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Old May 26th, 2007, 12:54 PM
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Default Re: Idea thread: special provinces, unique defende

Jutetrea - I'd like to get MUCH more detail. I'm not going to go through a site just to find 19 names. If you'd like some of the knights to have a bit different equipment, mention it. Is King Arthur inside the castle with Guinewere/Merlin, or outside with his knights? What sites, exactly (there are just two healing sites according to Edi's list, and because I doubt Lyfjaberg would fit, it'd be Healing Spring). What magics would the mages have?

So, sites: Healing Spring, White Man Hill, probably a site with a Lake in its name (The Forest of the Lake (!), Bottomless Lake, Lake of Mists, Lake of Reflected Time, Lifeless Lake (Death gems, not good), Mirrorlake (allows recruitment of Illusionist, so not good), Overgrown Lake (not what we're looking for). I want DETAILS, because while I could do all this myself, I'd like to get enough details that I can just read through it, perhaps add something of my own while implementing it, and then move on to the next suggestion.

Quote:

Hawaian fire-god volcano
Dragons lair(s)
Forest of spiders
The unearthed pit
Mayan Temple theme and an angry Quetz..
And what would these be, then? Volcano and a Sun Disk? Rain Forest, Jungle Temple, something else? What is an unearthed pit? If you have an idea, give details. If I go to the details myself, I'll do it for my own ideas.


Also, map "modding" is very, VERY simple. Adding commanders adds them to the last province you selected, regardless of how you did it, and there's no #end command for provinces. All commands that work on commanders (including commands for adding units under their control) work for the commander that was added last. Order doesn't matter. You can give a commander an item, then set bodyguards, then set his magic and experience, then his units, then add another item and add more units and add holy magic and then add another squad of bodyguards. You could also do that in reverse, and it would still work.

And as said above, modding SHOULDN'T be used. This is for semi-random only, and while you can do interesting stuff with mods, it'll get too complicated too fast.
Site modding is in the modding guide, but it's only partial. We can set capital-only recruitables, but not units recruitable everywhere. However, Camelot could be given the knights/longbowmen poptype. That is good enough, because this will be a high-pop province in a forest (at least from what I understood), and thus have much more resources than a farmland (only terrain knights are usually recruitable in) would.
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