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-   -   Mod: Magic Site Mod version 1.00 (http://forum.shrapnelgames.com/showthread.php?t=41189)

HoneyBadger November 28th, 2008 10:58 AM

Re: Magic Site Idea Thread
 
Those look good, meister_miagi.

Endoperez November 28th, 2008 11:03 AM

Re: Magic Site Idea Thread
 
Ugh, more work for me. :p

I'll compile more suggestions this weekend, test them, and see if I can get a preliminary version without commander-sites released. If I can, I'll try to spare some time for reading on Finnish shamanism and finishing that other mod I've been badgered about.

Endoperez November 28th, 2008 02:16 PM

Re: Magic Site Idea Thread
 
Bogarus has both H2 and H3 priests. H2 are Exarchs, H3 Eparchs.

HoneyBadger, Meister Miagi, I will add your sites to the mod once you post the relevant files (.dm and sprites). Please use the following values for your sites to make it less work for me to incorporate them: White River 901, the Leng sites 900-896, Shadow Gate to 895 to Darkest Forest 895-889.
I'll leave site nr 902 for my own custom-unit site Castle Wyvern, released in a mini-mod year or two ago. We had just gotten #homecom and #homemon commands, and I thought it wouldn't take long before we'd get #mon and #com as well. :D

First version is DONE!
Sites 998 to 903 are used. I'll attach the first preliminary version on the first post. I'll edit the post and the attachment later. This first version is only meant for testing purposes!
EDIT: The mod has been attached!
If you want to help testing the mod, you can:
1) Tell me if you notice a mod nation's starting sites being replaced
2) Manually add the sites to a map, and then see if everything looks fine. If e.g. Tree of Life is a death site generating death gems, tell me.

Endoperez November 28th, 2008 02:23 PM

Re: Magic Site Idea Thread
 
List of changes I made to the sites (I hope I didn't miss anything important):

Not added
  • Slave Market: two suggestions with same name combined into one with recruitable Mictlan slave and resource bonus
  • Abandoned Village: near-duplicate of Haunted Village, so I didn't add it
  • Unleashed Death: no event to release it
  • Forest of Devouring Darkness: Are you really going to give recruitable Mandahas (600gp per size 6 flying, 65-hp Darkness-casting air 3 death 3 holy 3 mage) for anyone lucky enough to find the site? IMO, it's too powerful.
  • Mohenjo-daro: not added (how do I price undead creatures?)
  • Pays Cathare: not added. Forester is a commander, not 25-gp infantry archer... Did you mean LA Ulm Ranger? I couldn't find Perfecti at all.

Various changes/alterations
  • Shrine of Sombre: Bog Beasts are 35 gp.
  • Ancient Glacier: generates 1 Water gem instead of 3
  • Mass Grave: 2 D gems instead of 3
  • Garden of Crystal Fruits: only four features max, so 1E1F1S and 50 gp gold bonus, left out 1A1W. Changed to Earth since there are so many Astral 4 sites.
  • Hydraulis of Ctesibuis: generates 1 Air gem
  • Endless Depthless Bottomless: kepts as the Kraken version, since Kraken Pit only has "water mage may enter to summon" Krakens.
  • Infernal Brothel: I didn't know how to price Succubi, and then I thought of Pratchett, and then I just had to do a Guild of Seamstresses. Imperial Consorts (spies), Hinnom Lilot (unit 2071, 101g seducer) and and Fortune Tellers, +25 gold.
  • Throne of Wild Magic: Fire 4 site that grants 2 Fire, 1 Air, 1 Water, 1 Earth gem, instead of a site that adds 1 of each gem type and random ritual bonuses.

Insignificant changes and name changes:
  • Green Glass Tower -> Tower of Green Glass
  • Burned Library -> Scorched Library (I'm not sure which sounds better)
  • Decayed Palace: Barbarian Chief -> Barbarian Lord (10 gp more, better ldrship, usually only seen in events)
  • Mushroom Village: in both forests and caves
  • Pool of Flames -> Pool of Liquid Fire
  • Inn of Adjective Substantive-> Adjective Substantive Inn


EDIT:
In its current form, the mod adds 16 level 4 sites:
2 F, 5! A, 2 W, 2 E sites for elementals,
one for each sorcery path (SDNB), and one for Holy.

Question: Should Holy sites be limited to Holy 3, max? That way, all nations would have equal chance of finding them, instead of restricting the best Holy sites to nations casting Acashic Record.

Question 2: Should both "good" and "evil" sites be Holy (= no affiliation with magic), or should "good" sites be Holy and "evil" sites Blood?

meister_miagi December 3rd, 2008 03:55 PM

Re: Magic Site Idea Thread
 
2 Attachment(s)
I finally finished editing the .dm file and attached it as a text file along witht the unit sprites. I added one more site as number 888. I don't know how the #inscale command works so I just wrote it like: "#inscale(turmoil)".

Here is a preview of the unit sprites:
http://www.pic-upload.de/03.12.08/6bhpx3.jpg

HoneyBadger December 3rd, 2008 06:17 PM

Re: Magic Site Idea Thread
 
Those look fantastic, meister_miagi. Absolutely first-class.

Endoperez: I'm sorry, but would it be a lot of trouble for you to use the Monster Fish as the recruitable for the "Endless, Depthless, Bottomless" site? I'll come up with something else for krakens. I hate to be a pain, but I think the Monster Fish works better for that site--that's why I changed it.

If you want to change "burned library" to "scorched library", I'm ok with that--I don't know which one sounds better, either :)

HoneyBadger December 3rd, 2008 08:29 PM

Re: Magic Site Idea Thread
 
Here's my replacement kraken site, again with my appologies:

Name: Charncoral Deep
Path: Water 4
Terrain: Ocean
Freq: 2 (rare) Unique
Recruitables: Kraken
Recruitable Commanders: Kraken King
Gems: (none)
Gold/resource Bonus: (none)
Scales: Death, Cold

And a couple more:

Name: Fars Deep
Path: Water 2
Terrain: Any Sea
Freq: 2 (rare)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 2 Astral, 1 Death
Gold/resource Bonus: (none)
Scales: Growth, Turmoil

Name: Ra’s al-Jumha
Path: Water 2
Terrain: Ocean
Freq: 1 (Uncommon) Unique
Recruitables: SharkKnight
Recruitable Commanders: (none)
Gems: Astral 2, Death 2
Gold/resource Bonus: (none)
Scales: Turmoil

Name: Deep of Sanji
Path: Death 2
Terrain: Ocean
Freq: 2 (rare)
Recruitables: Funayūrei (see my Yokai units page)
Recruitable Commanders: (none)
Gems: Death 2
Gold/resource Bonus: (none)
Scales: Death, Misfortune

Name: Sea of Salahit
Path: Water 3
Terrain: Ocean
Freq: 2 (rare)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 1 Earth, 1 Air, 1 Fire
Gold/resource Bonus: (none)
Scales: Magic

Name: Sea of Kalah
Path: Water 2
Terrain: Ocean
Freq: 1 (Uncommon)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 1 Water, 1 Air
Gold/resource Bonus: (none)
Scales: (none)

Name: Forest of Kalah
Path: Nature 2
Terrain: Coast
Freq: 2 (rare)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: Nature 2
Gold/resource Bonus: 20 Resource
Scales: Heat, Growth

Name: Kalah Deep
Path: Water 4
Terrain: Ocean
Freq: 2 (rare) Unique
Recruitables: Sea Serpent
Recruitable Commanders: (none)
Gems: (none)
Gold/resource Bonus: (none)
Scales: Death, Misfortune, Turmoil

Name: Sea of Kardanj
Path: Water 4
Terrain: Ocean
Freq: 2 (rare)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: Water 3, Nature 1
Gold/resource Bonus: (none)
Scales: Heat, Sloth

Name: Sea of Sanji
Path: Water 4
Terrain: Ocean
Freq: 2 (rare)
Recruitables: Kappa
Recruitable Commanders: Kappa Chief, Kappa Mage
Gems: (none)
Gold/resource Bonus: 100 gold
Scales: (none)

Name: Isle of Sarandib
Path: Water 4
Terrain: Ocean
Freq: 2 (rare) Unique
Recruitables: (none)
Recruitable Commanders: (none)
Gems: Fire 4
Gold/resource Bonus: 60 gold
Scales: Luck, Magic

Name: Dvaraka
Path: Holy 3
Terrain: Ocean
Freq: 2 (rare)
Recruitables: Amber Clan Guard
Recruitable Commanders: Amber Clan Priest, Amber Clan Mage
Gems: (none)
Gold/resource Bonus: (none)
Scales: Magic

HoneyBadger December 3rd, 2008 08:48 PM

Re: Magic Site Idea Thread
 
And one more

Name: Kusasthali
Path: Holy 4
Terrain: Ocean
Freq: 2 (rare) Unique
Recruitables: Mermidon
Recruitable Commanders: Amber Clan Priest, Sea King
Gems: (none)
Gold/resource Bonus: (none)
Scales: Magic<!-- / message --><!-- sig -->

HoneyBadger December 3rd, 2008 10:12 PM

Re: Magic Site Idea Thread
 
Could a kindly admin please edit the above post to the following? And delete this one? Thank you!

........................

And a few more:

Name: Laccadive
Path: Holy 1
Terrain: Any Sea
Freq: 1 (Uncommon)
Recruitables: Shambler
Recruitable Commanders: Shambler Chief
Gems: 1 Water, 1 Nature
Gold/resource Bonus: (none)
Scales: (none)<!-- / message --><!-- sig -->

Name: Maldive
Path: Holy 1
Terrain: Any Sea
Freq: 2 (Rare)
Recruitables: Amber Clan Triton
Recruitable Commanders: Amber Clan Priest
Gems: 1 Air, 1 Water
Gold/resource Bonus: (none)
Scales: (none)

Name: Kumari Kandam
Path: Holy 3
Terrain: Any Sea
Freq: 1 (Uncommon)
Recruitables: TritonDreamer
Recruitable Commanders: (none)
Gems: 1 Water, 1 Astral
Gold/resource Bonus: (none)
Scales: Magic

Name: Mergui Atol
Path: Holy 1
Terrain: Ocean
Freq: 1 (Uncommon)
Recruitables: Sea Dog, TritonTrooper
Recruitable Commanders: Amber Clan Priest
Gems: (none)
Gold/resource Bonus: (none)
Scales: Luck

Name: Gulf of Kutch
Path: Holy 1
Terrain: Any Sea
Freq: 1 (Uncommon) Unique
Recruitables: Sea Stag, TritonTrooper
Recruitable Commanders: Amber Clan Priest
Gems: (none)
Gold/resource Bonus: (none)
Scales: Order

Name: Gulf of Cambay
Path: Holy 2
Terrain: Any Sea
Freq: 1 (Uncommon) Unique
Recruitables: Sea Lion, TritonTrooper
Recruitable Commanders: Amber Clan Priest
Gems: (none)
Gold/resource Bonus: (none)
Scales: Turmoil<!-- / message --><!-- sig -->
<!-- / message --><!-- sig -->
Name: Gulf of Mannar
Path: Holy 3
Terrain: Any Sea
Freq: 1 (Uncommon) Unique
Recruitables: Shark Knight
Recruitable Commanders: Amber Clan Priest
Gems: 1 Nature
Gold/resource Bonus: (none)
Scales: Growth

Name: Bay of Malacca
Path: Holy 1
Terrain: Coast
Freq: 2 (Rare)
Recruitables: Pirate, Toad Tribe Warrior
Recruitable Commanders: Toad Tribe Shaman, Coral Priest
Gems: (none)
Gold/resource Bonus: (none)
Scales: (none)

Name: Strait of Malacca
Path: Holy 2
Terrain: Any Sea
Freq: 2 (Rare) Unique
Recruitables: Reef Dweller, Reef Warrior
Recruitable Commanders: Coral Priest
Gems: (none)
Gold/resource Bonus: (none)
Scales: Luck

Name: Adang
Path: Holy 1
Terrain: Coast
Freq: 1 (uncommon)
Recruitables: Pirate, Shambler
Recruitable Commanders: Shambler Chief, Coral Priest
Gems: (none)
Gold/resource Bonus: (none)
Scales: (none)

Name: Barren Island
Path: Water 1
Terrain: Ocean
Freq: 2 (Rare) Unique
Recruitables: Shambler, War Shambler
Recruitable Commanders: Shambler Chief
Gems: 2 Fire
Gold/resource Bonus: (none)
Scales: (none)

Barbar Temple
Path: Holy 2
Terrain: Coast
Freq: 1 (Uncommon)
Recruitables: Pirate
Recruitable Commanders: (none)
Gems: (none)
Gold/resource Bonus: (none)
Scales: Luck, Turmoil

Dey Court
Path: Water 1
Terrain: Coast
Freq: 1 (Uncommon)
Recruitables: Pirate, Shambler
Recruitable Commanders: Shambler Chief
Gems: (none)
Gold/resource Bonus: (none)
Scales: Turmoil

Name: Amber Shrine
Path: Holy 1
Terrain: Ocean
Freq: 1 (Uncommon)
Recruitables: TritonTrooper
Recruitable Commanders: Amber Clan Priest
Gems: (none)
Gold/resource Bonus: (none)
Scales: (none)

Name: Ruins of Kusasthali
Path: Holy 4
Terrain: Ocean
Freq: 2 (rare) Unique
Recruitables: Mermidon
Recruitable Commanders: Amber Clan Priest, Sea King
Gems: (none)
Gold/resource Bonus: (none)
Scales: Magic

Name: Palace of the Dey
Path: Water 3
Terrain: Coast
Freq: 2 (rare) Unique
Recruitables: Pirate, Sea Dog
Recruitable Commanders: Coral Commander
Gems: (none)
Gold/resource Bonus: (none)
Scales: Turmoil

Endoperez December 4th, 2008 03:18 AM

Re: Magic Site Idea Thread
 
That's a lot of sites! Thanks to you both. Meister Miagi, those sprites look excellent.

HoneyBdager:

There are two different sea terrains: all seas are "sea", and some are "deep sea" in addition. A site with "sea" may appear in normal and deep seas, and a site with "deep sea" may only appear in deep seas. I'll put "Fars Deep" and similar into deep sea, and others to sea, unless you want to go through them again.
Do you have suggested gold costs for Sea Dogs/Sea Lions/any other non-recruitables you're adding? I don't know what gold costs I should assign to them.
Changing the 'Endless Depthless Bottomless' won't be hard at all.


I'll try to compile a version with all the new sites this weekend and then take out the commanders and then post a playable version. Although if you keep adding sites, the version which has all the commander-recruitment sites might run out of magic site slots.


EDIT: Amount of sites of various paths, not including the sites that add new monsters and the last batch of new sites.
Fire: 10
Air: 14 (5 are level 4s...)
Water: 9 (but lots more after I add the new sites)
Earth: 14
Astral: 8 (but lots more after I add the new sites)
Death: 7
Nature: 16
Blood: 10
Holy: 11


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