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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) |
Re: Magic Site Idea Thread
Name: Slave Market.
Path: Blood 1 Terrain: Any Freq: 1 Recruitables: (Mictlan) Slave Gems: 1 blood slave Resource Bonus: 30 Scales: Nope |
Re: Magic Site Idea Thread
By the way, I plan on doing the entire Warhammer Dogs of War lineup as a load of sites, but that will be a mod in and of itself.
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Re: Magic Site Idea Thread
There was a nice site-searching guide that pointed what max paths you should site-search in specific terrain. I think that mod should aim to fill all terrains with magic sites from every path up to lvl4.
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Re: Magic Site Idea Thread
oo something that might be fun and interesting would be to have a province that lets say was named The Shrine of Sombre and have some of the nations creatures he created able to be recruited there if thats possible. You could do it for everyone who has made a nation but that might take a while.
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Re: Magic Site Idea Thread
Name: Shrine of Sombre
Path: (none) Terrain: Any Freq: 1 Recruitables: Bog beast Gems: (none) Path Bonus: (none) Scales: (none) |
Re: Magic Site Idea Thread
By the way, I'm going to do 8 separate sites for Yomi at some point.
I haven't done the graphics or the stats for them yet, but they'll include the following recruitables, all undead: Noppera-bō (faceless ghost, equipped as Samurai) Rokurokubi, (long-necked ghost, attacks with a length 6 bite) Yuki-onna (female spirit with awe (0), chill aura 3, attacks by breathing ice-short range cold attack) Akurojin-no-hi (a tiny spirit of fire who's touch causes disease) Funayūrei (the spirit of a drowned person-an amphibious zombie armed with a large ladle) Harionago (female spirit, attacks with barbed hair which does 1 point of area 1 damage) Onryō (female spirit of vengeance, 18 str, attacks with fists) Yadōkai (the spirits of wicked monks, blue-skinned, with pillage bonus, armed with twin kamas.) Although any Nation that holds their province can recruit them, they're specifically meant to be located, 1 or 2 each, in every province surrounding the Yomi capital. |
Re: Magic Site Idea Thread
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In serious terms, it is easy enough to completely copy stats, description and sprite of a unit to make the site-only version independent of the summoned version, but balancing gold and resource costs can be tough. |
Re: Magic Site Idea Thread
The Shrine of Sombre shall unleash the wrath of the bog unto the world and shower it in bog creatures until they are darkening the sun.
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Re: Magic Site Idea Thread
Goldcost 1
Rcost 1 Balanced Bog Beasts. |
Re: Magic Site Idea Thread
Here's a few more, and I replaced the path bonus with Gold/Resource bonus in the stub (since I apparently misread the announcement of the new sitemod commands :( )
Name: Pool of Congealed Blood Path: Blood 2 Terrain: Any Land Freq: 1 (uncommon) Recruitables: (none) Recruitable Commanders: 1934 (Occultist) Gems: (none) Gold Bonus: (none) Resource Bonus: (none) Scales: (none) Name: Cloud Throne Path: Air 4 Terrain: Mountain Freq: 2 (rare), Unique Recruitables: (none) Recruitable Commanders: (none) Gems: 5A Gold Bonus: (none) Resource Bonus: (none) Scales: (none) Name: Sulfur Vent Path: Fire 2 Terrain: Sea Freq: 0 (common) Recruitables: (none) Recruitable Commanders: (none) Gems: 2F, 1E Gold Bonus: (none) Resource Bonus: (none) Scales: (none) Name: Sargasso Sea Path: Nature 3 Terrain: Sea Freq: 0 (common), Unique Recruitables: (none) Recruitable Commanders: (none) Gems: 3N, 1W Gold Bonus: (none) Resource Bonus: (none) Scales: Sloth Name: Temple of the Fish Path: Holy 3 Terrain: Sea Freq: 2 (rare) Recruitables: 1696 (Merman priest) Recruitable Commanders: 1040 (Bishop fish) Gems: 1S, 1W Gold Bonus: (none) Resource Bonus: (none) Scales: (none) Name: Dead Zone Path: Death 3 Terrain: Sea Freq: 1 (uncommon) Recruitables: (none) Recruitable Commanders: (none) Gems: 3D Gold Bonus: (none) Resource Bonus: (none) Scales: Death Name: Sunken Temple Path: Holy 1 Terrain: Sea Freq: 0 (common) Recruitables: (none) Recruitable Commanders: (none) Gems: 1S Gold Bonus: (none) Resource Bonus: (none) Scales: (none) Name: The Source of All Waters Path: Water 4 Terrain: Sea Freq: 2 (rare), Unique Recruitables: (none) Recruitable Commanders: (none) Gems: 5W Gold Bonus: (none) Resource Bonus: (none) Scales: (none) Name: Cradle of Dragons Path: Fire 4 Terrain: Mountain Freq: 1 (uncommon), Unique Recruitables: (none) Recruitable Commanders: (none) Gems: 4F, 1E Gold Bonus: (none) Resource Bonus: (none) Scales: (none) Name: Tears of the Moon Path: Astral 2 Terrain: (any land) Freq: 1 (uncommon) Recruitables: (none) Recruitable Commanders: 342 (Moon mage) Gems: 2S Gold Bonus: (none) Resource Bonus: (none) Scales: (none) |
Re: Magic Site Idea Thread
All 8 Yokai unit graphics are done, in (for me) record time--including attack sprites, so please feel free to check them out, in my Yokai mod thread. Ofcourse, I've come down with a cold, so I'm currently rocking the cough medicine.
Stavis_L: I hope you don't mind feedback? I'm glad to hear that somebody else has actually heard of the Sargasso Sea. Great call on making it a site :) I'll mention that I'm a little surprised that you didn't add any recruitables to it though, since it was generally thought to be haunted/full of monsters, but it's your site, and a good one, so don't mind me. As far as your Uniques go, have you considered raising the Path cost on some of them? We could use some higher level sites in the game. I honestly wouldn't comment on them, if your ideas weren't setting the wheels in my own head spinning, so I'll hope you'll take it as it's meant-a compliment on your creativity, and coming very close to the mark on what I want to see in the game. |
Re: Magic Site Idea Thread
Stavis_L, your ideas are awesome, nice work!
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Re: Magic Site Idea Thread
All you lot who haven't posted any sites yet, please post at least one. If you really don't have any ideas, post a level 2 site that generates two gems and has a scale effect. According to this thread Productivity, Sloth, Luck, Magic and Drain have least sites affecting them.
Here's another resource that can be used to either get ideas, or to see what requires most attention. Max path to search by What terrains don't have sites. Example: sea A4:0 - There are no Air 4 sites for this terrain. In addition, because there's no mention of Air 3, we know that there are non-unique Air 3 sites for this terrain. D2:1 D3:0 D4:0 - There are no D4 or D3 sites at all, and there's only single D2 site, which is unique. The post also lists all unique sites, which includes (AFAIK) all level 4 sites. There are no Water 4 sites that appear under water! F4: The Sun Below F4 (waste only): Prison of the Desert Sun A3: The Rainbow Shroud, The Inverted Tower A4: Palace of Dreams W4: The Sea Underneath E4: The Factory S4: Library of Time S4 (mount only): Throne of Enlightenment S4 (waste only): The Mountain of the Past, The Endless Field of Cubes N4 (waste only): The Previous Forest N4 (forest only): The Vale of Unicorns N4: Soul of the Wild D2 (sea only): Dying Ground of the Whales D4: The Shadow Furnace D4 (mount only): Crown of Darkness B4: Hall of Flayed Skins |
Re: Magic Site Idea Thread
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Regarding it being "my site", consider it public domain brainstorming; feel free to improve as you see fit, but whoever actually packages it up will presumably have the final say. I believe Endoperez is volunteering to actually roll these into a patch, so it'll be his site :-) Quote:
That said, I wasn't actually planning to use site path values > 4...seems like a different purpose to a mod to just introduce more magic site variety vs. changing the game mechanics. Quote:
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Re: Magic Site Idea Thread
...another batch.
Name: Ancient Glacier Path: Water 0 Terrain: Waste, Mountain Freq: 1 (uncommon) Recruitables: (none) Recruitable Commanders: (none) Gems: 3W Gold Bonus: (none) Resource Bonus: (none) Scales: Cold Name: Sulfur Springs Path: Fire 1 Terrain: Any Land Freq: 0 (common) Recruitables: (none) Recruitable Commanders: (none) Gems: 1F, 1W Gold Bonus: (none) Resource Bonus: (none) Scales: (none) Name: Perpetual Sandstorm Path: Air 4 Terrain: Waste Freq: 2 (rare) Recruitables: (none) Recruitable Commanders: (none) Gems: 4A, 1E Gold Bonus: (none) Resource Bonus: (none) Scales: Turmoil Name: Dark Temple Path: Holy 1 Terrain: (Any Land) Freq: 1 (uncommon) Recruitables: (none) Recruitable Commanders: 739 (Black Acolyte), 740 (Black Priest) Gems: (none) Gold Bonus: (none) Resource Bonus: (none) Scales: (none) Name: Heart of Stone Path: Earth 4 Terrain: Cave, Mountain Freq: 1 (uncommon), Unique Recruitables: (none) Recruitable Commanders: (none) Gems: E5 Gold Bonus: (none) Resource Bonus: (none) Scales: (none) Name: Quicksilver Pool Path: Astral 4 Terrain: Sea Freq: 1 (uncommon), Unique Recruitables: (none) Recruitable Commanders: (none) Gems: 4S, 1W Gold Bonus: (none) Resource Bonus: (none) Scales: (none) Name: Tree of Life Path: Nature 4 Terrain: Forest Freq: 2 (rare), Unique Recruitables: 27 (centaur) Recruitable Commanders: 705 (dryad) Gems: 5N Gold Bonus: (none) Resource Bonus: (none) Scales: Growth Name: Abandoned Village Path: Death 1 Terrain: (Any Land) Freq: 1 (uncommon) Recruitables: (none) Recruitable Commanders: (none) Gems: 1D Gold Bonus: (none) Resource Bonus: (none) Scales: (none) Name: Pillar of Chattering Skulls Path: Death 4 Terrain: Waste Freq: 2 (rare), Unique Recruitables: (none) Recruitable Commanders: (none) Gems: 3D Gold Bonus: (none) Resource Bonus: (none) Scales: Magic, Death Name: Green Glass Tower Path: 3 Nature Terrain: Forest, Plain, Coast Freq: 2 (rare) Recruitables: (none) Recruitable Commanders: 364 (Enchantress) Gems: 2N, 1S Gold Bonus: (none) Resource Bonus: (none) Scales: (none) Name: Bartertown Path: Earth 0 Terrain: Farm, Coast Freq: 0 (common), Unique Recruitables: (none) Recruitable Commanders: (none) Gems: (none) Gold Bonus: 50 Resource Bonus: (none) Scales: Productivity Name: Table of Crimson Stone Path: Blood 2 Terrain: (any land) Freq: 2 (rare) Recruitables: (none) Recruitable Commanders: 122 (Blood Henge Druid) Gems: 1B Gold Bonus: (none) Resource Bonus: (none) Scales: (none) Name: Raven Aerie Path: Air 1 Terrain: Mountain, Forest Freq: 1 (uncommon) Recruitables: (none) Recruitable Commanders: (none) Gems: 1D, 1A Gold Bonus: (none) Resource Bonus: (none) Scales: (none) Name: Trade Wind Path: Air 0 Terrain: Coast, Sea Freq: 0 (common) Recruitables: (none) Recruitable Commanders: (none) Gems: 1A Gold Bonus: 25 Resource Bonus: (none) Scales: (none) Name: Persistent Aurora Path: Air 2 Terrain: (any) Freq: 0 (common) Recruitables: (none) Recruitable Commanders: (none) Gems: 2A, 1S Gold Bonus: (none) Resource Bonus: (none) Scales: (none) |
Re: Magic Site Idea Thread
Name: University
Path: Astral 0 Terrain: Any Land Freq: 1 (uncommon) Recruitables: (none) Recruitable Commanders: Engineer (1072) Gems: (none) Gold Bonus: (none) Resource Bonus: (none) Scales: (none) Name: Well of Sorcery Path: Astral 1 Terrain: Any Freq: 1 (uncommon) Recruitables: (none) Recruitable Commanders: (none) Gems: 1 Gold Bonus: (none) Resource Bonus: (none) Scales: +Magic Name: Philosopher's Cave Path: Earth 3 Terrain: Any Freq: 2 (rare), unique Recruitables: (none) Recruitable Commanders: (none) Gems: (none) Gold Bonus: (200) Resource Bonus: (none) Scales: (none) |
Re: Magic Site Idea Thread
Ok, here's an Air 4 site for the sea:
Hydraulis of Ctesibuis Path: Air 4 Terrain: Sea Freq: 2 (rare) Unique Recruitables: Sea Serpent Recruitable Commanders: (none) Gems: (none) Gold Bonus: (none) Resource Bonus: (none) Scales: Death. I would put a price on Sea Serpents of about 100 gold each, for the purposes of this site. And a couple more: Clepsydra of Ctesibius Path: Water 1 Terrain: Coast Freq: 1 (rare) Unique Recruitables: (none) Recruitable Commanders: (none) Gems: (none) Gold Bonus: (none) Resource Bonus: 20 Scales: Order, Productivity Equinoctial Dial Path: Astral 2 Terrain: Any Land Freq: 2 (Rare) Recruitables: (none) Recruitable Commanders: (none) Gems: 1 Astral Gold Bonus: (none) Resource Bonus: (none) Scales: Order Sundial Path: Astral 1 Terrain: Any Land Freq: 1 (Uncommon) Recruitables: (none) Recruitable Commanders: (none) Gems: (none) Gold Bonus: (none) Resource Bonus: (none) Scales: Order |
Re: Magic Site Idea Thread
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Re: Magic Site Idea Thread
And a few more...this is fun!
Collapsed Lighthouse Path: Water 2 Terrain: Sea Freq: 2 (Rare) Recruitables: (none) Recruitable Commanders: (none) Gems: 1 Earth Gold Bonus: (none) Resource Bonus: (none) Scales: Turmoil Dismantled Colossus Path: Water 2 Terrain: Sea Freq: 2 (Rare) Recruitables: (none) Recruitable Commanders: (none) Gems: (none) Gold Bonus: 25 Resource Bonus: (none) Scales: Sloth Burned Library Path: Fire 2 Terrain: Coast Freq: 2 (Rare) Recruitables: (none) Recruitable Commanders: (none) Gems: (none) Gold Bonus: (none) Resource Bonus: 25 Scales: Drain Ruined Gardens Path: Nature 2 Terrain: Forest Freq: 2 (Rare) Recruitables: (none) Recruitable Commanders: (none) Gems: 1 Nature Gold Bonus: (none) Resource Bonus: (none) Scales: Growth, Turmoil Decayed Palace Path: Earth 2 Terrain: Any Land Freq: 2 (Rare) Recruitables: Villains Recruitable Commanders: Barbarian Chief Gems: 0 Gold Bonus: (none) Resource Bonus: (none) Scales: Unrest Desecrated Temple Path: Holy 2 Terrain: Any Land Freq: 2 (Rare) Recruitables: Mad Cultist Recruitable Commanders: Demon Priest Gems: 0 Gold Bonus: (none) Resource Bonus: (none) Scales: Misfortune Exposed Necropolis Path: Death 2 Terrain: Any Land Freq: 2 (Rare) Recruitables: Ghoul Recruitable Commanders: Necromancer Gems: 1 Death Gold Bonus: (none) Resource Bonus: (none) Scales: Death Endless Depthless Bottomless. Path: Water 4 Terrain: Ocean Freq: 2 (Rare) Unique Recruitables: Kraken Recruitable Commanders: Kraken King Gems: (none) Gold Bonus: (none) Resource Bonus: (none) Scales: Sloth, Drain For the purposes of this site, I would put Krakens at 90 gold, and Kraken kings at 270 gold. Demonic Bordello Path: Blood 4 Terrain: Any Land Freq: 2 (Rare) Unique Recruitables: (none) Recruitable Commanders: Succubus Gems: (none) Gold Bonus: 25 Resource Bonus: (none) Scales: Turmoil <!-- / message --><!-- sig --> |
Re: Magic Site Idea Thread
I thanked Stavis L and agreed with his answer to HoneyBadger, but then I kicked my computer's power off, and I have a nagging feeling I forgot one of the sites I had already written down.
Castle in the Clouds Path: Air 4 Terrain: Any Freq: 2 (Rare) Unique Recruitables: (none) Recruitable Commanders: 93 (Wind Master), 92 (Cloud Mage) Gems: (none) Gold Bonus: (none) Resource Bonus: (none) Scales: (none) note: add lab if mod command added Rainbow Bridge Path: Air 3 Terrain: Any Freq: 2 (Rare) Unique Recruitables: 1001 (Asmeg) Recruitable Commanders: 1002 (Asmeg Jarl) Gems: 3 Air Gold Bonus: (none) Resource Bonus: (none) Scales: (none) End of the Rainbow Path: Air 4 Terrain: Any Freq: 2 (Rare) Unique Recruitables: (none) Recruitable Commanders: (none) Gems: 2 Air, 2 Fire Gold Bonus: 100 Resource Bonus: (none) Scales: Luck Circle of Dancing Stones Path: Earth 2 Terrain: Any Freq: 1 (uncommon) Recruitables: (none) Recruitable Commanders: (none) Gems: 1 Earth, 1 Air Gold Bonus: (none) Resource Bonus: (none) Scales: (none) Highland Refuge Path: Air 2 Terrain: Any Freq: 1 (uncommon) Recruitables: (none) Recruitable Commanders: 1775 (Baobhan Sidhe) Gems: 1 Air Gold Bonus: (none) Resource Bonus: (none) Scales: (none) Cloud of Flying Spiders Path: Air 2 Terrain: Any Freq: 0 (common) Recruitables: (none) Recruitable Commanders: (none) Gems: 1 Air, 1 Nature Gold Bonus: (none) Resource Bonus: (none) Scales: (none) Wailing Aurora Path: Air 3 Terrain: Any Freq: 1 (uncommon) Recruitables: (none) Recruitable Commanders: Gems: 2 Air, 1 Death Gold Bonus: (none) Resource Bonus: (none) Scales: Cold Desert of Ghostly Wails Path: Air 3 Terrain: Any Freq: 1 (uncommon) Recruitables: (none) Recruitable Commanders: Gems: 2 Air, 1 Death Gold Bonus: (none) Resource Bonus: (none) Scales: Heat Altar of Flames Path: Holy 4 Terrain: Any Freq: 1 (uncommon), unique Recruitables: (none) Recruitable Commanders: 389 (Fire Lord) Gems: 2 Fire Gold Bonus: (none) Resource Bonus: (none) Scales: Heat note: add Holy Fire if mod command added Stone Dragon Path: Earth 2 Terrain: Any Freq: 1 (uncommon) Recruitables: (none) Recruitable Commanders: (none) Gems: 2 Fire Gold Bonus: (none) Resource Bonus: (none) Scales: (none) Note: There are now enough Air 4 sites that will be incorporated into the mod. Cave-only sites would be nice, especially Blood and Nature. |
Re: Magic Site Idea Thread
Some more unique sites:
Mohenjo-daro Path: Death 4 Terrain: Forest Freq: 2 (Rare) Unique Recruitables: LongdeadMarkata, LongdeadVanara LongdeadBandar. Recruitable Commanders: Longdead Raja Gems: 1 Fire gem Gold Bonus: 25 Resource Bonus: (none) Scales: Misfortune, Death <!-- / message --> Pays Cathare Path: Holy 4 Terrain: Forest Freq: 2 (Rare) Unique Recruitables: Forester, Flagellant, Guardian Recruitable Commanders: Monk Gems: 1 Astral, 1 Blood Gold Bonus: (none) Resource Bonus: (none) Scales: Magic, Turmoil. |
Re: Magic Site Idea Thread
So we're just sticking with Path 4 as the limit, Endoperez? Was that what you were agreeing to?
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Re: Magic Site Idea Thread
Yes, for the reasons Stavis L mentioned. As I said (at least in the post that vanished to the cyberspace), his thoughts about this mod match mine almost perfectly.
Your new sites won't work. Sites have maximum of 4 features, while both of yours have 8. In addition, I don't know how to price recruitable undead. Mohenjo-Doro could be done as a "Death mage may enter to summon X", but that can't be modded. |
Re: Magic Site Idea Thread
Thanks for the thanks :)
A couple comments... Quote:
Secondly, and this is less of a concern for contributors, and more of one for you as you wrap them up; if there are *too* many scales boosting sites, it tends to mitigate the impact of Pretender scales. It could probably stand to be a lot larger percentage than is currently in the game, but imagine if e.g. 25% of sites had scales effects, and there are an average of ~2 sites per territory; it'll be quite a change. Just a thought. :smirk: |
Re: Magic Site Idea Thread
I'll probably change it. I did it that way to have it symmetrical with Wailing Aurora, but deserts should equal wastes gameplay-wise.
Desert of Ghostly Wails and Wailing Aurora were inspired by infrasound, btw. It's too low to be heard, but causes a general spooky feeling and might be responsible for some ghost stories. |
Re: Magic Site Idea Thread
...and yet another set.
Name: Astral Sink Path: Astral 3 Terrain: Cave, Waste, Mountain Freq: 1 (uncommon) Recruitables: (none) Recruitable Commanders: (none) Gems: (none) Gold Bonus: (none) Resource Bonus: (none) Scales: Drain Name: Sinkhole Path: Earth 1 Terrain: Any Freq: 0 (common) Recruitables: (none) Recruitable Commanders: (none) Gems: 1E Gold Bonus: (none) Resource Bonus: (none) Scales: (none) Name: Effervescent Spring Path: Water 1 Terrain: (any land) Freq: 1 (uncommon) Recruitables: (none) Recruitable Commanders: (none) Gems: 1W, 1A Gold Bonus: (none) Resource Bonus: (none) Scales: (none) Name: Mass Grave Path: Death 2 Terrain: (any land) Freq: 0 (common) Recruitables: (none) Recruitable Commanders: (none) Gems: 3D Gold Bonus: (none) Resource Bonus: (none) Scales: (none) Name: Unholy Abattoir Path: Blood 2 Terrain: (any land) Freq: 1 (uncommon) Recruitables: 1353 (Blood Guard) Recruitable Commanders: 744 (Diabolist) Gems: (none) Gold Bonus: (none) Resource Bonus: (none) Scales: (none) Name: Forest in the Clouds Path: Nature 3 Terrain: Forest, Plains, Farmland, Mountain Freq: 1 (uncommon) Recruitables: 1199 (Winged Monkey) Recruitable Commanders: (none) Gems: 1N, 1A Gold Bonus: (none) Resource Bonus: (none) Scales: (none) Name: Mushroom Village Path: Nature 2 Terrain: Forest Freq: 1 (uncommon) Recruitables: 483 (Hoburg militia) Recruitable Commanders: 1198 (Hoburg Horticulturalist) Gems: 1N Gold Bonus: (none) Resource Bonus: (none) Scales: (none) Name: Village of Living Stone Path: Earth 3 Terrain: Cave Freq: 1 (uncommon) Recruitables: (none) Recruitable Commanders: 345 (Gnome) Gems: 3E Gold Bonus: (none) Resource Bonus: (none) Scales: (none) Name: Chamber of Luminescent Fungi Path: Nature 3 Terrain: Cave Freq: 1 (uncommon) Recruitables: (none) Recruitable Commanders: (none) Gems: 2N, 1S Gold Bonus: (none) Resource Bonus: (none) Scales: (none) Name: Pit of the Forsaken Ones Path: Blood 3 Terrain: Cave Freq: 2 (rare) Recruitables: 456 (Foul Spawn), 457 (Foul Spawn), 459 (Foul Spawn) Recruitable Commanders: (none) Gems: (none) Gold Bonus: (none) Resource Bonus: (none) Scales: (none) |
Re: Magic Site Idea Thread
I love this thread.
Ive been considering requesting an addition to the SemiRandom project. Not only for it to add player-created provinces, and player created gods for the AIs.. but also to generate a semi-random mod. Adding random nation choices as AIs, adding new spells, new items, and now this could be the basis of randomly adding new sites to the game. Can a site do semi-events? Name: Unleashed Death Path: Death 4 Terrain: Cave Freq: 2(rare) Recruitables: (none) Recruitable Commanders: (none) Gems: (none) Gold Bonus: (none) Resource Bonus: (none) Scales: -Order When discovered it would release an Eater of the Dead. Gandalf Parker |
Re: Magic Site Idea Thread
That would probably be an event (like the Troglodyte event and Deepest Cave). Sites don't do stuff when they're found.
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Re: Magic Site Idea Thread
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I really like this one, but I wanted to let you know that there is a site with recruitable Krakens called "Kraken Pit". This means they may already have a gold cost. |
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I'll start compiling the first version, and count the amount of suggestions. I noticed that there's only space for 249 new sites, total, so if this mod would reach 200 sites it most probably wouldn't be compatible with any mods that add sites. :( Also, since we got a developer in the thread, it's good time to mention that if we ever get event modding, this thread is a good example of what could happen. :D :angel It's one thing to add sites that only add gems, but sites that give you units are much more interesting. Similarly, being able to make new events with only description and ability to add units/commanders would be huge. Gems, gold, construction, population/unrest effects, sites and random or spesific magic items would all be nice, but there's enough variation in the units to allow for hundreds of different events. Similarly, magic item modding only needs to allow keying magic items to spells to allow for hundreds of interesting combinations, in the first version! |
Re: Magic Site Idea Thread
I found a bug that affects many site suggested here:
#com adds recruitable units, just like #mon. Note: units added with #com are listed after units added with #mon in the recruitment screen. So while the result is the same, they're handled somewhat differently. |
Re: Magic Site Idea Thread
Nice to see that feature was tested before the patch was released ;]
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Re: Magic Site Idea Thread
Thanks, Endoperez-that actually works out, since I was just going for completeness with the units. If I change it to:
" Mohenjo-daro Path: Death 4 Terrain: Forest Freq: 2 (Rare) Unique Recruitables: LongdeadBandar2 (the one with the mace). Recruitable Commanders: Longdead Raja Gems: 1 Fire gem Gold Bonus: (none) Resource Bonus: (none) Scales: Misfortune <!-- / message -->and Pays Cathare Path: Holy 4 Terrain: Forest Freq: 2 (Rare) Unique Recruitables: Forester Recruitable Commanders: Perfecti Gems: 1 Blood Gold Bonus: (none) Resource Bonus: (none) Scales: Magic. " Will that make it the 4 features you need? As far as the other one...that can be changed to Monster Fish, which I was debating using for it anyway. I'd put a price on them of 150 each, and add 2 water gems, since you're no longer getting a commander. Endless Depthless Bottomless. Path: Water 4 Terrain: Ocean Freq: 2 (Rare) Unique Recruitables: Monster Fish Recruitable Commanders: (none) Gems: 2 water gems Gold Bonus: (none) Resource Bonus: (none) Scales: Sloth, Drain |
Re: Magic Site Idea Thread
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BTW, did you report that over on the main bug thread? Anyway, here's another batch... Name: Fountain of Liquid Gold Path: Earth 3 Terrain: (any land or cave) Freq: 2 (rare) Recruitables: (none) Recruitable Commanders: (none) Gems: 1E, 1F Gold Bonus: +150 Resource Bonus: (none) Scales: (none) Name: Garden of Crystal Fruits Path: Astral 4 Terrain: (any land) Freq: 2 (rare), Unique Recruitables: (none) Recruitable Commanders: (none) Gems: 1A,1E,1F,1S,1W Gold Bonus: +50 Resource Bonus: (none) Scales: (none) Name: Forest of Devouring Darkness Path: Blood 4 Terrain: Forest Freq: 2 (rare), Unique Recruitables: (none) Recruitable Commanders: 1748 (Mandaha) Gems: (none) Gold Bonus: (none) Resource Bonus: (none) Scales: Turmoil Name: Academy of Dark Fire Path: Blood 2 Terrain: Waste Freq: 2 (rare) Recruitables: (none) Recruitable Commanders: 1542 (Warlock Apprentice), 1538 (Warlock) Gems: 1F Gold Bonus: (none) Resource Bonus: (none) Scales: (none) Name: Cacophonous Aerie Path: Air 2 Terrain: Mountain, Forest Freq: 1 (uncommon) Recruitables: 239 (Harpy) Recruitable Commanders: (none) Gems: (none) Gold Bonus: (none) Resource Bonus: (none) Scales: (none) Name: Blessed Spring Path: Holy 1 Terrain: (any) Freq: 1 (uncommon) Recruitables: (none) Recruitable Commanders: (none) Gems: 1W, 1S Gold Bonus: (none) Resource Bonus: (none) Scales: (none) Name: River of Climbing Water Path: 2W Terrain: (any land or cave) Freq: 2 (rare) Recruitables: (none) Recruitable Commanders: (none) Gems: 2W, 2A Gold Bonus: (none) Resource Bonus: (none) Scales: (none) Name: Pool of Flames Path: 2F Terrain: (any land or cave) Freq: 2 (rare) Recruitables: (none) Recruitable Commanders: (none) Gems: 2F, 2W Gold Bonus: (none) Resource Bonus: (none) Scales: (none) Name: Bountiful Fisheries Path: Nature 0 Terrain: Sea, Deep Sea, Coast Freq: 0 (common) Recruitables: (none) Recruitable Commanders: (none) Gems: (none) Gold Bonus: +25 Resource Bonus: +25 Scales: (none) Name: Bower of Ancient Holly Path: Nature 3 Terrain: Forest Freq: 2 (rare) Recruitables: (none) Recruitable Commanders: (none) Gems: 4N Gold Bonus: (none) Resource Bonus: (none) Scales: (none) Name: Circle of the Dripping Skull Path: Blood 4 Terrain: Forest Freq: 2 (rare) Recruitables: (none) Recruitable Commanders: 785 (Gygja) Gems: 1D, 1N Gold Bonus: (none) Resource Bonus: (none) Scales: (none) Name: Inn of the Shady Corner Path: Blood 0 Terrain: (any land) Freq: 1 (uncommon), Unique Recruitables: (none) Recruitable Commanders: 60 (Monk), 147 (Barbarian Lord), 1792 (Nemidian Sorceress), 1912 (Brigand Leader) Gems: (none) Gold Bonus: (none) Resource Bonus: (none) Scales: (none) Name: Inn of the Shining Star Path: Astral 0 Terrain: (any land) Freq: 1 (uncommon), Unique Recruitables: (none) Recruitable Commanders: 56 (Forester), 440 (Paladin), 481 (High Magus), 1195 (Hoburg Priest) Gems: (none) Gold Bonus: (none) Resource Bonus: (none) Scales: (none) |
Re: Magic Site Idea Thread
Gandalf's got a really good idea there, that would add a lot to the RPG aspects of the game:
How about having magic sites in the game that, when you discover them, either the mage discovering them is attacked by an assassin linked to the site, or the whole province itself is attacked? Or that caused a specific event to happen? Ofcourse, we'd have to get the Devs interested in this one, but it could make site searching a lot more interesting--particularly if these types of sites weren't activated, or even revealed, by site-searching spells. Maybe there could even be some special abilities for units that allowed them to find all sites of a specific level, say 1-3. You could have Elemental Affinity, which gave the unit the ability to find sites of Air, Earth, Water, and Fire, Natural Affinity, which allowed the unit to find Nature, Astral, and Death, and Divine Affinity, which would allow the unit to find Blood and Holy sites. These abilities would be balanced against the risk of that unit running into an assassin it couldn't handle, or unleashing a scourge on the whole Province--and until you defeated the site's guardians, you wouldn't get any benefit from it. Ofcourse, units of this type would charge a lot of gold for their special abilities, so losing them would be a financial pain, and they might be very hard to replace. |
Re: Magic Site Idea Thread
Throne of wild magics:
Grants 1 of each gem Also Randomly grants each Turn one of: Conj 30: Ench 30: Alt 30: . . . etc So, here's how you do it. Dominions has the ability to run a pre exec or post execut file each turn, usually used to backup turns etc. Whatever batch file you usually run, include other modules. In this case a batch file to modify the map file or .dm file. In this case to randomly change the site bonus. A similar idea could be used to change unit stats from turn to turn, or You could also replace the unit that won the arena fight with another similar unit. Soooo for example ... the Arena of Death. Who ever wins - is turned into a Mound Fiend... or vampire. |
Re: Magic Site Idea Thread
That's a good idea, chrispedersen, and gives me another idea: Using your above idea, is it possible to only grant a bonus, one turn a year? Or one turn out of every three months? I'm thinking here about a seasonal, or anniversary bonus. If you're in the right place at the right time, the site grants you additional power.
There's a huge, vast basis for this type of thing, not only in mythology, which features such things as Halloween, the Summer Solstice, Beltaine, Christmas, 'when the stars align properly', the full moon, etc, but in all manner of plots, where timing is everything. |
Re: Magic Site Idea Thread
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Here's sprites for a Russia-themed magic site:
http://forum.shrapnelgames.com/attac...1&d=1227741661 http://forum.shrapnelgames.com/attac...1&d=1227741661 I can do a .dm file for them sometime, but here's stats, until I get around to it: (Unit name: Cossack. Cost 25 gold, 5 resources. Hit Points 10, Protection 8 (2 Natural), Morale 12, Magic Resistance 10, Encumbrance 3, Fatigue 0, Strength 10, Attack Skill 12 (11 w/o Sabre), Defense Skill 16, Precision 8, Move 3/26, Leadership 40). Weapons: Sabre (Damage 5, Attack 1, Length 3). Armour: Heavy Furs (Prot 6), Ushanka (Prot 6). Cold Resistance 25%. Forest Survival. Name: The White River Path: Holy 3 Terrain: Forest Freq: 2 (rare) Recruitables: Cossack Recruitable Commanders: Khan, High Priest. Gems: 1 Water. Gold/resource Bonus: (none) Scales: (none) I wanted to see some Cossack representation in the game, but I didn't want to make a whole mod about them, and I'm not familiar enough with Bogarus to just go with them (does Bogarus have Cossacks?), and I was bored. |
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