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Magic Site Mod version 1.00
1 Attachment(s)
Fully working version 1.00 attached!
#com bug has finally been fixed, so this mod finally works as intended. This is where it started from: Let's see how many new sites we can get. I think we should aim for 200. And we ended up using sites 851 - 998. Not bad, not bad at all! |
Re: Magic Site Idea Thread
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Re: Magic Site Idea Thread
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Name: Red Fist Mercenary Company Path: Fire 0 Terrain: (Any except water) Freq: 0 (common), Unique Recruitables: 40 (Hvy Infantry), 33 (Archer) Recruitable Commanders: 291 (Captain), 312 (Wizard) Gems: (none) Path Bonus: (none) Scales: (none) Name: Sagittarian Academy Path: Nature 0 Terrain: (Any except water or waste) Freq: 1 (uncommon), Unique Recruitables: 17 (archer w/short bow), 55 (longbowman), 797 (composite bow) Recruitable Commanders: (none) Gems: 1 Fire Path Bonus: (none) Scales: (none) Name: Raider Encampment Path: Blood 0 Terrain: Plains Freq: 0 (common) Recruitables: 1168 (Raider) Recruitable Commanders: (none) Gems: (none) Path Bonus: (none) Scales: (none) Name: Cavern of Ancient Bones Path: Earth 2 Terrain: Cave Freq: 2 (rare) Recruitables: (none) Recruitable Commanders: (none) Gems: 1E, 1D Path Bonus: (none) Scales: (none) Name: Field of Blackened Stones Path: Fire 2 Terrain: Mountain, Plains, Waste Freq: 2 (rare) Recruitables: (none) Recruitable Commanders: (none) Gems: 1F, 1D Path Bonus: (none) Scales: (none) Name: Quicksand Fens Path: Water 0 Terrain: Swamp, Forest Freq: 0 (common) Recruitables: (none) Recruitable Commanders: (none) Gems: 1W, 1E Path Bonus: (none) Scales: (none) Name: Everburning Bush Path: Fire 2 Terrain: (any land) Freq: 2 (rare) Recruitables: (none) Recruitable Commanders: (none) Gems: 2F Path Bonus: (none) Scales: (none) Name: Slave Market Path: Blood 0 Terrain: (any land) Freq: 1 (uncommon) Recruitables: 720 (Slave) Recruitable Commanders: (none) Gems: 1B Path Bonus: (none) Scales: Sloth 1 Name: Deathweb Village Path: Nature 2 Terrain: Forest Freq: 2 (rare) Recruitables: 885 (Spider Rider) Recruitable Commanders: (none) Gems: (none) Path Bonus: (none) Scales: (none) Name: Hanging Tree Path: Death 1 Terrain: (any land) Freq: 0 (common) Recruitables: (none) Recruitable Commanders: (none) Gems: 1D Path Bonus: (none) Scales: (none) ...and we'll see about more later. :) |
Re: Magic Site Idea Thread
is there any way to make a province that makes bodies. So say if you had a necromancer/person with reanimate and you found this province you could sit him there and make an undead army. Would be neat but maybe unbalanced for whoever didn't find it.
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Re: Magic Site Idea Thread
Not possible ATM.
Yes, I plan to combine these into a huge more-magic-sites mod. I think I'll also allow custom units to be used, but only if they already exist (stats, description and sprites). That way, I can add a site with recruitable Wyvern Riders. Also, that way Alderanas could add an expensive undead priest that's recruitable from a site, giving any nation to find the site access to reanimator. If it's expensive enough and poor enough, say only able to create Ghouls (killing pop), it shouldn't be too bad. |
Re: Magic Site Idea Thread
If you're allowing customizeables, will you allow my units? The ones that are complete, I mean. They would need to be compiled into .DM format, but many of them are all but polished.
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Re: Magic Site Idea Thread
Of course. It would be an easy way to add mod-spesific units to the game as a minor teaser. "Hey, these are Warhammer Skavens! Is there a whole mod of these guys?" etc.
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Re: Magic Site Idea Thread
Feel free to use any of the ones from my mods then, Endoperez--I could use the free advertizement and (hopefully!) a lot more technical feedback.
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Re: Magic Site Idea Thread
Umm.. So this means that you can mod magic sites that allow you recruit national units? I thought that it didn't work.
Damn, I have lots of catching up to do. |
Re: Magic Site Idea Thread
I like Stavis L's formatting, so I'll use it on my own further suggestions, with a minor alteration (changed path bonus to economy bonus).
Also, it seems I totally forgot about UNCOMMON sites. That means that all sites are either common, uncommon or rare. I'll edit the original post accordingly. Name: Garden of Crystal Apples Path: Nature 2 Terrain: any Freq: 1 (uncommon) Recruitables: (none) Recruitable Commanders: (none) Gems: 1 Nature, 1 Earth Economy Bonus: (none) Scales: (none) Name: Mushroom Garden Path: Earth 1 Terrain: Cave Freq: 0 (common) Recruitables: (none) Recruitable Commanders: (none) Gems: 1 Nature Economy Bonus Scales: (none) Name: Mushroom Farm Path: Nature 0 Terrain: Cave Freq: 1 (uncommon) Recruitables: (none) Recruitable Commanders: (none) Gems: 1 Nature Gold/resource Bonus: (none) Scales: Growth Name: Sycamore of Turquoise Path: Death 2 Terrain: Any Freq: 2 (rare) Recruitables: (none) Recruitable Commanders: (none) Gems: 1 Death, 1 Nature Gold/resource Bonus: (none) Scales: (none) Name: The Hundred Oak Path: Nature 2 Terrain: Any Freq: 1 (uncommon) Recruitables: (none) Recruitable Commanders: (none) Gems: 1 Nature Gold/resource Bonus: (none) Scales: (none) Name: The Holy Oak Path: Holy 1 Terrain: Forest Freq: 1 (uncommon) Recruitables: (none) Recruitable Commanders: 1195 (Hoburg Priest) Gems: 1 Nature Gold/resource Bonus: (none) Scales: Order Name: Star Stone Path: Earth 3 Terrain: Farm Freq: 2 (rare) Recruitables: (none) Recruitable Commanders: (none) Gems: 1 Astral, 1 Earth Gold/resource Bonus: resources +50 Scales: (none) Name: Abbot Oak Path: Holy 2 Terrain: Forest Freq: 1 (uncommon) Recruitables: (none) Recruitable Commanders: High Priest Gems: 1 Nature Gold/resource Bonus: +25 gold Scales: Order Name: Dead Queen's Trees Path: Death 3 Terrain: Any Freq: 2 (rare) Recruitables: (none) Recruitable Commanders: (none) Gems: 1 Death, 1 Water Gold/resource Bonus: (none) Scales: (none) Name: Sweating Tree Path: Nature 1 Terrain: Any Freq: 1 (common) Recruitables: (none) Recruitable Commanders: (none) Gems: 1 Water Gold/resource Bonus: (none) Scales: (none) Name: Church of the Marsh Path: Holy 2 Terrain: Swamp Freq: 2 (rare) Recruitables: Recruitable Commanders: 510 (Hierodule), 160 (High Priest of C'tis) Gems: 1 Nature, 1 Water Gold/resource Bonus: (none) Scales: Growth Name: Church of the Offering Path: Blood 1 Terrain: Any Freq: 1 (uncommon) Recruitables: (none) Recruitable Commanders: (none) Gems: 1 Blood Slave Gold/resource Bonus: (none) Scales: (none) |
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