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StaticGemGens 1.1
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Gem generators have a lot of problems. This mod is a small mod to try and change some of these problems.
It makes the normal gem generators unique (Using the cbm code, it also adds a new earth booster), and adds three new constr7 spells. These new spells take the place of the normal gem generators. (they have the same paths). They summon immobile fragile commanders who create gems each turn. All these gem generators have an upkeep cost, and cannot be moved. Create Astral Crystal 25 water gems. 3W1N Create Frozen Flame 15 fire gems. 1F1N This commander also spreads disease and causes unrest. Summon Deep Earth Crystal 45 slaves. 3B2N This mod uses parts of the Mytheology, CBM, and Avernum mods. I don't really expect this mod to be used. But I thought it was missing. Edit: If anybody uses this, feel free to give feedback. Works for patch 3.27 History: 1.1 - fixed small typo - Spells now work underwater. |
Re: StaticGemGens 1.0
I think your crazy, but if people really want to balance gemgens, this is the right path to do it
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Re: StaticGemGens 1.0
Well I also think I'm crazy. I started this mod ages ago to prove a point to somebody. Or at least I think I did. and it was gnawing at me that I never finished it.
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Re: StaticGemGens 1.0
This is a brilliant idea. They are so much more vulnerable as discreet commanders, and less abusable.
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Re: StaticGemGens 1.0
I think this is a really great alternative. Nice work Soy!
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Re: StaticGemGens 1.0
Did you check to see if the AI uses the new spells? It would be cool if it did.
Any way to use them with CBM (latest version)? |
Re: StaticGemGens 1.0
Yes, I also thought about such a workaround. However, after CBM crew continued to ban more magic items while making those those for mass attack cheap and easy, I just decided that it's useless to discuss with them - they just play another game! Mind it, they had some good ideas at the time.
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Re: StaticGemGens 1.0
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And it should be compatible with the latest CBM version. But once again I did not test extensively. The mod was just some thing I thought I had to finish sometimes. |
Re: StaticGemGens 1.0
Another option to balance gemgens, give them gluttony. Thanks irc.
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Re: StaticGemGens 1.0
Noticed a bug, the spells are set to be cast above water only. At least the mod works for the newest patch.
Updated the mod. It should now also work underwater. |
Re: StaticGemGens 1.1
I found you mod interesting and i´m tinkering with it... i find some modifications that make it more fun without becoming too unbalanced:
- reduced all static gem gens to 1 HP to make them extremely fragile. - Reduced research levels to 3 for the astral and fire gemgens and 5 for the earth one. - Astral gen now does not have a gold cost (no maint) but consumes supplies (20 supplies) and can be destroyed by starvation (lack of supplies). - Fire gen does not have unrest/disease effect anymore but consumes 20 gold/turn (just increased the gcost to 300). - Earth gen has no maint (no gcost) but increases unrest (5) and kills population (10). Now the astral gen is limited by supplies, so the player cannot create a limitless number of them in each province and will need to spread them in several provinces. The fire gen costs considerable maintenance and should not be an atractive option early on when gold is needed, but is interesting in the med-late game when gold is plentiful. The earth gen now kills pop and causes unrest so it should not be too atractive to blood nations that already have unrest and lost pop from blood hunting. |
Re: StaticGemGens 1.1
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Re: StaticGemGens 1.1
You could just get astral pearls, alchemise them to nature gems and make supply items. Tada, infinite pearls!
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Re: StaticGemGens 1.1
Well the idea of the mod was to make the gemgens be linked to provinces once again. Adding a lot of malusses to the commanders was not part of the plan.
With this mod you can simply see where your enemies have the highest concentration of gem generators, and eliminate them. (Previously, you could just put them on hidden scouts, making them hard to detect and even harder to get rid of). Of course, I have no problem with anybody tinkering with the mod. Feel free to release your own variants etc. |
Re: StaticGemGens 1.1
after some playtesting i concluded that Memento is right in some of his observations...
First, only 20 supplies for the astral gengen is too litle... i´m trying now 50 and 100 to see wich is better... i´m not too worried with supply itens as they would also increase the starting gem cost for the gengens and farm provinces would be the first place where you would seek astral gemgens. Second, fire generators 20 gold/turn cost is considerable at the start of the game, when gold is still needed for troops... however, after gold becomes plentiful it becomes nearly irrelevant, so maybe a higher turn cost would be better... any ideas on a reasonable gold cost/turn? Third, the earth gemgen appears to be more balanced than the other 2, and the patrolling scheme Memento mentioned would increase the cost for the generator... Finally, any idea to better balance these generators? I really like Soyweiser idea and want to make it work in a balanced way... Now the gemgens have the following costs: - Mage time (all/once) - Gems/Slaves (all/once) - Extremely fragile (all) - 1hp - Supplies (astral/monthly) - 50 or 100? - Gold (fire/monthly) 20? 25? more? - Unrest/Popkill (earth/monthly) - 5 unrest/10 popkill? I will not release a variant until i have a version that is at least barely balanced, and, with Soyweiser permission, i would like to release it here, in his thread... |
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