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New Game: Fun Sites
I promised a new game on Friday, so here it is.
The goal here is to create a list of possible magic sites for Dom3. The ground rules are: 1. The site can't duplicate a Dom2 site, nor can it be a slight variation of an existing Dom2 site or of a site already submitted to this Game. 2. The site must do something the devs probably would not put in a random site list. If you're not sure, send it in, there will be a judging phase. 3. In addition to your basic site idea, you can include minor variations or point out unusual applications that modders might be interest in (see examples). 4. If you adapt an idea from from a book or other source and you think people won't recognize it, then you have to identify the source. 5. The game runs for a week. After that, it may be extended at my option. I will not extend it past January 5, 2006 in any case. 6. There will be a judging phase at the end--I'll post a poll (if I can figure out how to make that type of post work), and we'll vote. 7. The examples I use to start the game are excluded from the judging process. NEW [added 11/26/05] <font color="blue">8. Please give all your entries a Site Name in bold. 9. Ideas that are close variants of previously posted sites can be posted as "noncompeting" sites. They will be excluded from the final poll. As thread creator, I reserve the right to exclude sites I consider close variants from the final poll. Since I am setting myself up as de facto judge and coordinator, all of my entries to this thread will be posted in noncompete form and will not appear on the final poll. [Name (noncompete): Form is in brackets and italics.]</font> A LIST OF ALL THE SITES IN Dom2 and what they do can be found here: Site List, fourth item down. EXAMPLES The Neutral Zone Dominion of any type holds no sway here. (That is, all dominion-change effects here are x0.) Ideally, the assigned Level of this site would be fully moddable, up to Level 10 or more (the last would render it virtually undetectable by search or remote scrying). In a slight modification of the foregoing, immortals entering the province might also get the following popup: “[PRETENDERNAME], you do not feel too good. Something is wrong.” (What is wrong is that immortality is not in force here, but this point is consigned to a secondary resource, like Liga's Manual.) Antimagic Zone Ritual spells targeting this province fail. Tactical spells cast in this province fail, even holy magic. Magical beings cannot enter (but, there’s a new amulet…). Magic items do not function in this zone. (I think all the above effects may be doable. Reactivating items once they leave the province might be the toughest issue. If the whole package is too hard, the easiest close variation is to simply assign the site a 100% effective and permanent ward that prevents ritual spells from penetrating.) Inspired by the Dead Magic Zones of the Forgotten Realms. The Unmaker In this site, a magic item can be destroyed by activating a special command. The magic destroyed might be: 1) any, 2) set by type/level, 3) set by school (inclusive or exclusive for multipath items), or set to 4) a list or 5) a single item. Also, modders get a “destroy-cursed-item” command that allows the site to destroy cursed items as a special variation. As for a picture, I don’t know: How about a volcano? http://forum.shrapnelgames.com/image...es/biggrin.gif Anyone not recognize the source of this last one? OK, go! |
Re: New Game: Fun Sites
i will post more later but heres my relatively poor (compared to yours) idea: fire alter, a fire mage may enter to cast fires from afar
edit: forgot to mention i kinda got this idea from guildwars |
Re: New Game: Fun Sites
The Curing Waters (W4)
A commander can enter to cure disease for himself and his troops (40% chance per unit per turn). Field of Clover (N4) Luck scale increases in the province. Effects of curses are suppressed while in this province. There is a very small chance each turn that a cursed unit may lose its curse. Cloister of Anonymity (E4) A leader may enter to lose their horror mark, but they are also renamed and lose any heroic abilities, fame and kill history, but not their experience level. PvK |
Re: New Game: Fun Sites
shovah: Don't beat yourself up. A site that enables a spell to be cast is something we haven't seen yet.
(Also, remember that the examples in the first post come from idea files I was keeping during a roughly 6-month hiatus from Dom2 play. I promise to keep this thread open long enough for everyone to get their creative juices ramped.) Your post suggests to me that we need a new rule. http://forum.shrapnelgames.com/images/smilies/happy.gif <font color="red">8. Please give all your entries a Site Name in bold.</font> PvK: Nifty ideas. I also like the way you added path and level suggestions. One of your ideas is very close to one that I was prepping. This suggests to me that a rule for close variants is needed. While it seems unfair to let later variants compete in the poll, it is also against the spirit of this thread to exclude contributions, particularly if the suggestions stimulate new modding commands. The new rule, then, provides for "noncompeting idea" posting. <font color="red">9. Ideas that are close variants of previously posted sites can be posted as "noncompeting" sites. They will be excluded from the final poll. As thread creator, I reserve the right to exclude sites I consider close variants from the final poll. Since I am setting myself up as de facto judge and coordinator, all of my entries to this thread will be posted in noncompete form and will not appear on the final poll. [Name (noncompete): Form is in brackets and italics.]</font> Note: Everything shovah and PvK have posted so far is in. "NONCOMPETE" EXAMPLES [Lethe’s Pool (noncompete): A Leader who enters this site is immediately Feebleminded. The pool eventually heals a Leader’s Horror Mark or Curse. The chance of the pool healing a Horror Mark or Curse is the same as that of the Chalice healing an affliction. Variant: The healed Leader becomes a Unit until the Gift of Reason spell is applied.] [Spirit Cave (noncompete): Adapted from African tradition and previously posted to Wishlist, this cave contains a dangerous spirit monster that may teach a leader medicine. Mercenaries, magic beings, undead, and animals will refuse to enter this site. Also this site has no effect on Pretenders. Entering with a Pretender gets a popup. “The spirit flees at the approach of {PRETENDERNAME}.” When the site is entered by a Leader and the turn advanced, the following steps occur in order: The Leader has a 20% chance to become a healer. If so, the unit receives a Healer icon, and the Heal command is enabled. If not, the Leader has a 30% chance to be eaten by the spirit of the cave. Popup: “The spirit has grown tired of {LEADERNAME}, and has destroyed {him/her}.” If neither, then there is no effect at all on the Leader this turn.] [Wild Magic Zone (noncompete): This is inspired by the “Weave” of the Forgotten Realms setting. Magic scale here is permanently locked at +3 and won't be altered (except via a special trigger mod command). Variant: Any spell cast in this province has one or more of the following parameters altered: Damage, Range, Area of Effect. The variation breaks down as follows: 25% doubled, 25% halved, 50% change value by -5 to +5.] Site Zero (noncompete): This site is invisible, has no illustration, and has no game effect. It is simply a "destination" site--you "destroy" other sites by changing them to this one. You can also use this site in a group of random sites to increase the number of empty provinces, that is, it is counted as a site by site placement utilities. |
Re: New Game: Fun Sites
The Dark Academy (D5)
A Leader may enter the Academy and persuade the mages inside to make him immortal by storing his viscera in their Academy and turning him into a lich. The mages in the Academy have a 30% chance to agree. If the province containing this site falls under enemy dominion or is conquered by the enemy, all liches created in it, die. If the mages refuse to turn the leader into a lich, he dies. The leader-turned-lich retains all of his Experience, and all his magic paths (so he doesnt gain death magic), and he retains all of his skills that are not physical (So he loses... Trample, but not Heals, since healing is based on his acquired knowledge of healing). Variant: Instead of being turned into a Lich (which sounds rather overpowered), the leader gains the Etheral ability (or dies, of the mages refuse!) |
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actually spell casting sites arent new, what about the one that lets astral mages scry?
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I am not good at namegiving, so the name will be incomplete http://forum.shrapnelgames.com/image...es/biggrin.gif.
Shrine/Altar of ...(cool sounding name of a god or something from the dom3 mythology) A commander may enter this Site for 1 turn to preach and give the god gifts. Gifts can be anything like gems, troops, Gold etc. etc.. Depending on what the commander spent he may get empowerments that are thematic. The amount of spent stuff also matters. The same commander can preach and spend multiple turns and always get additional effects. There is a complex formula system behind it which includes random dicethrows and a chart. Simple example: A D100 is thrown. Chart for spending Deathgems: 0 Deathgems spent: Diceroll: 1-10: The god is annoyed by the blasphemy of the hero and throws him into hell. 11-50: The god punishes the greedy hero. Random effect like lose 1D6 HP, get a random affliction or something like that. 51-90: Nothing happens. 91-100: The hero gets a small gift which can be anything like a weapon, extra health, another equipment slot etc. etc.. If the hero instead spends 1-100 deathgems the diceroll chart is modified that he gets better results, e.g. like this: 1: Hero dies 2-20: Hero gets punished 21+: Good effects, thematic to the deathgems, like getting lifeleech, etheralness etc.. Then additional charts for ppl who spend even more gems. But always there is a small chance included that something bad happens to your hero. So it is a big gamble what you get. It may be more than worth the spent gems or it may be a waste. Inspired by various Rpgs, iirc there were 1 or 2 such spells in one of the Black Isle D&D games like BG 2 and iirc the Chaos faction in Lords of Magic had such spells too. |
Re: New Game: Fun Sites
that sounds like a fun site (might be more useful for some than others)
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The great Annoying
This site has some really bad features. There could be several variants of this site. Example variant: The site spreads death 3 and casts 1 plague per turn, with 1/3 probability that it casts the plague on the province which it is in and with 2/3 probability on another randomly chosen province from the realm it is within. This way it is not save to park it in one of your low populated provinces. Now there is the special second feature of the site: You may pay X gems or 10x X gold. Then at the end of the turn the site searches a new host and randomly pops up in another realm played by a different player. Stronger players have a higher probability that the site appears in their realm. Sacrificing Wood A blood mage can sacrifice up to his bloodlevel bloodslaves. For every slave sacrificed he gets +1 to all his paths for the next turn. Hellhole This site is a giant hole that connects this plane with the hell. Every turn it spawns creatures from hell. An immoral god may employ these demons. Gameplay effects, several ideas: 1. The number and might of hellspawns depends on the turn, the monsters that spawn in lategame are more powerful than those in earlygame. 2. The spawned monsters offer the owner of the province their services. They demand random amounts of blood/gems, which reach from 50-150% of their worth in blood/gems if they would have been normally summoned. 2.1. Only evil gods may employ these monsters. An evil god is a god that took either blood or death magic during pretender setup. 3. If the owner of the province did not pay for their services, the demons attack the province. 3.1: New game concept: Maurading indy forces. If the hellspawns defeat the troops of the owner of the province they can start maurading, which means they attack other provinces. This is completely random though, each turn a dice is thrown and then the hellspawns either maurade or stay in the current province, depending on the dicethrow. |
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Yeah it would need to be carefully balanced. But the concept of chaos magic has always fascinated me since i am always at least to a certain degree a gambler http://forum.shrapnelgames.com/images/smilies/happy.gif. Sleeping Dragon This site looks like a mountain site from Dominions 2 and has as effect only +x resources, just like the Dominions 2 mountain site. In truth the mountain is a sleeping dragon though. Ideas: 1. There is a new ritual to investigate sites to discover their secret features. 2. The dragon randomly awakes. There is a small base chance each turn and if there happens something extraordinary in the province like a huge battle the chance is greatly increased for this turn. 3. There are 3 kinds of dragons: Good, neutral and evil dragons. If your pretender has the same ethos the dragon serves you, if not the dragon starts maurading your empire. Ethos of the pretender: Took mainly astral+nature magic: Good pretender Took mainly elemental magic: Neutral pretender Took mainly blood+death magic: Evil pretender Valhalla And similiar fitting names for all the other nations. This site is a known starting site which can be enabled or disabled in the game setup options. In this site you can resurrect your fallen national heros. For every resurrection the price increases lineary though, like 1st time 2 gems, 2nd time 4 gems etc.. Combo sites Not a single site, but a new game mechanism. Can be turned on or off via game options. Ideas: 1. No sitelimit per province, so you could get 100 sites and more in one province. 2. New ritual that lets you teleport sites from one province to the other, it gets the more expensive the more sites you already have in the target province, price also depends on the might of the to be teleported site. 3. All sites have one or more combo effects. These can be positive or negative, depending on the sites ethos. Sites with the same ethos give positive boni, sites with different ethos give negative boni. If you have e.g. a deathsite that lets you summon undead and one that lets you summon soulless if you have both sites in the same province they summon lictors instead then. 4. New ritual to transform sites. Only the alignment of the site can be chosen, then the site is transformed semi-randomly into a site of this alignment. This way you can slowly transform your realm into one of the 3 alignments. This could become a completely new game concept. If you field troops of different alignments you will get problems. If an evil nation e.g. fields devils and angels the angels will desert. Vague game concept idea: The sites/troops/etc. from the good and evil alignments are in general more powerful than the neutral ones. There is now a new abstract figure, aligment supply. Good gods can then field only good troops and some neutral ones, evil gods only evil troops and some neutral ones. Neutral gods can field troops from all 3 aligments. Depending on the power of the site it creates several alignment points. Good gods can then field good troops and neutral troops worth 25% of their good alignment points, evil troops analog. Neutral gods can then field neutral troops + any mix of evil+good troops worth in total no more than 33% of their neutral alignment points. This concept would lead to an enchanced build up component which would also be interesting. Inspired by Magic the Gathering, especially Kamigawa Block and by Civilization 4. |
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Altar of Self-Sacrifice (D4)
A mortal mage can enter to sacrifice himself to the the forces of supernatural death. There is a small chance (perhaps 10%) he will survive the sacrifice, which also increases his power in death magic, and increases the death scale in the province. PvK |
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The Forest of Twisted Limbs (b4)
Each commander in the province has a 5% chance of having transmogrify cast on him, each troop has a 5% chance of turning into a foulspawn. A blood mage may enter to get 5 foulspawns. The Chamber of Holiness (h4) A priest may enter to permanently bless himself and summon an angel. Produces w1s1n1 The Chamber of the Unholy One (unholy 4) an unholy priest may enter to summon a fallen angel. produces d2 The temple of the great Monsoon (water 4) a water mage may sacrifice himself to cast tidal wave on a distant province. produces w3, underwater only |
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The Altar of Heroes
A commander with heroic abilities can enter and is sacrificed. For each experience star that the heroic commander had, 10 blood slaves are added to your treasury. I list 10 blood slaves here as an example. Could be more or less, depending on how powerful people think the ability is. |
Re: New Game: Fun Sites
This sounds like fun...
The Mine of Wonders Path/Level: E4 Normally produces 3E 20 gold 30 res. But when a mage enters, the fun really begins, as buried magic items start "turning up." The chances of items being dug up depends on the local Magic and Luck scales, and the research-per-turn level of the mage in question (max 50% in any case). Items are skewed: 1. Toward low level items (Cons0 40%, Cons2 35%, Cons4 15%, Cons6 10%, Cons8 0% or similar) 2. Toward items the mage could have made on his own (Logic here: Mage can more easily sense the item's ... I don't have a word for the meaning I want here, "vibes" is closest but I'm not happy with it.) - (if the first roll is something this mage can't forge, roll again-- once only. On the second roll, Level 6 items are unavailable.... and if another unforge-able or nasty {see below} comes up the first roll stands.) 3. Away from cursed, horrormarking or diseasing items (If one comes up, roll again. And again, a "foul" item on the second roll confirms the first.) 3A. Away from gem-generating items. Downsides: If the province is attacked, the mage does not participate in the battle (presumably he didn't hear the call that the battle is happening) Items appear on the mage unless a lab is present. If no spot is available it goes to another commander in the same province. If this isn't available, tough. (C'mon though-- find the site, mage drops a lab on there and off he goes.) There is a small chance of the mage dying in the mine (rockfall, lost in the tunnels, whatever else). If this happens his "own" items (the ones he was carrying) will be the first ones found by the next mage to enter. |
Re: New Game: Fun Sites
Here are some ideas for new magic sites for Dominions3.
HotSprings = Any commander and units under him may enter and receive +1 STR this effect works only once for those units. Active Volcano = +2 Fire Gems per turn... 20% chance each turn any units within the province take 1-25pts of fire damage. Arena of Gods = Any commander in the province may enter to fight a random monster... if victorious the reward will be 3 random gems. Also all other pretenders are able to watch this battle. Temple of Ancient Air Spirits = Any commander and units under him may enter and receive temporary flying only for the next turn. very very rare mostly useful for map editors. Altar of Fire or Poison or Cold or Shock = A commander may enter and one unit under his control is randomly sacrified. All units under the commander matching the type sacrified will receive 25% resistance for the type of Altar. Example= Altar of Fire would be 25% resistance for Fire. Hyperbolic Time Chamber = A commander may enter which causes him and the Chamber to vanish for 3 to 7 turns. The commander returns as ethereal yet the Chamber is destroyed. +1 Astral Gem and Pretenders cannot enter. Dimensional Vortex = Province is cursed causing independent supernatural attacks such as Horrors, Phantasmal Warriors and other supernatural beings. Brigands Kingdom = Unrest increase by 5, 5% chance of independent brigands/thieves/rogues attack, 5% chance one random commander has an assassination attempt by an independent assassin. Great Fault = The province is seriously unstable with frequent earthquakes and 10% of the time causing a Major Earthquake each turn... any units here during a Major Earthquake will take 1-12 damage. No structures/buildings can be built here. Oracle of Faith = Any commander may enter and units under his command temporarily gain +3 morale for the next two turns. ArchDemons Blood Pit = A commander may enter causing the sacrifice of 12 blood slaves in exchange the commander will receive +2 permanent hit points. |
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well i better add my site: Corpse Mountain D4 a mage with a death level of 3 or more or a blood level of 4 or more may enter this site and sacrifice either troops or population, 1 troop has the same effect as 50 population (only population in this province counts) Sacrifice Outcomes 50-100 population - 2 ghouls 100-300 population - 6 ghouls 300-600 population - 15 ghouls 600 - 1000 population 30 ghouls 1000+ population small eater of the dead (stronger with sacrifice amount, may only grow a little, cant lose control of it) these are only test numbers, larger troops count as more population (25 pop per size lvl) |
Re: New Game: Fun Sites
Sites that cast a spell/spells in the beginning of all battles fought in that province. They do this even before being found, but I imagine most of them would be 0-level sites and thus always known.
Oathstone of the Full Moon Nature 0, Rare, restricted to Forests and Mountains Affects the following scales: Turmoil +1, Growth +1 Produces 1 Nature gem In the beginning of every battle, casts Howl once. The wolves will fight for the defender, and also for the independents. Curse of the Thatcher Water 0, rare, restricted to Coastal provinces Produces no gems. In the beginning of every battle, casts Rain. Holy sites into which a Priest must enter. Altar of a Dead God Holy 2, Rare. A priest may enter to produce the following effects: a) The province's scales move towards Order, Growth, Production, Magic +3; Luck -3. b) Some unrest is generated (5-15). c) There is a small chance the the priest will desert you, starting to serve the other god instead. d1) The dominions in the province is decreased. d2) The scales change as if a priest twice as powerful as the one who entered the temple was preaching in that province. This "dead god's" dominion spreads around to other provinces. It can't, however, "rebel" or be called back from the grave. d3) As d2, except that the dead god may be called back. If this happens, the province with the site is under an indpendent force lead by a monstrous (Wyrm, Manticore, Dragon) or gigantic (Titan, Asmeg) pretender with its own magic and two linked random at levels 2 and 3. Armies present would change to the other side, except for the priest who had entered the temple. Altar of Sacred Blood Holy 2, Common, Unique. A Priest may enter, this results in his death. If the province is attacked the turn following the sacrifice, a battlefield-wide Banishment effect cast with the power of (sacred priest's Holy magic * 2) is cast on the beginning of the battle. Sites with conditional effects, or effects that change/depend on seasons. The Sleeping Giant Water 3, Rare, Casts Wolven Winter centered on the province every Winter month. Produces 3 Water gems. The Blizzard Temple Water 4, Rare, Unique Cold 3, Death 1 During Middle Winter (or whatever it's called in-game), a water mage may enter. The mage can choose a province which is affected by a Murdering Winter spell, both the province with The Blizzard Temple in it and the chosen province are affected by Murdering Winter. |
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Sweet sites, Endo. Lots of personality http://forum.shrapnelgames.com/images/smilies/happy.gif
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Some 'low-key' sites:
The Sword in the Stone: A sufficiently heroic unit may enter once and once only to claim a powerful magical sword. Generates an gem or two as well. If the sword is lost somehow, it will return to this site. Vision's Path: All blinded or eyeless units are instantly healed the moment they enter the province. Magical eyes can be removed. Certain spells, like utterdark or blindness, won't work here. Sneaking in this province is a very bad idea. The Tournament: Allows you to recruit a wide variety of archers, as well as dangerously precise ranger commanders. Hall of Records: Allows you to view information about any pretender or hall of fame unit. Freelancer's Guild: Cuts the cost of hiring mercenaries by 20%, and allows you to sell units for money. Shop of Mysteries: Sells a selection of items, including some special ones only available at the shop. Desert of Revelation: A mage entering here will lower the cost of researching enchantment and thaumaturgy by 20%. Or provide a 20% boost to research in these areas, depending on how you see it. |
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Maybe instead of a multiplier, mage entering the site would count as 15 research points, possibly towards certain school only... E.g. Fire 1 Acolyte entering the Desert would count as 15 research points. Other than that, maybe the mage would counts as 10 + his own RP in research. E.g. a Sage would count for 10 + 8 RPs (Sages have 8 RP, don't they). Or a third possibility, a mage would count as twice his RP for research. E.g. Fire 1 Acolyte (3 RP) would count for 6 RP, 8 RP Sage would count for 16. It wouldn't be a big bonus, but it would be something. And if the researcher's RPs were multiplied, some Rainbows could be insane if they found it early... |
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Water Cork (water-0)
A commander may enter to attempt to remove the cork and drain the entire ocean. It will probably take >30 strength to do it, if a commander can pull out the cork, all of the water in the ocean are drained - all water provinces connected to the province with this site, and those connected to those connected to... etc. are turned into swamp provinces. If the commander fails, he is swallowed in the bottomless hole under the cork (=dies). This could be quite an entertaining site (and wholly overpowered). Can you think of a better word than Cork? It sounds really dumb. |
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More:
Keystone: Provides a one-off casting of Ashkic (sp?) Record, and generates a gem or two as well. Flames of Truth: Fire gems alchemised here will generate research, not money. It generates a few fire gems of its own. Iron Obelisk: Inverts the relation between the magic scale and research for that province. Good for Ulm, useless for everyone else. Star Pyramid: +1 penetration bonus for all your mages everywhere. |
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Here are some I mentioned a year ago in a wishlist thread:
Wormhole[S3] When found, it either adds a "Gateway to Province X" option to any commander in the province (or adds a 1-way #neighbor) to a random province at least 3 away from the site. The destination could either be fixed, or could move randomly every so often. Since it's 1-way, there is a similar risk in going through as if you were teleporting (no retreat). Hidden Passage[E1] When it is discovered, there is a troglodyte or similar monster attack on the province. Afterward, an adjacent but non-neighbor province is now a neighbor (both ways). This is simply to envision discovery of an underground passage which allows bypassing a impassable mountain range, or river, or cliff face, etc. Perhaps the "other end" of the passage does not appear as an event until units use the crossing the first time, so it could be used for a surprise attack once. It can provide +2E and random horror attacks if you want the "Mines of Moria" variant... Hall of <X> Elevation[1X] One site exists for each of the 8 paths X=(FAWESNDB), and a commander in that province will have a discount in the cost of Empowerment in that path. E.g. If it was a 20% discount, empowering a Druid from NN to NNN at the "Hall of Nature Elevation" would only cost 36 instead of 45 nature gems. Echo Canyon / Resonant Woods[A2] Doubles the area of effect or increases the strength of all "Songs" or "Tunes" (Soothing, Healing, etc) in the province. Empty Altar[H2] Performing a Call God action in this province treats your priest level as +1 for this purpose. A lot of my favorites are simple 'real' things like the Fault Line above, and things that change mechanics that don't normally have any modifiers (like the cost of mercenaries, or empowerment, or calling god, or #neighbors). A lot of people seem to want there to be more accessible ways to be able to heal curses or afflictions, and I don't think so. (or if so then Arco demands some compensation!) Sill |
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Well, Arco could get some really special, unique power, that no other nations have and can't access to. As they are mainly an Astral nation, maybe a way to freely Scry provinces... maybe limited by their dominion... maybe something like their SECOND UNIQUE ABILITY!
You know, Arcoscephale isn't exactly a weak nation. The fact that the priestesses can heal afflictions isn't their only power, but one of the many strengths of the nation. I don't know if it'd be good for the game, but I'm accustomed to there being next to no ways of healing, so I oppose the change out of stubbornness. |
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Endoperez: Just a reminder--brainstorming rules--no critiques/negative comments while we're putting together the base list.
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To All: I really like all this stuff. Consider us still going at least two weeks into December! http://forum.shrapnelgames.com/image...es/biggrin.gif |
Re: New Game: Fun Sites
> Water Cork (water-0)
> A commander may enter to attempt to remove the cork and drain the entire ocean. http://forum.shrapnelgames.com/images/smilies/laugh.gif |
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Draining the ocean might be irritating for Atlantis...
and don't forget that the fish need a site to flood all land provinces. Hall of living mirrors- S0, unique An astral mage mey entre to summon a 1 heath ethereal duplicate of himself. there is a chance of caster being feebleminded by the madness of the hall. Summoned duplicates are not commanders. |
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Ok, so for balance purposes, add a site which is a dyke that can be breached to convert the land province into a water province. http://forum.shrapnelgames.com/images/smilies/happy.gif
PvK |
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Here's one for scenario design:
[Invasion Portal (noncompete): The idea here is that one (or more) nation can draw its national troops only from special portal sites scattered over the map. That nation's goal is to locate and capture as many of these portals as possible--perhaps such portals create a fortification when the designated nation captures them. This might be especially interesting if the invader has stealth troops and can conduct its searching and first part of its campaign in secret.] This might suggest a #nofort command to prevent the portal nation from building forts of its own (in order to keep a reliance on the portals). Perhaps special item "keys" might be added to allow invasion portals to be activated or deactivated. Say, in a really weird mod, the Warhammer universe invades the Forgotten Realms... |
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These are less specific sites than new types of sites that can be enabled.
[Temporary Site (noncompete): The site is permanently erased after a specific condition is satisfied: Examples: Site disappears on defeat of specific unit (a dungeon might be cleaned out). Site disappears when "entered"; that is, when activated. (The entering unit gets something in exchange: altered stat, magic item, a fatal disease, etc.) Site enables multiple orders, choosing one triggers an event and erases the site (a riddle game, for example).] [Timed Site (noncompete): This site only functions during a recurring specified time. During other turns, an appropriate popup appears. For example, a Roving Healer stops at a Faery Ring every season for three turns. On the map, there are four such rings, so the healer will always be somewhere. If you are at the proper site at the proper time, you get the benefit. An alternative might activate at only the high point of each season. For example, an Elemental Henge might create a small Earth elemental in Winter, a small Water elemental in Spring, a small Fire elemental in Summer, and a small Air elemental in Fall.] |
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Re: New Game: Fun Sites
Endoperez: Points well taken, but remember we are still building the alpha list at this point, so new site ideas are more useful than critiques or proposals for better internal game consistency.
Next time you have an informative comment on someone else's post, please include at least one new item for our alpha list. ---------------------------------------------------- [Trade Site (noncompete): A unit, leader, or magic item can be assigned to another nation at this site. The reassigned element is immediately teleported to the target capital. Units become loyal to the new assignee. If the AI has parameters for declaring war, this site might adjust relations more toward peace.] [Henge of Peace (noncompete): No combat takes place at this site, and units normally at war with each other do not fight in this place. Perhaps, magic item transfer to a nonnational Leader is allowed here. (A player could not take a magic item from a leader he doesn't own, but might assign an item to a Leader he doesn't own.) If so, no lab can be built in this province (that is, no way to stick another nation's leader with a cursed item). Also, items and abilities like the Arco Priestess Heal would affect all units in this province, not just national troops. This might allow for some interesting cooperation in multiplayer games.] ----------------------------------------------------- Recent events have forced a rescheduling of my holiday plans. I have to leave early (Thursday?) and can't guarantee my access to the web until the first week of the new year. So--the construction of the Alpha List is extended until my return. |
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