.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Scenarios, Maps and Mods (http://forum.shrapnelgames.com/forumdisplay.php?f=146)
-   -   Wandering Indy Commander (http://forum.shrapnelgames.com/showthread.php?t=39884)

Psientist July 30th, 2008 05:25 PM

Wandering Indy Commander
 
I accidentally discovered that if you issue the "Boots of the Planes" to a modded indy commander - s)he may "wander" every once in a while.

At least, that's the best explanation I have for why, in a test game, an indy commander with the boots showed up where he wasn't supposed to...

NTJedi July 30th, 2008 05:40 PM

Re: Wandering Indy Commander
 

I think just wearing the boots can cause any unit to be pulled into the void astral planes, at which point the commander/mage will eventually be released somewhere on the map.

What was the province number where the indy commander appeared?

Psientist July 30th, 2008 05:51 PM

Re: Wandering Indy Commander
 
From my Antilarium map (an unreleased version I'm still debugging/ balancing), started in province 51, showed up in province 182. Why, trying to determine if it was random? I think it is a fun quirk I'm going to take advantage of.

Aezeal July 30th, 2008 06:05 PM

Re: Wandering Indy Commander
 
I think it's hard to take advantage from it

Foodstamp July 30th, 2008 06:36 PM

Re: Wandering Indy Commander
 
Really awesome discovery. GJ http://forum.shrapnelgames.com/images/smilies/happy.gif

Aezeal July 30th, 2008 06:38 PM

Re: Wandering Indy Commander
 
you could just set them randomly on maps for fun... or let about 100 seraphs with the boots start somewhere and see what happens http://forum.shrapnelgames.com/images/smilies/laugh.gif

Psientist July 30th, 2008 06:53 PM

Re: Wandering Indy Commander
 
Aezeal, that was more my thought - I wasn't really planning anything strategic, just adding an element of randomness to a mapmod. It could certainly add a "theme" to a mod by sprinkling random commander-heroes about where they can't be predicted!

Gandalf Parker July 30th, 2008 09:47 PM

Re: Wandering Indy Commander
 
THANK YOU.

Yes some sort of a flavorfull SC could be given the boots. After the standard wearing time then the curse would kick in causing him to become a player-created timed events. Rather like the Bogus group showing up.

Kindof like what I do by giving Eater of the Gods to an AI nation.

Gandalf Parker July 30th, 2008 09:52 PM

Re: Wandering Indy Commander
 
Hey Psientist,
You found it. Do you want to write this up as an add file to the SemiRand program? What would be a good surprise SC? I suppose there are plenty of SC builds in the forum we could use.

What other things have timers on them. I know of the pelt that makes them a were. Thats kindof cool because you can give an AI some sort of really cool non-moving thing with lots of magic, and have it become mobile later in the game.

Psientist July 31st, 2008 12:24 AM

Re: Wandering Indy Commander
 
Gandalf:
Yeah, I'll make a contrib if you're patient (work busy now)... but I won't mind if you go ahead without me! I've done a bunch of experimentation with SC combos, and could gen up some fun ideas... particularly with the new "#onebattlespell" commands which make great possible synergies. I also have recently come up with some great new artwork and pretenders which I haven't posted yet. Do you have a ready link where the contrib specs are?? otherwise I'll look it up when I get some time.

PebbleSkin Suit also transforms. Maybe cat charm?

Psientist July 31st, 2008 12:28 AM

Re: Wandering Indy Commander
 
hey, here's an idea... in my Mytheology mod, I created some summons spells that create a variety of menhirs / standing stones, each with a different attribute (mostly #copystatted from pretenders) like growth, order, courage, and battle summons (summons shades in battle). Something like those, or with a "#summon" mod that popped around beefing up AI defenses as the game continued would have an impact that outlasted whether or not you actually encountered it during that month!

Gandalf Parker July 31st, 2008 05:55 PM

Re: Wandering Indy Commander
 
Well for the SemiRand program it would need to be map commands instead of mod commands. We can work with units and equipment already in the game. The problem is that many of the SC's that I see posted rely on scripting the battle commands to be effective. This would need to be something that the AI can operate well if its dropped into a province.

Im thinking Poison Golem with a Spirit Helm and Skull Talisman and a Bag of Air.

Or maybe a Titan with a Bow of War. Can the 4handed units use 2 Bow of War? That would be fun.

Aezeal July 31st, 2008 06:22 PM

Re: Wandering Indy Commander
 
no need to over do it IMHO it should mean total devastation right away http://forum.shrapnelgames.com/images/smilies/laugh.gif .. a seraph would do nicely if it's not kitted to much.. what would an AI seraph cast though?

I think a golem pretender with 9 earth would be nice too.. it's a decent SC for us to start with too... a non caster might be nicer though since AI's start casting anyway and will probably just spend fatigue and be killed in h2h then.

hydra's and wyrm have no feet which is too bad.

maybe mod the item so it's not boots anymore.. then equip the earth king with hydra armor and ring of regen with it and give it a shadowbrand

or you give it too my modded sandworm (is nice thematically since it would burrow and end up somewhere at random) from my unfinished genies mod (somewhere in forum)
Djinnibad

Gandalf Parker July 31st, 2008 06:45 PM

Re: Wandering Indy Commander
 
Yeah my first thought was the headache of dropping one of the big rocks into someones province. Monolith, Sphinx, Statue, Big Head. But no feet so those wouldnt work either. http://forum.shrapnelgames.com/images/smilies/frown.gif

Modding would be possible in something like the Big Scenario project where its going to use all the game options together, but Id still like to see something for the SemiRand in just map commands.

Psientist July 31st, 2008 07:30 PM

Re: Wandering Indy Commander
 
speaking of surprises, I found that if you assign one of the pretender dragons as a unit - say, a bodyguard - it will appear in the humanoid form but transform into dragon form if it takes enough damage. Helps to encourage players to underestimate bodyguard defenses...

Zeldor July 31st, 2008 07:45 PM

Re: Wandering Indy Commander
 
I wonder what is the turn limit that someone can be lost in time and space. In one game my tartarian got lost and he didn't appear in about 25! turns [game ended so I have no idea how long it would take].

NTJedi July 31st, 2008 10:19 PM

Re: Wandering Indy Commander
 
Quote:

Psientist said:
From my Antilarium map (an unreleased version I'm still debugging/ balancing), started in province 51, showed up in province 182. Why, trying to determine if it was random? I think it is a fun quirk I'm going to take advantage of.

Last three games I've been noticing when a commander, mage or SC returns from the astral void gate it always lands in one specific province.

So you might want to further test this scenario.

Psientist August 1st, 2008 10:04 AM

Re: Wandering Indy Commander
 
Aezeal - "maybe mod the item so it's not boots anymore.. then equip the earth king with hydra armor and ring of regen with it and give it a shadowbrand"

I have tried to mod items from one type into another using the #weapon or #armor newitem commands, and generally only failed in copying the special attributes. So far, my only success has been creating a newitem that #weapon copied the horror claw weapon as a miscellaneous item, which since it's a bonus attack, grants the user an extra attack like the stone bird. Have you had luck doing the things you describe? Because I'd love to craft a "ring of invisibility" or something like that...

Gandalf: why don't you go ahead and program your SC using the boots for SemiRand - I'm crazy busy right now. Thanks for the honor. I'll test the boots on an indy commander in my test games for Antilarium, and see if the commander keeps landing in the same province (sad). If he doesn't return random, I'll post and let everyone know.


All times are GMT -4. The time now is 03:20 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.