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CherryMod Thread
Hello! I'm going to make a mod for Dominions 2, doing some things like rebalancing light/heavy infantry as I see fit=) But, the details won't be announced until I see the contents of patch 1, as there might be some official changes.
However, I WILL say what would be useful to me as a modder, that I don't think are currently possible: 1) Visible fields in armor that allow it to affect attack, precision, and gold cost (currently, the only fields are resources, protection, defense, and encumbrance, AFAIK). 2) New unit ability, "Upkeep", set as a percentage. Most units would stay at default of 1/15 cost, but you could give a unit the "Upkeep" ability to set it at 130% of normal or 40% of normal or whatever. Alternately, this could be a floating-point unit stat, that you could see by right-clicking on the unit's name or something. Upkeep should always be visible on the unit screen, anyway, so you don't get confused about the costs of keeping Black Hawks or whatever... 3) New unit ability, "Forager". This would also be a percentage, allowing you to give some units the ability to consume 70% of the normal supply, or whatever... even better, supply usage would be a great unit stat. 4) If this cannot be accomplished with a mod already, the ability to rescale supply levels, so that units eat 10X as much, castles hold 10X as much, items generate 10X as much, pillaging generates 10X as much, and provinces yield 10X as much. Alternately, processing supply as a float instead of an int would accomplish the same thing=) If the engine and modding tools support these things, I'll make good use of them=) If not... well, some of them can be gotten around, it would just be a lot easier to set an attack reduction for an armor type than for every unit using that armor type. If you have any suggestions as to what you'd like to see in a mod (that can realistically be accomplished), feel free to post them here! Just don't assume I'll include them gratuitously=) -Cherry |
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This something I've been wondering/worrying about. Its whether the whole modding concept will make it harder than it already is to get MP games going. There has been hardly any reponse to the MP game thread, and as far as I can see things can only get worse if player A says "I wanna play standard Dom", B says "I wanna play Cherry Mod", C says "I wanna play Mortifer Mod" and D says "I think Cherry Mod does X better, but Motifer Mod does Y better, so I wanna make my own mod that combines the two and play that". For myself, I was perfectly happy with Illwinter as final arbiter of what does or doesn't belong in Dominions.
What do people think about this issue? |
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That's not really fair. The standard for multiplayer games will always be the vanilla game, which is why it is important for the official Version to be well-balanced, and mod tools should never be relied upon. Even if there was a PERFECT mod that everyone who played agreed was absolute perfection, most people would still play the original. Unless you want to play a specific mod, I don't think the presence of mods will ever make it dfficult for you to start or join a game.
Since the majority of Dominions-playing is offline, though, mods would not cause any conflict in most games=) -Cherry P.S. The lack of response in the MP thread may be partly due to people lacking the full game. I don't have the game yet, for example. [ November 19, 2003, 19:52: Message edited by: Saber Cherry ] |
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Truper:
My thougths exactly. IMO the developpers should fix the "blazing red issues". I was also happy with Illwinter as final arbiter of what does or doesn't belong in Dominions. Personaly, the idea of a tolkien mod just disgusts me, even if nobody forces me to play it. But you ppl can do WE you wan't. I'm not forced to touch your mods. [ November 19, 2003, 20:00: Message edited by: Nerfix ] |
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Do me a favour and don't bother to explain why. |
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Come now! No need for people to start throwing around comments like that. The beauty of a mod is you are not forced to play it, know it exists, let it have sex with your wife or eat cornflakes!
I would hope that the Mod's don't become standard but an added flavor to change and diversify the game if (and I highly doubt any time soon) the game becomes stale or the balance an issue. The only real issue I see, is that in the age of "Modding" people want to play a certain way or with a race and once they recieve the tools *They* won't play any other way since they know the ins and outs of it and they are more likely to win. That isn't saying that everyone that mods, does this. But it's the general theme. If a Mod ever becomes standard in MP or SP and the features raved about. That simply clues the Developers into what the community desires. Don't rip on those Modheads any more than people should rip on SPers or PvPers. Everyone is different, at least until the Inquisition comes. |
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My happy-happy thread has become polluted with meanness http://forum.shrapnelgames.com/images/icons/icon9.gif
Maybe if I mention the new "Lions and Lambs" Pangea theme, where cute forest animals unite to spread a dominion of love, the unhappy people will become smiley? http://forum.shrapnelgames.com/images/icons/icon10.gif |
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So instead of blood slaves Lions would carry around pet lambs and eat them at the start of the battle to get bonuses. http://forum.shrapnelgames.com/images/icons/icon7.gif Don't worry, be happy . . . Keir [ November 19, 2003, 20:51: Message edited by: Keir Maxwell ] |
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Do me a favour and don't bother to explain why. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Hell yeah! I want to play with a LotR mod! http://forum.shrapnelgames.com/images/icons/icon7.gif |
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I'll see what we can do to help you out, but our first modding patch will be very basic and things like modding of armor and weapon types will probably not be supported. BTW, there is no resource stat for armors, it is a unit stat instead. We have the armors' resource values scribbled down on a paper somewhere. 3. Changing supplies usage can be done already to some extent. For instance the fey boar generates 20 supplies and the fat celetial servant eats like 3 men even though he cannot starve. 4. This can be done for some things, but not all, so I don't know if any rescaling would be possible yet. |
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Another thing I'd like to add is magic site descriptions - that would be fun=) If/when magic sites become moddable, I think there's already a text field in the sites that I can fill in=) That would be a lot of work, though! Quote:
-Cherry |
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Nerfix, there is no need to start pissing on everyone else just because you don't like the idea of mods. As you said yourself, you won't be forced to touch them anyway, and if they are available, others who want to can do so while you play the vanilla Version.
As for the Tolkien mod, yay, I'd like to see that! Edi |
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I enjoy mods personally. They add variety to the game, let you experience new things, and certainly add life to a game. As for making multiplayer more difficult, I disagree. I have participated in many multiplayer games on platforms that support heavy modding. Generally a short hand is developed to specify the terms of the game which makes things go fairly quickly during setup. It does help if the game developers place some code in the game to verify that everyone is using the same config files (ie acting as an honest broker that everyone has the same setup), but this is certainly not required. Frequently, known cheaters and abUsers become outcasts and can only find games with fellow cheaters and abUsers.
P.S. I also would love to see a tolkien themed mod. I could see it being a fun mod, especially if you made sauron have a ton of troops etc. with the allied races of good forced to confront him. It could be a great strategic and tactical challenge. |
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Cherry, can you give me a detailed instructions on how to change unit stats? I want to boost up Niefel giants a bit.
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No http://forum.shrapnelgames.com/images/icons/icon10.gif
You have to wait for patch 1; modding is not yet supported=) |
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Cherry, I wouldn't trust your mods though. Your suggested mod for AOWSM was crazy http://forum.shrapnelgames.com/images/icons/icon7.gif
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New unit for my Japanese theme: Sumo Wrestlers! Capitol only.
Weapons: Belly - Damage 0, Attack 5 (how do you miss with a belly?), Defense -4 Armor: Belly - Prot 5, Defense -4 (cumulative with the the belly weapon defense), Encumbrance 8 Sumo Gi - Prot 2, Defense 0, Encumbrance 0 Base Stats: Cost: 25 Size 3 (needs 3 supply) HP 15 STR 14 ATT 10 DEF 10 PRT 0 PRE 8 ENC 3 MRL 14 Trample, Berserk +1 |
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Cherry, are you a hentai fan? LOL.
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Good to hear people are interested. I wouldn't be suprised if we see as few Tolkien mods over time. Cheers Keir |
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Also, if you are doing a Japanese theme, I hope it will include ninjas. There should be at least three types: ninja warriors (a normal stealthy troop, maybe capitol only), ninja agents (spy and assassin in one unit), and ninja masters (with one random elemental magic; ninjas were believed to employ a variety of mystical techniques. These should be capitol only). One of the capitol sites could be a ninja fortress. I'm assuming a basically Shinto priesthood (at least for the default theme; if we're creating a new nation, we could create special themes too.) They could even get some national summons (kitsune would be cool) Quote:
They should have more strength, though. Sumo wrestlers can pick up and throw other sumo wrestlers. That takes a lot of strength. Of course, I'm assuming the sumo wrestler isn't just a joke. A Japanese theme would be cool, but I don't know of sumo wrestlers ever having been used on the battlefield. http://forum.shrapnelgames.com/images/icons/icon7.gif It'd be awesome to have Miyamoto Musashi, Tokugawa Ieyasu, or other historical/legendary figures as national heroes, though. (Or you could go for more fictionalized, fantastic accounts and have Hitokiri Battousai...) |
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But, yeah, the sumo wrestler was kind of a joke=) It would be fun to see them in the Arena, though, maybe up against an Earth Mother=) Quote:
Oh, he'd get an x50 patrolling effect, too, though that would be a waste, unless you were a crzy pacifist=) Patrolling without killing populace might be a nice hero ability. Any help or suggestions would certainly be welcome! I plan to add several themes - for example: Man "Peasant Revolution", with no national units but most normal indy units at castles, cheaper than normal indies, and only new custom human pretenders (no god-like pretenders). Basically, the world's inhabitants grow tired of gods running roughshod all over. Mictlan "Rise of the Amazons" featuring no Mictlan units, but all the Amazons. Atlantis "Aqua Regia", where most national units are merfolk, most aquatic-only units are sacred, and the amhpibious Atlantians are no longer holy, sacred, or dominant. A new Ermor all-undead theme, "Vengeful Dead" (isn't that also a spell?) in which the low-level undead lose their mindless status, and destroy their controlling necromancers / undead priests. Abysia: "Gates of Hell" - the Abysian blood economy gets a little too aggressive, too many summoned demonic commanders are empowered in Blood, and the demons take over - consuming their masters (Warlocks and Demonbreds), as well as all the humanbreds! Warlocks and Demonbreds are replaced by buildable demon magii, all the humanbreds are gone, some lesser demons are buildable as units, and a new "Demon Gate" site is added. All mortal Abysinian commanders get weak horror-marks. However, all of these will feature only existing units, with altered stats (including the new pretenders). With the Japanese theme (probably "Rising Sun", unless someone can think of a clever name) I'll need a lot of new sprites, unless I can steal them from Shogun http://forum.shrapnelgames.com/images/icons/icon12.gif -Cherry P.S. Just because I'm using this thread to collect ideas, I think I'll add this, from another thread. *** There are a few units that I think would be extremely useful... if only! Those are Villians, Woodsmen, Hoburg Militia, Burgmeister Guards, and land-based Shamblers. I never build any of them, except the Woodsmen (because of their 11 precision). What would make them useful: Villians, Hoburg Militia, and Woodsmen: These are stealth units with no stealth commanders! I would love these things if the provinces included stealth commanders, costing less than ~3gp per unit (as opposed to the Druid, which costs 90 and leads 10, for 9gp per unit... and requires a temple and lab... crazy!). What's wrong with a 30 gold, 10 leadership (or 40 gold, 25 leadership) Chief Villian, Hoburg Militia Captain, or Woodsman Huntmaster? Shamblers: The ones on land are amphibious, with no amphibious commanders! That makes NO sense. Sure, you might be able to find a water mage, but where there are Shamblers, there should be shambler commanders. Burgmeister Guards: These are like heavy infantry, just not as good. Now if their resource cost scaled down a bit, and they consumed less supply than humans, I'd build them. If I could ever find them in a resource-rich province... http://forum.shrapnelgames.com/image...s/rolleyes.gif *** So, I'll probably make the above changes (except the supply scaling) unless they are made to the base game. [ November 23, 2003, 23:09: Message edited by: Saber Cherry ] |
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I know doubt the tools for modding scales will allow even 10% of what I mention here, but unless you speak up, you never know=)
Things I would like to add: Rebalance scale design point costs, if possible, like this: +45,+40,+35,0,+35,+40,+45 for Heat/Cold -35,-40,-45,0,+45,+50,+55 for Magic/Drain -45,-40,-35,0,+35,+30,+25 for Luck/Unluck This rebalance would make the currently attractive endpoints of luck/unluck less attractive, and the unattractive magic/drain and heat/cold endpoints more attractive. Note, these are the INCREMENTAL costs, not cumulative. Currently all the scales cost 40,40,40,0,40,40,40 (with the 40's positive or negative, depending on the scale). Luck scale affecting afflictions using this algorithm: (Damage*(10-Luck)/(10*HP))=chance of affliction. That's a 10% difference per scale. For example, a 25 HP unit taking 5 damage in a +3 luck scale province would have a (5*(10-3)/(10*25))=14% rather than default 20% chance of gaining an affliction. Magic scale affecting gem production, with randomized gem output, with sites getting +-10% average output per magic/drain scale. Production would be like this: Every gem would change to 2 coin flips. So, a 1-gem site would have a 25% chance of making no gems, 50% of 1 gems, and 25% chance of 2 gems, each turn. Magic/drain would unbalance the coins, so that a neutral scale coin would have a 50%-50% head-tail chance, and a +1 magic would have 55%-45% head-tail distributions. Example: A site makes 2 Earth gems, 1 water gem, and is in Drain-2. Coins are thus 40% heads, and 60% tails. This generates 4 Earth coins, and 2 Water coins. Using these unbalanced coins... 4 Earth coins flip for: 13% 0 Earth Gems 35% 1 Earth Gems 35% 2 Earth Gems 15% 3 Earth Gems 2.5% 4 Earth Gems 2 Water coins flip for: 36% 0 Water Gems 48% 1 Water Gems 16% 2 Water Gems This generates an average of 1.6 Earth, and .8 Water gems, max of 4 and 2 and min of 0 and 0. Note the average 20% reduction from the original 2 Earth, 1 Water due to the drain scale unbalancing the coins. This coin-gem system would also be great for use with a potential map gem-richness setting... http://forum.shrapnelgames.com/images/icons/icon10.gif Note that the player never sees coins, or knows about coins, they are all behind the scenes. Also note that if +-10% seems too drastic, +-5% could be used instead... or the scale could simply be made more costly. -Cherry [ November 23, 2003, 07:59: Message edited by: Saber Cherry ] |
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The Minotaur Lord was one of the units that were missed in the previous encumbrance change. I believe you remember him. http://forum.shrapnelgames.com/images/icons/icon7.gif |
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It'd be tedious, but get JK to do it! Tedium is what programmers are for. ;-) |
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I thought of some interesting themes to suggest...but I think you already have them.
Pangea: All animal units, maybe werewolf mages...DRAGONFLY SCOUTS!!! and an undead theme where you pay gold and resources to build the undead? Also, perhaps an all etheral theme...it might be hard to do though since most etheral units are undead or very powerful. A theme involving the aesir somehow perhaps...vanheim with giants. And a nation where every unit has a bow and good precision...."Reign of Arrows" http://forum.shrapnelgames.com/images/icons/icon7.gif Maybe for caelum. Oh..and I want the Black Coven too...I'm thinking Ulm with death/earth mages and unholy priests maybe. Now that would be a cool Ulm theme. http://forum.shrapnelgames.com/images/icons/icon6.gif Just imagine if they could get wights with black steel plate on. http://forum.shrapnelgames.com/images/icons/icon7.gif Be really cool if they reanimated undead with black steel plate. |
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Ok, seriously - I've been giving a theme like this some thought, and it's hard for me to figure out how the economics would work out. Why would animals want gold, and with no tools, what would resources do? I want it to be nature versus humanity, so it would include vine ogres and vinemen in addition to animals, but they don't care about that stuff either. I like the dragonfly scouts=) Hmm... the best way for it to work would be to make animals and vine-creatures spontaneously arise in provinces with high dominion and high magic, and allow the Pangea "Nature" theme to take turmoil, sloth, and unluck (require +3 magic and at least +2 turmoil). But, alternately, it could have intelligent talking animals that want to be paid for their services and wear armor (just not leather armor). Anyway, non-humanoid themes require a bit more work and thought than more standard themes. P.S. Quote:
Yes, I'm going to put in a theme like that. Zombies have figured out how to make baby zombies, and etc. This theme would be best if province population could go negative, to represent a bustling undead population. [ November 24, 2003, 19:32: Message edited by: Saber Cherry ] |
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Just making sure -- that Japan theme would be for Tien Chi, right?
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Some preliminary infantry rebalancing thoughts... I'm making the assumption that all humans are different, and the strong ones are given heavy armor, the agile ones are trained as light infantry, and cheap militia is weak, poorly fed, untrained rabble. Non-professional soldiers have low mental discipline and thus low MR, and morale increases with armor and wages. Both of those would increase MY morale. Also, armor interferes with precision and ability to swing weapons accurately.
____... PS LM MM LI MI HI HE LA HA RES_... 2 3 10 9 15 99 99 6 99 PROT... 1 5 9 8 12 99 99 6 99 GP__... 3 4 6 8 10 12 14 8 10 SUP_... 6 7 8 10 15 20 20 10 15 HP__... 7 8 9 10 10 11 12 9 10 STR_... 8 8 9 10 10 11 11 10 10 ATT_... 6 8 9 11 10 9 10 8 9 DEF_... 7 8 9 11 10 9 10 8 9 MRST... 9 9 9 10 10 10 11 10 10 MRL_... 6 7 8 9 10 11 12 8 9 PREC... 8 8 9 10 9 8 9 11 10 ENC_... 5 5 4 3 3 3 3 3 3 MP__... 1 1 1 2 2 1 1 2 1 AP__... 7 8 9 12 12 12 12 12 12 This is much more clear in the Excel chart, if anyone can host it. These are my preliminary infantry rebalancing thoughts, for rebalancing the base units (on top of which armor/weapons are added). Essentially, these will be basic guidelines - not an "All heavy elite infantry will have these stats" thing. I'd prefer to do stat modifications in the equipment, though. Translations: PS=Peasant/Slave LM/MM=Militia LI/MI/HI=Infantry HE=Heavy Elite LA/HA=Archers RES, PROT: The maximum values for resources and protection to be considered within this "class". GP, SUP: The gold cost and supply usage for a unit in this "class". This is not just what the soldier eats, but his entourage, transport, and repair supply considerations as well. If you have any comments, suggestions, questions, or just can't read the **** thing, feel free to tell me=) [ November 26, 2003, 05:57: Message edited by: Saber Cherry ] |
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It might help if you tried to add spaces to line up the numbers. Also why are the HI 99 prot? I assume you just mean some high value in general?
EDIT: Oh 99 is a maximum. Just goes to show you can never expect ignorant people like me to read carefully through a whole post before replying to it. http://forum.shrapnelgames.com/images/icons/icon9.gif It's truely a sad world. http://forum.shrapnelgames.com/images/icons/tongue.gif [ November 26, 2003, 07:57: Message edited by: LordArioch ] |
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Cheers Keir |
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About the animal theme, what if they ONLY required resources? Like, wolves costing 1 gp/10 res, and bears 1gp/30 res? The problem comes with castles... If fortress could be replaced with a temple for this theme, it would be good. But a fortress (den? homely cave?) with a building time of 1/cost of 150, no defence rating and no walls inside would work too, if we can mod these things.
But animals would be quite weak versus archers, and most players would just recruit indies for that reason. They do have money... Even with population-killing dominion. Well, the druids would take most of that money, and buildings. And how would vine men, and nature magic, fit in? Animals/vine men? Vine men with some equipment? A national hero Fenris the Great Wolf, leading an army with Gift of Reasoned Vine Ogre wearing Fenris pelt? Maybe blocking (the creation of) certain items should be considered. Maybe Malrus the Son of Fenris? Just some weird ideas... It's nice to read all this, but all these things won't fit in one mod. http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/icon10.gif EDIT: can a unit have a cost of zero? [ November 26, 2003, 10:45: Message edited by: Endoperez ] |
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It would be interesting, though, for animals to only spend gold recruiting indy units, with all national animal units resource-only. Or all summoned/dominion-spawned, like Ermor. Thanks for the ideas! On other notes: Cavalry. The mount's ability to absorb damage and missile fire are discounted in Dominions... if a missile lands on a square full of light cavalry, it will wound a rider (AFAICT). That's unrealistic. Ideal solution: Mounted units are all modeled with a rider and mount (like Machaka spider cavalry, and Atlantian lobster cavalry). Each has independant stats, including HP. Every attack rolls to pick which to hit, based on their relative size... so, for example, an arrow landing on a Freak Lord would be MUCH more likely to hit the Freak than the Lord. When one dies, the other appears alone (like War Lobsters after their riders die). This means that the rider can become dismounted. Some attacks, like area-effect attacks, would hit both mount and rider. CherryMod fix - what I intend to do until mount/rider units are more fully modeled in the Doms II engine: Add +40% HP to all mounted units, to model the hits and damage that are absorbed by the mount. If this makes cavalry overpowered, I'll increase their gold price a little; but I think cavalry (especially light/medium cav) are unrealistically weak. Oh, and I might add "War Horse" units that spawn when knights are killed (and leave after battle). -Cherry Edit. New Japanese pretender: The Great Ninja, a stealthy, cheap, poison-immune, air-shielded assassin with 3 dominion, who spawns ninjas. [ December 04, 2003, 05:26: Message edited by: Saber Cherry ] |
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I like the cavalry ideas, especially as a knight's fatigue should go through the roof if he gets dismounted.
Hrm. Why not also give the Japanese a melee samurai pretender? I always wondered at the lack of human pretenders who could kick butt in a fight -- there has to be a god or two out there who emphasises brawn over magic, right? |
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For light/medium it sounds about right though. |
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New Pretenders: Warmage - a human rainbow mage, similar to the archmage, but more costly. Starts with Crystal Shield, helmet, Rainbow Armor, Wand of Wild Fire, and a base 4 reinvigoration. Seeker of Knowledge - another human rainbow mage, with a site-searching bonus. I would like to do one of two things: either allow "autosearch", so that the Seeker automatically detects all magic sites within his level just by visiting a province, without searching... or allow searching at +1 level in all paths (including paths at zero, like holy/unholy). Either would represent his uncanny ability to find magic sites, and penchant for spending all his free time doing so. Both are probably impossible right now. New Theme: Gnomes (pangea, ulm, or man theme... not sure which). Small, expensive, highly magical, and with extremely low morale. This race would get a large (~50%) gold income bonus in all provinces, and require order+3 and productivity of at least +1. However, the gnomish units would all be weak, cowardly, and pricey (though with stealth, high defense, and glamour) so other than the powerful national mages, the gnome race would be mostly reliant on hiring indy troops. The Gnome theme would also include a Gold Mine capitol special site. New Afflictions: Horribly Disfigured: +2 Morale, Cause Lesser Fear (-4), normal leadership halved. The unit has such terribly ugly scars on his face that few can bear to look at him. As such, he seeks solace in battle. Battle Rage: Berserk +1. Fighting one too many battles and being wounded one too many times has lit the soldier's fires of hatred. He has made a solemn oath that none shall harm him again, and live. Note that this is not necessarily a good thing (on a leader, for example). I hope I can mod in new afflictions eventually! Quote:
-Cherry [ December 09, 2003, 20:34: Message edited by: Saber Cherry ] |
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...and, if you haven't noticed, sample mods can be found here: http://www.illwinter.com/dom2/mods.html
Open the .dm file with a text editor to see the mod format. -Cherry P.S. One more thing... we probably need a consensus on unit numbering so mods do not conflict. Until there is some universal system, I plan to use the range 10000-10999 for units in any mod I make... Edit: Until/Unless the number range is extended (currently it maxes at 2500) I will use 2100-2300. [ December 11, 2003, 06:59: Message edited by: Saber Cherry ] |
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I know Im an old hacker (willing to take a hack at it rather than read the manual first) but it seems tome that looking at the files in those first two mods that are downloadable from the Illwinter site is enough information to have me off and running with it.
Did I mention somewhere here that a friend of mine was pushing for a Hoburg race? And that I thought Ulm was a good swap? Not a problem tho I think I would have gone with small ponys instead of hog riders. Still, it looks great. OH but I see SUCH a HUGE door opening up for the Random Map Cult. I wonder how many of the mod #commands will work in .map files also. Im not sure how yet but I'll think of a way to use this randomly. [ December 10, 2003, 14:56: Message edited by: Gandalf Parker ] |
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New Themes:
Nationalism - All national troops are 10% cheaper and get +1 morale; all indy troops get -1 morale. 60 nation points. Life Domain - All units get +10% HP, +1 reinvigoration. 25 nation points. Requires growth 1 or higher. Wildgrowth - +10% HP to all units, +50% supply in all provinces, and +1% population per month. 150 nation points. Requires growth 3. Slave Nation - All units (except leaders) cost 1/4 upkeep, and get -2 morale. 150 nation points; requires sloth 2 or 3. |
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At least, don't make it available to human races... http://forum.shrapnelgames.com/images/icons/icon10.gif (Side note: it would be nice if a part of the pop. loss from death scales, or high taxes, turned up as emigration to neighbouring provinces; of course, it would need balancing, as a big empire might be able to turn taxes up at its center without too much trouble - but then, neigbours of Death nations would get some nice immigration...) |
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If you made it +.5 per season/month it would be more realistic (30,000 People over the course of a Month produce 150 People. Which is your base capital. Reduce that to a more in mind number of (these people be doing the nastay) 1000 People have 5 (Hah) children per month. 60 Children a year from 1000. 500 Couples produced 60 Children on top of the growth scale. 1 in 8.3 Couples in a year had Children. I don't know about you; but that seems 'rabbit' enough. Like Teen Pregnancy statistics they warn you about. And that is only HALF your scale Sabre, not even counting the growth scale. That means |
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New Theme:
Dreamers and Schemers - The population is very clever, and people spend their time dreaming up new ideas, studying things that interest them, and schemeing up ways to make money. Unfortunately, nobody wants to do the actual work, or even patrol the streets to ensure safety of the populace, which is especially bad since the schemers will stoop to organized crime to make a buck. Effects: Income bonus +50%, all mages get 1 extra random pick, all non-mage, non-priest leaders get "stealthy +0" or an additional +5 if already stealthy. Province defense costs double. Additional leaders: sage and spy (maybe renamed to "Dreamer" and "Schemer"). All national non-priest leaders cost 15% extra (rounded to the nearest 10, minimum cost of 10). Required scales: Turmoil 1 or lower Sloth 3 Luck 1 or higher Magic 1 or higher Nation Point Cost: 200 (to be adjusted as needed for balance) Zen and PhilD - remember, humans are capable of multiple children per birth. And the months in Dominions are of indeterminate length. Also, I always assumed some of the population change came from uncounted rural families moving into or out of the provincial "main city", where they would be counted by the census and taxed, rather than just births and deaths. Finally... magic can do magical things=) -Cherry [ December 15, 2003, 21:17: Message edited by: Saber Cherry ] |
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On that theme idea; perhaps you could limit the Dominion >4 at creation to illustrate the belief system that is not centered around the God; but on the abstract (Dream'n) and money (Schem'n).
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Re: CherryMod Thread
Good idea, thanks! And possibly some sort of moneylender pretender, "The Great Investor". Not sure what he'd do, though=) Maybe build castles for half down, and 1.9% APR=)
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Re: CherryMod Thread
I've finished a preliminary Version of the Japanese theme, preliminarily called "Rising Sun". If you have a better name or any suggestions, please post them!
New Units: New Unit: RS Peasant (Base creature: RS Peasant) HP: 7 Str: 8 Prot: 0 Att: 8 Mrl: 6 Def: 7 Mrst: 9 Prec: 10 Enc: 6 AP: 6 Weapons: Kama Items: Straw Hat Gold: 3 Res: 1 ******************************** New Unit: RS Militia (Base creature: RS Militia) HP: 8 Str: 8 Prot: 4 Att: 9 Mrl: 7 Def: 8 Mrst: 9 Prec: 10 Enc: 5 AP: 8 Weapons: Te Yari Items: Hachi, Leather Cuirass Gold: 5 Res: 4 ******************************** New Unit: RS Ronin Thug (Base creature: RS Ronin Thug) HP: 10 Str: 10 Prot: 8 Att: 11 Mrl: 9 Def: 10 Mrst: 10 Prec: 10 Enc: 4 AP: 11 Weapons: Nunchaku Items: Hachi, Tatami Do Gold: 6 Res: 1 (Note: Ronin leave after a battle) ******************************** New Unit: RS Ronin (Base creature: RS Ronin) HP: 10 Str: 10 Prot: 11 Att: 11 Mrl: 14 Def: 13 Mrst: 10 Prec: 10 Enc: 4 AP: 11 Weapons: Katana, Wakizashi Items: Kabuto, Haramaki Do Gold: 8 Res: 3 (Note: Ronin leave after a battle) ******************************** New Unit: RS Yari Ashigaru (Base creature: RS Ashigaru) HP: 10 Str: 10 Prot: 8 Att: 11 Mrl: 9 Def: 10 Mrst: 10 Prec: 10 Enc: 4 AP: 11 Weapons: Su Yari Items: Hachi, Tatami Do Gold: 9 Res: 10 ******************************** New Unit: RS Samurai Archer (Base creature: RS Samurai Archer) HP: 10 Str: 10 Prot: 8 Att: 10 Mrl: 10 Def: 11 Mrst: 10 Prec: 11 Enc: 4 AP: 11 Weapons: Wakizashi, Yumi Items: Hachi, Tatami Do Gold: 10 Res: 12 ******************************** New Unit: RS Yari Samurai (Base creature: RS Light Samurai) HP: 10 Str: 10 Prot: 11 Att: 11 Mrl: 11 Def: 10 Mrst: 10 Prec: 10 Enc: 4 AP: 11 Weapons: Su Yari Items: Kabuto, Haramaki Do Gold: 12 Res: 16 ******************************** New Unit: RS Light Samurai (Base creature: RS Light Samurai) HP: 10 Str: 10 Prot: 10 Att: 11 Mrl: 11 Def: 13 Mrst: 10 Prec: 10 Enc: 4 AP: 11 Weapons: Katana, Wakizashi Items: Hachi, Haramaki Do Gold: 12 Res: 21 ******************************** New Unit: RS Nodachi Samurai (Base creature: RS Light Samurai) HP: 10 Str: 10 Prot: 11 Att: 11 Mrl: 11 Def: 11 Mrst: 10 Prec: 10 Enc: 4 AP: 11 Weapons: Nodachi Items: Kabuto, Haramaki Do Gold: 12 Res: 23 ******************************** New Unit: RS Samurai (Base creature: RS Samurai) HP: 11 Str: 10 Prot: 14 Att: 11 Mrl: 11 Def: 12 Mrst: 10 Prec: 9 Enc: 5 AP: 10 Weapons: Katana, Wakizashi Items: Kabuto, Nuinobe Do Gold: 13 Res: 28 ******************************** New Unit: RS Dual Samurai (Base creature: RS Samurai) HP: 11 Str: 10 Prot: 14 Att: 11 Mrl: 11 Def: 11 Mrst: 10 Prec: 9 Enc: 5 AP: 10 Weapons: Katana, Katana Items: Kabuto, Nuinobe Do Gold: 13 Res: 31 ******************************** New Unit: RS Naginata Samurai (Base creature: RS Samurai) HP: 11 Str: 10 Prot: 14 Att: 11 Mrl: 11 Def: 9 Mrst: 10 Prec: 9 Enc: 5 AP: 10 Weapons: Naginata Items: Kabuto, Nuinobe Do Gold: 13 Res: 24 ******************************** New Unit: RS Heavy Samurai (Base creature: RS Heavy Samurai) HP: 11 Str: 11 Prot: 17 Att: 11 Mrl: 12 Def: 11 Mrst: 10 Prec: 8 Enc: 7 AP: 8 Weapons: Katana, Wakizashi Items: Kabuto, Yukino****a Do Gold: 15 Res: 32 ******************************** New Unit: RS Heavy Naginata Samurai (Base creature: RS Heavy Samurai) HP: 11 Str: 11 Prot: 17 Att: 11 Mrl: 12 Def: 8 Mrst: 10 Prec: 8 Enc: 7 AP: 8 Weapons: Naginata Items: Kabuto, Yukino****a Do Gold: 15 Res: 28 ******************************** New Unit: RS Samurai Cavalry (Base creature: RS Samurai Cavalry) HP: 13 Str: 11 Prot: 17 Att: 11 Mrl: 12 Def: 14 Mrst: 11 Prec: 8 Enc: 5 AP: 20 Mounted Weapons: Katana, Wakizashi, Hoof Items: Kabuto, Yukino****a Do Gold: 30 Res: 37 ******************************** New Unit: RS Horse Archer (Base creature: RS Horse Archer) HP: 12 Str: 11 Prot: 10 Att: 11 Mrl: 11 Def: 13 Mrst: 10 Prec: 11 Enc: 4 AP: 24 Mounted Weapons: Te Yari, Daikyu, Hoof Items: Hachi, Haramaki Do Gold: 25 Res: 14 ******************************** New Unit: RS Blind Monk (Base creature: RS Blind Monk) HP: 9 Str: 10 Prot: 11 Att: 13 Mrl: 14 Def: 16 Mrst: 14 Prec: 4 Enc: 3 AP: 10 Sacred Weapons: Iron Fist, Iron Fist, Kick Items: Robe Gold: 30 Res: 10 ******************************** New Unit: RS Monk (Base creature: RS Monk) HP: 10 Str: 10 Prot: 5 Att: 11 Mrl: 14 Def: 13 Mrst: 13 Prec: 10 Enc: 3 AP: 12 Sacred, Stealthy 0 Weapons: Knife Hand, Nerve Strike, Kick Items: Robe Gold: 16 Res: 1 ******************************** New Unit: RS Monk Nunchaku (Base creature: RS Monk) HP: 10 Str: 10 Prot: 5 Att: 11 Mrl: 14 Def: 11 Mrst: 13 Prec: 10 Enc: 3 AP: 12 Sacred, Stealthy 0 Weapons: Nunchaku, Nunchaku, Kick Items: Robe Gold: 16 Res: 2 ******************************** New Unit: RS Monk Bo (Base creature: RS Monk) HP: 10 Str: 10 Prot: 5 Att: 11 Mrl: 14 Def: 15 Mrst: 13 Prec: 10 Enc: 3 AP: 12 Sacred, Stealthy 0 Weapons: Bo, Kick Items: Robe Gold: 16 Res: 1 ******************************** New Unit: RS Monk Sai (Base creature: RS Monk) HP: 10 Str: 10 Prot: 5 Att: 11 Mrl: 14 Def: 17 Mrst: 13 Prec: 10 Enc: 3 AP: 12 Sacred, Stealthy 0 Weapons: Sai, Sai, Kick Items: Robe Gold: 16 Res: 4 ******************************** New Unit: RS Ninja (Base creature: RS Ninja) HP: 10 Str: 10 Prot: 3 Att: 14 Mrl: 12 Def: 17 Mrst: 10 Prec: 11 Enc: 3 AP: 12 Stealthy 20 Weapons: Ninja to, Sai, Shuriken Items: Ninja Garb, Kote Gold: 20 Res: 10 ******************************** New Unit: RS Monk Commander (Base creature: RS Monk Commander) HP: 10 Str: 11 Prot: 5 Att: 11 Mrl: 14 Def: 15 Mrst: 13 Prec: 10 Enc: 3 AP: 12 Sacred, Stealthy 0 Magic: Holy 2 Weapons: Bo, Kick Items: Robe Gold: 30 Res: 1 ******************************** New Unit: RS Shinto Master (Base creature: RS Shinto Master) HP: 10 Str: 10 Prot: 1 Att: 11 Mrl: 14 Def: 15 Mrst: 15 Prec: 10 Enc: 3 AP: 12 Sacred Magic: Holy 3 Weapons: Bo, Kick Items: Robe Gold: 60 Res: 1 ******************************** New Unit: RS Samurai Commander (Base creature: RS Samurai Commander) HP: 12 Str: 10 Prot: 17 Att: 11 Mrl: 12 Def: 11 Mrst: 11 Prec: 10 Enc: 7 AP: 8 Weapons: Katana, Wakizashi Items: Kabuto, Yukino****a Do Gold: 30 Res: 32 ******************************** New Unit: RS Mounted Commander (Base creature: RS Mounted Commander) HP: 13 Str: 10 Prot: 10 Att: 11 Mrl: 12 Def: 16 Mrst: 11 Prec: 12 Enc: 4 AP: 25 Mounted Weapons: Katana, Wakizashi, Daikyu, Hoof Items: Hachi, Haramaki Do Gold: 50 Res: 23 ******************************** New Unit: RS Daimyo (Base creature: RS Daimyo) HP: 14 Str: 11 Prot: 17 Att: 12 Mrl: 14 Def: 17 Mrst: 11 Prec: 8 Enc: 5 AP: 22 Mounted Weapons: Katana, Sai, Hoof Items: Kabuto, Yukino****a Do Gold: 80 Res: 35 ******************************** New Unit: RS Sword Saint (Base creature: RS Sword Saint) HP: 12 Str: 12 Prot: 1 Att: 14 Mrl: 14 Def: 15 Mrst: 13 Prec: 10 Enc: 3 AP: 12 Sacred Magic: Holy 2 Weapons: Nodachi Items: Robe Gold: 60 Res: 11 ******************************** New Unit: RS Geisha (Base creature: RS Geisha) HP: 9 Str: 9 Prot: 0 Att: 9 Mrl: 12 Def: 6 Mrst: 11 Prec: 10 Enc: 3 AP: 11 Seductress, Stealthy 40 Weapons: Tessen, Kansashi Gold: 60 Res: 1 ******************************** New Unit: RS Shinobi (Base creature: RS Shinobi) HP: 10 Str: 10 Prot: 3 Att: 11 Mrl: 10 Def: 13 Mrst: 10 Prec: 10 Enc: 3 AP: 12 Spy, Stealthy 30 Weapons: Ninja to, Tanto, Blowgun Items: Ninja Garb, Kote Gold: 35 Res: 9 ******************************** New Unit: RS Ninja Assassin (Base creature: RS Ninja Assassin) HP: 10 Str: 10 Prot: 3 Att: 11 Mrl: 12 Def: 13 Mrst: 11 Prec: 10 Enc: 3 AP: 12 Assassin, Stealthy 30 Weapons: Ninja to, Poison Dagger, Shuriken Items: Ninja Garb, Kote Gold: 50 Res: 8 ******************************** New Unit: RS Ninja of the Sacred Flame (Base creature: RS Ninja of the Sacred Flame) HP: 13 Str: 10 Prot: 3 Att: 13 Mrl: 13 Def: 13 Mrst: 10 Prec: 10 Enc: 3 AP: 12 Assassin, Sacred, Stealthy 30 Magic: Fire 2 Weapons: Ninja to, Poison Dagger, Enchanted Shuriken Items: Ninja Garb, Kote Gold: 130 Res: 8 ******************************** New Unit: RS Death Ninja (Base creature: RS Death Ninja) HP: 10 Str: 10 Prot: 3 Att: 11 Mrl: 13 Def: 13 Mrst: 13 Prec: 10 Enc: 3 AP: 12 Amphibian, Assassin, Stealthy 30, Fear -4 Magic: Water 1, Death 1 Weapons: Ninja to, Poison Dagger, Shuriken Items: Ninja Garb, Kote Gold: 90 Res: 8 ******************************** New Unit: RS Ninja Master (Base creature: RS Ninja Master) HP: 10 Str: 10 Prot: 3 Att: 12 Mrl: 14 Def: 13 Mrst: 14 Prec: 10 Enc: 3 AP: 12 Assassin, Stealthy 35 Magic: Fire 1, Random 2 Weapons: Ninja to, Ninja to, Shuriken Items: Ninja Garb, Kote Gold: 160 Res: 11 ******************************** New Unit: RS Wise Man (Base creature: RS Wise Man) HP: 7 Str: 8 Prot: 0 Att: 8 Mrl: 10 Def: 6 Mrst: 16 Prec: 9 Enc: 5 AP: 8 Amphibian 2 Magic: Water 2, Nature 1, Random 2 Weapons: Fist Gold: 220 Res: 1 ******************************** New Unit: RS Himura Battosai (Base creature: RS Himura Battosai) HP: 11 Str: 12 Prot: 1 Att: 17 Mrl: 18 Def: 16 Mrst: 14 Prec: 10 Enc: 2 AP: 12 Hero, Assassin, Stealthy 20, Quickness 150 Weapons: Battosai no Katana Items: Robe ******************************** New Weapons: Weapon 'Daikyu' dam=12, prec=1, hits=1, ammo=12, rng=40, strNotAddedPhysical=1, res=2 new=1 //Mounted samurai longbow Weapon 'Shuriken' dam=-2, prec=1, hits=1, pierce=50, poisondam=5, ammo=5, rng=5, res=1 new=1 //poisoned throwing star Weapon 'Yumi' dam=11, prec=1, hits=1, ammo=12, rng=35, strNotAddedPhysical=1, res=2 new=1 //infantry archer bow Weapon 'Knife Hand' dam=3, att=2, def=1, hits=1, res=1 new=1 //monk attack Weapon 'Nerve Strike' dam=-2, att=-2, def=1, hits=1, fatiguedam=100, doesFatigueDam=1 new=1 //monk attack Weapon 'Iron Fist' dam=-2, att=3, def=1, hits=2, pierce=50, res=5 new=1 //blind monk attack - armor piercing Weapon 'Bo' dam=2, def=4, length=4, hands=2, hits=1, res=1 new=1 //like a quarterstaff Weapon 'Katana' dam=7, att=1, def=1, length=2, hands=1, hits=1, res=8 new=1 //samurai sword Weapon 'Kama' dam=5, att=1, def=-1, length=1, hits=1, res=1 new=1 //like a scythe - a peasant tool Weapon 'Naginata' dam=8, att=1, def=-1, length=5, hands=2, hits=1, res=7 new=1 //like a halberd Weapon 'Ninja to' dam=5, att=2, length=1, hands=1, hits=1, res=3 new=1 //ninja sword - too thin for blocking Weapon 'Nunchaku' dam=2, att=1, length=1, hands=1, hits=2, res=1 new=1 //2 pieces of wood connected by a short chain Weapon 'Sai' dam=2, def=3, hands=1, hits=1, res=2 new=1 //3-pronged sword catcher, like the "main gauche" Weapon 'Battosai no Katana' dam=7, att=1, def=1, length=2, hands=2, hits=2, pierce=50 new=1 //Himura Battosai's sword, from his assassin days //He holds it with 2 hands. Weapon 'Tanto' dam=2, att=1, hits=1, res=1 new=1 //a knife Weapon 'Tessen' dam=4, att=1, def=-2, hits=1, res=1 new=1 //a combat fan Weapon 'Wakizashi' dam=5, def=2, length=1, hands=1, hits=1, res=5 new=1 //short sword Weapon 'Blowgun' dam=-5, prec=2, hits=1, pierce=50, fatiguedam=50, doesFatigueDam=1, ammo=5, rng=10, res=1 new=1 //for shinobi Weapon 'Kansashi' dam=3, hits=1 new=1 //geisha hairpin Weapon 'Nodachi' dam=7, att=3, length=3, hands=2, hits=1, pierce=50, res=12 new=1 //armor-piercing big sword Weapon 'Su Yari' dam=4, att=1, length=5, hands=2, hits=1, res=4 new=1 //a japanese spear Weapon 'Te Yari' dam=4, length=4, hands=1, hits=1, res=2 new=1 //shorter, 1-handed spear, also used by cavalry //Below are the new God weapons Weapon 'Thunder Breath' hits=1, pierce=100, doesPhysicalDam=-1, shockdam=12, doesShockDam=1, magic=1, aoe=1, ammo=5, rng=9999, strNotAddedShock=1 new=1 //for the yellow dragon Weapon 'Dominate' dam=999, att=10, hits=1, pierce=100, magic=1, mrnegates=1, mrpenalty=4 new=1 //for the darkness. It is supposed to mind-control. Weapon 'Freeze' length=6, hits=1, pierce=100, doesPhysicalDam=-1, colddam=4, doesColdDam=1, magic=1, aoe=1, strNotAddedCold=1 new=1 //for the evil mist Weapon 'Lava Punch' dam=-2, hands=1, hits=1, magic=1, flaming=12 new=1 //for the lava giant Weapon 'Suffocate' att=10, hits=2, pierce=100, fatiguedam=30, doesFatigueDam=1, doesPhysicalDam=-1, aoe=1 new=1 //evil mist attack Weapon 'Huge Stone Club' dam=14, att=-1, def=-1, length=4, hands=1, hits=1 new=1 //for all the giants New Items: Item 'Straw Hat' enc=1 new=1 //For peasants Item 'Hachi' aprot=1, res=1 new=1 //Just a helmet Item 'Kabuto' aprot=2, res=3 new=1 //helmet and neck-guard Item 'Tatami Do' aprot=7, def=-1, enc=1, res=5 new=1 //Cheap armor Item 'Haramaki Do' aprot=10, def=-1, enc=2, res=10 new=1 //Pretty good armor - heaviest archers can use Item 'Nuinobe Do' aprot=12, def=-2, enc=2, res=15 new=1 //Excellent armor Item 'Yukino****a Do' aprot=15, def=-3, enc=4, res=18 new=1 //Heavy armor Item 'Ninja Garb' aprot=2, res=2 stealthy=10, new=1 //supposed to add 10 to stealth level Item 'Robe' aprot=1 new=1 //for monks Item 'Kote' aprot=1, def=2, res=2 new=1 //arm guards for ninja -Cherry [ January 05, 2004, 17:15: Message edited by: Saber Cherry ] |
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