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Re: Magic Site Idea Thread
That's great!
I'm writing a version that will use #com commands first (that can be used once the bug is fixed), and make a version without the commanders after that. Testing is slow, but necessary, since there are so many things that can go wrong. |
Re: Magic Site Idea Thread
I'm glad you like it!
Well, I was actually quite pleased that the khans were available to add to this one, since it's fitting, save for the description ofcourse. The Cossacks historically worked for the Khans, as border-patrollers, so that comes out nicely. I'd rather there was a slightly better (more Russian, or atleast more Christian Orthodox) unit than the High Priest (but with similar stats), but I do want this to be a holy site, to vaguely represent early Russian orthodoxy, and the Cossacks themselves being early patrons of the church, so having a respectable priest unit is necessary to continue that theme. |
Re: Magic Site Idea Thread
4 Attachment(s)
This was fun, so I made a few more:
http://forum.shrapnelgames.com/attac...1&d=1227767868 http://forum.shrapnelgames.com/attac...1&d=1227767868 (Unit name: Moon Beast. Cost 25 gold, 5 resources. Hit Points 16, Size 3, Protection 0 (0 Natural), Morale 9, Magic Resistance 12, Encumbrance 2, Fatigue 0, Strength 16, Attack Skill 9, Defense Skill 9, Precision 6, Move 2/9, Leadership 20). Weapons: Moon Trident (As per normal trident, but magical, and does x2 damage to magical creatures). Armour: None. Blind, True Amphibian, Magic Being. Strength in Darkness (1). This unit should be copied over from one of the new Atlantean units that are immune to R'lyeh insanity.) http://forum.shrapnelgames.com/attac...1&d=1227767942 http://forum.shrapnelgames.com/attac...1&d=1227767942 (Unit name: Man of Leng. Cost 25 gold, 5 resources. Hit Points 10, Size 2, Protection 4 (0 Natural), Morale 12, Magic Resistance 12, Encumbrance 2, Fatigue 0, Strength 10, Attack Skill 11, Defense Skill 9, Precision 10, Move 2/12, Leadership 20). Weapons: Dagger, Dagger. Armour: None. Awe (0) Ambidextrous (4) Stealth (0). This unit should be copied over from one of the new Atlantean units that are immune to R'lyeh insanity.) Name: Dylath-Leen Path: Astral 4 Terrain: Coast Freq: 2 (rare) Unique Recruitables: Pirate Recruitable Commanders: Navigator, Captain. Gems: 1 Blood Slave Gold/resource Bonus: (none) Scales: (none) Name: Nameless Rock Path: Astral 4 Terrain: Coast Freq: 2 (rare) Recruitables: Moon Beast Recruitable Commanders: Moon Mage Gems: 1 Fire Gem Gold/resource Bonus: 25 Scales: (none) Name: Ygiroth Path: Astral 4 Terrain: Mountains Freq: 2 (rare) Unique Recruitables: Man of Leng Recruitable Commanders: Mystic, Crystal Mage Gems: 3 Astral Gold/resource Bonus: (none) Scales: (none) Name: The Ruins of Ib Path: Astral 4 Terrain: Sea Freq: 2 (rare) Unique Recruitables: Moon Beast Recruitable Commanders: Aboleth Gems: 1 Astral Gold/resource Bonus: (none) Scales: Misfortune Name: Plateau of Leng Path: Astral 4 Terrain: Mountains Freq: 2 (Rare) Recruitables: Man of Leng Recruitable Commanders: Mystic Gems: 1 Astral Gold/resource Bonus: (none) Scales: Cold |
Re: Magic Site Idea Thread
That's lost of unique level 4 astral sites! Could some of them be changed to Water, and/or uncommon (instead of rare)? Dylath-Leen could be Water site, at least.
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Re: Magic Site Idea Thread
Well, they're sites from-or drawing from-Lovecraft's "Dreamlands" cycle, so they're meant to be accessible specifically through high-end astral magic. They don't so much exist apart from one another, as they are a group of inter-connected sites, existing as a set.
They're almost meant to be a sort of "Easter Egg"...remnants, ruins, and traces of a lost and shattered dimension. Think of them as 1 site, in 5 parts :) I might even add a few more "parts" in the future-quite possibly with handmade units-as there's a huge source for site material originating from the 'Dreamlands'. They'll all be hard to access rare or unique sites, though. |
Re: Magic Site Idea Thread
Astral doesn't have to be the only way to access the Dreamlands. Dylath-Leen could be a Water site quite easily.
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Re: Magic Site Idea Thread
It might be, you're absolutely right, but it isn't. It just doesn't work that way, for no particularly good reason, other than that's the way I envision it to be :)
The Nameless Rock could just as easily be a water site, it's a tiny island in the middle of the ocean, the peak of a volcanic mountain, rich in gold and rubies, poking it's way just above the waterline. It could therefore be an earth site, or even a fire site. It just happens that it's an astral site. That's how things fall out. |
Re: Magic Site Idea Thread
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Re: Magic Site Idea Thread
See, that's what I want, something like the Eparch, but only Holy 2.
H3 is too much, in my opinion, to ever get in a found site--or atleast one that's not just all about getting an H3. It goes against the whole idea of found sites, and takes away from the Nations, themselves. |
Re: Magic Site Idea Thread
I have some magic sites with units from a mod I never quite finished, I think it would be cool to be able to get them from a magic site. I have the .dm files and unit sprites and will post them here soon.
Name: Shadow Gate Path: Astral 3 Terrain: Any Freq: 2, Unique Recruitable Unit: Shadow Recruitable Commanders: Shadow Priest Gems: 2 Astral Gold/resource Bonus: (none) Scales: (none) Name: Shadowgrounds Path: Astral 2 Terrain: Any Freq: 1, Unique Recruitable Commanders: Hultan Gems: 1 Astral, 1 Air Gold/resource Bonus: (none) Scales: (none) Name: Sarmizegetusa Path: Blood 2 Terrain: Mountains Freq: 1, Unique Recruitable Commanders: Vrykolaka Gems: 1 Blood Slave Gold/resource Bonus: (none) Scales: incr. turmoil Name: Snowy Crags Path: Earth 3 Terrain: Mountains Freq: 1 Recruitable Units: Varcolac Recruitable Commanders: Varcolac Brute Gold/resource Bonus: (none) Scales: increases cold Name: Pile o' Bones Path: Death 1 Terrain: (Any except water) Freq: 0, common Gems: 1 Death Recruitable Units: Bones Gold/resource Bonus: (none) Scales: (none) Name: Deviant Laboratory Path: Death 2 Terrain: (Any except water) Freq: 2 Recruitable Commanders: Archon Gold/resource Bonus: (none) Gems: 1 Death, 1 Fire, 1 Air Scales: (none) Name: Darkest Forest Path: Nature 4 Terrain: Forest Freq: 2, Unique Recruitable Commanders: Dark Crow Gems: (none) Gold/resource Bonus: (none) Scales: (none) |
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