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Re: Magic Site Idea Thread
Those look good, meister_miagi.
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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. |
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. |
Re: Magic Site Idea Thread
List of changes I made to the sites (I hope I didn't miss anything important):
Not added
Various changes/alterations
Insignificant changes and name changes:
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? |
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 |
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 :) |
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 |
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 --> |
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 |
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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