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Re: Idea thread: special provinces, unique defende
Doesn't turning up the heat to protect against Murdering Winter make you vulnerable to Flames from the Sky? And other magic paths have remote spells like that, too (Beckoning etc.).
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Re: Idea thread: special provinces, unique defende
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P.S. Thanks for the program! http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Idea thread: special provinces, unique defende
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Increases in army size stop being efficient at some point, there're only so many that can fight in the gates and number of turns in the battle is limited. In this case it's more of a question of having the right army rather than a large army. |
Re: Idea thread: special provinces, unique defende
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More dangerous is Leprosy, I think. But anyway, creating unassailable province was not my goal (if it was I would just put few thousand tartarian commanders there :>), I'm just trying to think how adepts of metal orders could defend themselves best (but within their limitation) http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Idea thread: special provinces, unique defende
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Ideally, I should have treated commanders as objects with their attributes attached directly to their selection instead of treating each line separately. Maybe in future versions I can add support for random sections. This would allow multiple internal province versions... Will have to think on that some more when I am awake. http://forum.shrapnelgames.com/images/smilies/wink.gif What I was describing before was that if you had a commander of some sort with no or limited slots (I'll call him "catcher") and a chance for a single golem that might make an appearance as a well armed thug, the placement in the file would be something like this: #commander 101 -- catcher @2 commander 471 --Golem --no Golem #additem "Horned Helmet" #additem "Fire Plate" #additem "Fire Brand" #additem "Charcoal Shield" #additem "Boots of Long Strides" In this example, their is a 50% chance for the golem to make an appearance. If he does, then he will be equipped with the listed items. If he does not then the items would be applied to "catcher". My thought is that if catcher has no slots for these items that they simply go *poof*. This depends on exactly how dom3 handles such a situation and is just theory on my part. If the catcher does have slots, but they already have items, I strongly suspect that the existing items will be replaced by subsequent #additems. Anyone who has had experience with anything like this, please feel free to correct or confirm. http://forum.shrapnelgames.com/images/smilies/happy.gif Quote:
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Re: Idea thread: special provinces, unique defende
I think a good selection of equipment for a golem would be:
Horror Helmet Black Steel Plate Stinger Ring of the Warrior Ring of Tamed Lightning Shield of Valor Boots of Long Strides That way, you've got a very nice selection of reasonably thematic equipment, and nothing *too* powerful, since there's going to be 8 of them. |
Re: Idea thread: special provinces, unique defende
The point of my reply was to demonstrate the technique I was talking about, not to suggest equipment for a golem. I just copy/pasted some lines from a random file.
Edit- removed the rolly eyeballs. Was having a bad week. (sorry HB...) |
Re: Idea thread: special provinces, unique defende
I just tested your concept and confirm it. If the selected commander doesnt have the slots then the game simply ignores the item assignment and moves on. They dont fall to the ground, go in armory, and do not go to the next commander selected.
Oh yeah, and the game doesnt crash. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Idea thread: special provinces, unique defende
I only have about three hours until I have to get back to the army. Thanks to a combination of a batch of new books (mainly Pratchett) and a friend's graduation party, I haven't even started this project. I'll do my best to write down the ones posted here next week.
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Re: Idea thread: special provinces, unique defende
Hopefully by the time you get back I will have the province editor complete. I think (if you can run windows programs) that you will find it helpful. Right now it is roughly 75%-85% complete. http://forum.shrapnelgames.com/images/smilies/happy.gif
-Edit- Make that 95% complete. Here is a sample from the first trial run using very basic stuff: oooooooooooooooooooooooooooooooooooooooooooooo SAMPLE999_CLD_IS_U_R_S_SWP_FST_ @1 landname "Forgotten Isle" #temple #lab #fort 26 --Dead City #population 0 #poptype 88 --NO RECRUITABLES #killfeatures #feature "Chillsick Swamp" #knownfeature "Haunted Village" #commander 777 --Tartarian Monstra #comname "Ess of the Lost" #additem "Flesh Eater" #additem "Totem Shield" #additem "Robe of Shadows" #additem "Amulet of Antimagic" #clearmagic #mag_death 9 #mag_astral 9 #xp 300 #bodyguards 15 526 --Serpent Fiend #units 20 526 --Serpent Fiend #units 20 533 --Wight #units 20 533 --Wight oooooooooooooooooooooooooooooooooooooooooooooo I still need to add support for Endo's castle defenders to the editor, but it should be a piece of cake. Which reminds me... I can't believe that I didn't get your "Realm of the Ape King" added to the new release of RanDom. I just checked and it is not even on the site. *slaps forehead* |
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