.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

Reply
 
Thread Tools Display Modes
  #1  
Old November 10th, 2008, 08:34 AM
Endoperez's Avatar

Endoperez Endoperez is offline
National Security Advisor
 
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
Endoperez is on a distinguished road
Disk Magic Site Mod version 1.00

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!
Attached Files
File Type: zip magicsitemod_100.zip (106.0 KB, 2463 views)

Last edited by Endoperez; March 18th, 2009 at 03:40 PM.. Reason: version 0.80 attached
Reply With Quote
The Following 7 Users Say Thank You to Endoperez For This Useful Post:
  #2  
Old November 10th, 2008, 08:46 AM
lch's Avatar

lch lch is offline
General
 
Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
Thanked 403 Times in 176 Posts
lch is on a distinguished road
Default Re: Magic Site Idea Thread

Quote:
Originally Posted by Endoperez View Post
Nottingham Woods
Nature 2, common unique
forest
+2 Nature, units: longbowman, commander: monk
While I don't want to impair on the creativity for custom magic sites, this sounds more like something for Ballbarian's RanDom program than a magic site. (half a dozen of Friar Tucks?)
__________________
Come to the Dom3 Wiki and help us to build the biggest Dominions-centered knowledge base on the net.
Visit my personal user page there, too!
Pretender file password recovery
Emergency comic relief
Reply With Quote
  #3  
Old November 10th, 2008, 11:40 PM
Stavis_L's Avatar

Stavis_L Stavis_L is offline
Second Lieutenant
 
Join Date: Sep 2008
Posts: 466
Thanks: 35
Thanked 95 Times in 60 Posts
Stavis_L is on a distinguished road
Default Re: Magic Site Idea Thread

Quote:
Originally Posted by Endoperez View Post
Let's see how many new sites we can get. I think we should aim for 200.
Heh..dunno about 200, but here's a few; are you going to wrap these up into a mod package Endoperez?


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.
Reply With Quote
The Following 2 Users Say Thank You to Stavis_L For This Useful Post:
  #4  
Old November 11th, 2008, 01:35 AM

Alderanas Alderanas is offline
Corporal
 
Join Date: Jul 2007
Location: Georgia
Posts: 102
Thanks: 6
Thanked 0 Times in 0 Posts
Alderanas is on a distinguished road
Default 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.
Reply With Quote
  #5  
Old November 11th, 2008, 02:47 AM
Endoperez's Avatar

Endoperez Endoperez is offline
National Security Advisor
 
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
Endoperez is on a distinguished road
Default 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.
Reply With Quote
  #6  
Old November 11th, 2008, 03:12 AM
HoneyBadger's Avatar

HoneyBadger HoneyBadger is offline
General
 
Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
HoneyBadger is on a distinguished road
Default 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.
__________________
You've sailed off the edge of the map--here there be badgers!
Reply With Quote
  #7  
Old November 11th, 2008, 04:00 AM
Endoperez's Avatar

Endoperez Endoperez is offline
National Security Advisor
 
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
Endoperez is on a distinguished road
Default 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.
Reply With Quote
  #8  
Old November 11th, 2008, 05:11 AM
HoneyBadger's Avatar

HoneyBadger HoneyBadger is offline
General
 
Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
HoneyBadger is on a distinguished road
Default 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.
__________________
You've sailed off the edge of the map--here there be badgers!
Reply With Quote
  #9  
Old November 11th, 2008, 06:40 AM
Burnsaber's Avatar

Burnsaber Burnsaber is offline
Colonel
 
Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
Burnsaber is on a distinguished road
Default 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.
__________________
I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.

If you need to ask something about modding, you can contact me here.

See this thread for the latest info concerning my mods.
Reply With Quote
  #10  
Old November 11th, 2008, 10:49 AM
Endoperez's Avatar

Endoperez Endoperez is offline
National Security Advisor
 
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
Endoperez is on a distinguished road
Default 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)

Last edited by Endoperez; November 11th, 2008 at 10:57 AM..
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 08:50 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.