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September 23rd, 2010, 04:11 AM
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Corporal
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Building and Infrastructure possibilities
Is it possible to mod in the creation of more buildings and infrastructure in a province? I searched through the mods listing but could not find anything of this type.
This could be done in several ways - the easiest would be to add new orders such as "Construct Road Network" which would add a 'Roads' building to the province, perhaps giving a slight increase to income and resources, but crucially allowing quick transit through mountains and forests.
If adding new buildings or building commands to the game is impossible, it could be done through the spell system, creating a spell called "Construct Road Network" which would reveal a new site, 'Roads' which would be automatically placed in every province (obviously significant tinkering with predesigned scenarios would be needed). Hopefully this spell could be scripted to require gold to cast.
So basically: Is there a way to add new non-fortification buildings such as Temples / Labs? If not, can a spell be scripted to require gold to cast?
Edit: A more thorough search has found one of my answers in a thread from three years ago. Buildings themselves cannot be edited or changed (as of then). Apparently the workaround is to summon units which act as buildings. (Say, a mine might produce an earth gem a turn, or a windmill creates an air gem each turn).
Last edited by attackdrone; September 23rd, 2010 at 04:29 AM..
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September 23rd, 2010, 08:45 AM
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Second Lieutenant
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Re: Building and Infrastructure possibilities
Really, you're pretty limited in the kinds of things you can do. As you've found out, you (still) cannot add/modify building types (although you can mod the cost of labs or temples for a nation and pick which forts a particular nation gets.)
RE: adding a "Roads" site - there is no current way to mod a spell to add a magic site. Furthermore, there is a hard limit of 4 sites / province, so adding sites for infrastructure would be problematic.
RE: modding a spell to require gold to cast - not as such. However, expending gems has a "cost" associated. Also, if the spell summons a unit, it can have an upkeep cost (so while you don't spend gold up front, it can require gold in maintenance over time.)
As far as the province level effects that units can provide, you can: - Add/consume extra supplies (either directly, or via nature paths)
- Modify scales (only via copystatting, so you're limited to luck/misfortune and magic, AFAIK)
- Generate units (domsummon or summon commands)
- Provide patrol bonus (unit would need to be set to patrol manually; for example, see the Watcher summon)
- Generate gems
- Nullify bad events (fortuneteller ability)
- Promote good events (requires copystatting, so you're limited to either very small or very large values)
- Spread dominion like a prophet (copystat the Juggernaut)
- Reduce dominion (copystat something with heretic tag)
- Spread disease/kill population (reaper tag)
- Cause/reduce unrest
- Reduce (devour) population
- Cause insanity to other units (copystat void spectre}
There may be more.
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September 23rd, 2010, 04:26 PM
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Colonel
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Re: Building and Infrastructure possibilities
Quote:
Originally Posted by Stavis_L
- Spread dominion like a prophet (copystat the Juggernaut)
- Reduce dominion (copystat something with heretic tag)
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Iirc, there are commands for that.
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September 24th, 2010, 01:26 AM
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Corporal
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Re: Building and Infrastructure possibilities
Mines and Farms are already in as Earth/Nature sites, but the hardcoded limit of four sites per provinces makes it unwieldy to add universal unlockable sites such as roads.
Immobile easily summonable units that give benefits could be more workable, such as:
Construct Earth Blood Mine
Requires Construction 5, Earth 4, 30 Earth Gems
Summons an "Earth Blood Mine" unit which is immobile, has no attacks, and generates 2 Earth Gems per turn. (Unit has no slots)
Can only be summoned in Mountains or Border Mountains.
Construct Floating Refinery
Requires Construction 7, Air 4, 30 Air Gems
Summons a "Floating Refinery" unit which is immobile, has no attacks, and generates 2 Air Gems per turn. (Unit has no slots)
Can be summoned in any terrain.
Establish Astral Research Academy
Requires Thaumaturgy 7, Astral 4, 60 Astral Diamonds
Summons an "Astral Research Academy" unit which is immobile, has no attacks, and adds to Magic scales. (Unit has no slots).
Establish Court of Justice (Multiple Versions)
Requires Construction 0, Fire/Earth/etc 1, 10 gems
Summons a "Court of Justice" unit which is immobile, has no attacks, and reduces unrest. (Unit has no slots).
Erect Grand Temple of Sacrifices
Requires Blood Research 7, Blood 4, 80 Blood Slaves, Unique Spell for Blood Nations
Summons a "Grand Temple of Sacrifices" unit which is immobile, has no attacks, reduces population slightly, causes unrest, but spreads dominion like a Prophet. (Unit has no slots).
Obviously these are not balanced, and are just raw ideas, but might be workable.
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September 27th, 2010, 09:55 AM
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Colonel
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Join Date: Nov 2008
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Re: Building and Infrastructure possibilities
Quote:
Originally Posted by attackdrone
Immobile easily summonable units that give benefits could be more workable
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The gem generators look a bit overpowered imho. I don't think you should give out 2 gems each. And if you encounter a construction site, spamming the spell would be a game winner. (Air4, and Earth 4 are both a bit easy to get, and they are single path. (All spammable vanilla gen gems are multipath.).
The research academy is basically gives you free scales after reaching thaum 7. (Get all your researchers in one location, and Bam! Drain 3 -> Magic 3! (Put down multiple ones)). (But at thaum 7, 60 astral, still costly (However, s4 is a bit low)).
Court of justice is overpowered. Basically allows any nation to pull the Bogarus Flying Dogs trick, at a bit higher cost. : http://dom3.servegame.com/wiki/Age_o...de#Flying_Dogs. But! the unrest reduction doesn't reduce pop like patrolling does, so it is actually better.
The temple of sacrifices looks nice. Just to keep up with the background I would also give it bloodvengeance just to prevent assasinations and remote snipe attacks a little bit. (If you attempt to destroy a temple which is used to channel a lot of blood into worship, you deserve the divine retribution).
All just my personal thoughts.
Have you looked at the Mytheology mod? (Disclaimer, I made an uptodate version of the mod recently). It has a few Menhirs, who give various bonuses.
A Menhir of Peace, who decreases unrest
A Menhir of Faith, who spreads dom (A bit like the juggernaught, with less research and path reqs).
A Menhir of Courage, who just gives a very large standard bonus. (Not that useful), and having awe and bloodvengeance
A Menhir of Growth, supply bonus, and copies the lord of fertility, which is supposed to increase growth. (But I'm not sure it does that).
A Menhir of Fortune, which has #nobadevents 50%.
A Menhir of Death, who summons shades in combat.
All a bit unbalanced. (The menhir of death, and the menhir of courage arn't that usefull, and they all share the same cost and research paths). While the Menhir of peace is way to useful, decreasing unrest with 20. Allowing for huge overtaxing.
/end shameless mod promotion.
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September 27th, 2010, 11:15 AM
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Corporal
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Join Date: Sep 2010
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Re: Building and Infrastructure possibilities
Thanks for the advice. I had not seen the Mythology mod, so I will be sure to check it out and see how the Menhirs work.
I absolutely agree with you on the +2 gems being overpowered, those were just ideas off the top of my head to get a theme going, much balancing would be required.
Also I'm unsure if I would want to assume that CBM is used; I probably will just go ahead and assume CBM and EDM are used because that is what I consistently play with. However, the proposed changes of adding a gem summoning unit (building) directly goes against one of the major balancing decisions of the CBM, which is that gem factories are not feasible on a large scale.
Edit: As for the Court of Justice, I think that giving it a fairly high monthly gold maintenance cost would balance out the unrest reduction.
Edit: Also, for the Research Academy, perhaps it would be best to just have it be a unit with high research and some Astral magic.
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September 24th, 2010, 12:37 PM
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Second Lieutenant
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Join Date: Sep 2008
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Re: Building and Infrastructure possibilities
Quote:
Originally Posted by Soyweiser
Quote:
Originally Posted by Stavis_L
- Spread dominion like a prophet (copystat the Juggernaut)
- Reduce dominion (copystat something with heretic tag)
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Iirc, there are commands for that.
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#spreaddom [value]
...where value=1 is the same as a prophet. I haven't tried (and am not near the game) - does using a negative argument turn the unit into a heretic? Otherwise, I'm not sure how to get a heretic effect without copystatting.
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September 27th, 2010, 09:35 AM
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Colonel
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Join Date: Nov 2008
Posts: 1,735
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Re: Building and Infrastructure possibilities
Quote:
Originally Posted by Stavis_L
I haven't tried (and am not near the game) - does using a negative argument turn the unit into a heretic? Otherwise, I'm not sure how to get a heretic effect without copystatting.
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Tested it, you are right. A negative argument does not give heretic. I don't know what a negative argument does.
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September 23rd, 2010, 10:41 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Building and Infrastructure possibilities
Stavis_L tagged that one nicely.
Also some things that "cannot" be done by mods can be simulated in a game manually by creative use of the one the Dungeon Master type mods. A player acting as the DM can do things like create new random events. Or see certain actions in the logs and act one them. Im not sure if that would be helpful here depending on how you want things to happen.
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September 27th, 2010, 11:56 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
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Re: Building and Infrastructure possibilities
It would seem to be a different direction. I like to play with mods that add gods, add magic sites, add heroes, add summons, add nations. But Im not that interested in how they balance. Also it would be more freedom to do it just for fun then maybe worry about a balanced version later.
I had an idea kindof along these lines for the Watcher mod and other DM mods. But it was more to add random events. Create something tiny and super hidden that can be randomly scattered around a map. Then an external program could randomly based on time or on events in the game log, edit the mod file to change them into something else.
But your plan seems more elegant. And very creative.
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