=15, def=-3, enc=4, res=18 new=1 //Heavy armor Item 'Ninja Garb' aprot=2, res=2 stealthy=10, new=1 //supposed to add 10 to stealth level Item 'Robe' aprot=1 new=1 //for monks Item 'Kote' aprot=1, def=2, res=2 new=1 //arm guards for ninja -Cherry [ January 05, 2004, 17:15: Message edited by: Saber Cherry ] |
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