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January 14th, 2004, 01:08 AM
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Re: CherryMod Thread
Cute - I think I can manage that=)
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January 14th, 2004, 06:57 AM
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Re: CherryMod Thread
Two new immobile pretenders added:
New Unit:
Tree of Life (Base creature: Tree of Life)
HP: 220 Str: 20
Prot: 12 Att: 5
Mrl: 30 Def: 0
Mrst: 18 Prec: 5
Enc: 0 AP: 2
Reinvig: 0 Regen: 22
Resistances:
Fire: -50 Cold: 0
Shock: 0 Poison: 0
God, Awe 2
Magic: Nature 3
*********************************
New Unit:
Volcano Spirit (Base creature: Volcano Spirit)
HP: 1000 Str: 20
Prot: 40 Att: 7
Mrl: 30 Def: 0
Mrst: 18 Prec: 10
Enc: 0 AP: 2
Resistances:
Fire: 100 Cold: 0
Shock: 0 Poison: 100
God, Lifeless, Heat 20
Magic: Fire 2, Blood 1
Weapons: Lava Blob
*********************************
The Tree of Life will be available to Man, Mictlan, Pangaea, Pythium, Arco, and Tien Chi. Animals flock to it constantly - like the Summon Animals spell, with the number per turn dependant on dominion strength. It also produces 100 supply.
The Volcano Spirit is actually a volcano. It will be an option for Mictlan, Machaka, Pangaea, and Vanheim (cold places are volcanically active too!). Not Abysia, since they already have a volcano. Volcanoes like blood sacrifices, though... I wish there was a way to make it demand blood sacrifices, or else cause luck to drop drastically. Note that the volcano is virtually impervious to damage. I'll make additional paths cost 800 or so... I don't want it casting mistform or breath of winter.
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January 14th, 2004, 07:19 AM
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Re: CherryMod Thread
You didn't add the Design Points per cost.
And maybe you want to add Immortal for the Tree?
If/when they fix it so that you can't teleport/trapeze with immobile pretenders it shouldn't be an issue with him tooling around in your domain killing things instead of sitting at home and making animals.
Perhaps more useful or thematic would be instead of animals (which are sort of 'bleh' but okay for low dominion) you could make fantastic creatures flock to in high dominion. Unicorns, Sprites, etc.
Edit: I don't really know what to say about the Volcano Spirit.
[ January 14, 2004, 05:20: Message edited by: Zen ]
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January 14th, 2004, 07:31 AM
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Re: CherryMod Thread
Quote:
Originally posted by Zen:
You didn't add the Design Points per cost.
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Yeah, they don't affect anything in combat so I never bothered to add them to the sim=) I may as well...
Quote:
And maybe you want to add Immortal for the Tree?
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Good idea! Though... I'm not sure. Normal trees can regrow from stumps, but the Tree of Life? Maybe.
Quote:
Perhaps more useful or thematic would be instead of animals (which are sort of 'bleh' but okay for low dominion) you could make fantastic creatures flock to in high dominion. Unicorns, Sprites, etc.
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Yeah, I like that too=) Mundane animals at a high rate, and magical animals at the greatly reduced rate like the Ghost King gets ghosts (very slow).
Quote:
Edit: I don't really know what to say about the Volcano Spirit.
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Hahaha... you know, it's not really much stronger than the Sphynx. With 800 point paths and no item slots, it would always be susceptible to water/air/astral/armor-piercing attacks. So I think the combat power is reasonable, at least versus fireproof opponents.
Or is the problem that it is too big? Sphynxes are big, but volcanoes are way bigger... So, alternately, I could have the volcano as a special capitol Blood site, and let the spirit possess a follower. Thus the physical representation would be an immortal human with magic paths, and strat move 0.
Lots of primitives worshipped volcanoes (at least in movies) and this isn't really reflected in Dominions...
[ January 14, 2004, 05:36: Message edited by: Saber Cherry ]
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January 14th, 2004, 07:46 AM
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Re: CherryMod Thread
Quote:
Originally posted by Saber Cherry:
Well, I wrote a little scale-rebalancing mod. Not that it makes them better, just more the way I feel they should feel.
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!%&$%!! .. you beat me to it .. got home from work so late I didn't bother firing up DOM ... .
Quote:
I wish I could set a base of .1% growth at neutral scale.
-Cherry
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I second this. Strongly.
Better yet, we should be able to set
#basegrowth xx ... the basic growth (times 0.1%)
#maxpopfac xx ... max. pop. in province, in multiples of the terrain-dependend standard number; times 0.1)
Effective growth would be something like
code:
(basegrowth+deathdeath*scale)*(Number of inhabitants/(maxpopfac*Standard Pop Number))
.eq.
effgrowth
.leq.
(basegrowth+deathdeath*scale)
Hope I got that right .. I'm out of that business for quite some time
What does it mean?
Simply - every province has a "standard pop size", which is derived by the game engine from terrain and size. Normally this number is slightly randomized for use in the actual game.
Now we set a "base growth" and a "maximum population factor". This means the pop may grow with a growth/death scale of "0" with diminishing returns as soon as the actual number exceeds the standard size, until the numbers is the "pop factor" times the "standard pop size", when growth stops.
So a growth +3 will get you people faster, but not more in the (very) long run - pop will not grow endlessly.
And you'll need "Death 1" to stop man from "being fruitful and rapidly multiplying" .. think this is much more realistic, and might even work better with the current game mechanics (esp. bad random events )
A.
edited: formula .. didn't get it right
[ January 14, 2004, 06:59: Message edited by: Arralen ]
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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January 14th, 2004, 07:46 AM
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Re: CherryMod Thread
Quote:
Good idea! Though... I'm not sure. Normal trees can regrow from stumps, but the Tree of Life? Maybe.
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When I think of "Tree of Life" I think in one direction to Terry Brooks Shannanaannnanancan'tspell series. Which was more representative of a symbol, but also 'knew' when it was going to die and was 'reborn'. Though this could be represented just as well with Call God.
Just the idea of the cycle of nature. Also it could cure itself of afflictions, which would be nice (though hopefuly it won't be able to get (m)any).
Quote:
Or is the problem that it is too big? Sphynxes are big, but volcanoes are way bigger... So, alternately, I could have the volcano as a special capitol Blood site, and let the spirit possess a follower. Thus the physical representation would be an immortal human with magic paths, and strat move 0.
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Yeah, Sphynxes are big, I didn't really like their representation much either (I prefer the Glyph and Fountains, even the Monolith is okay)
But I think it's because of their big noses. And while the Sphynxes are big, mountains and volcanoes are bigger.
Worship of a Volcano is all good. But I think the physical representation (Like a Giant but covered in flame) that leaps out of the crater when threatened would be... easier to handle in my mind
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January 14th, 2004, 07:56 AM
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Re: CherryMod Thread
New magic site:
Cliff of Legend. "Jump to test your faith in God"
Level: Air 2
Entering the site gives the commander and all his followers a 50% chance of becoming sacred, and a 50% chance of instant death... modified by the local dominion strength or luck scale, possibly. Only non-flying units can enter. Sacred units always survive.
The Forge of Masamune. "Enter to Reforge your Weapons"
Level: Earth 3
Earth mages may enter the site with troops. This gives the troops permanent "Weapons of Sharpness", though it only alters 1 unit per Earth level per turn.
The Sealed Mine
Level: Astral 2
This gold mine was immensly productive... until a shaft went a bit too deep, unsealing the temple of an extinct subterranian race, honoring long-forgotten gods. The race and their gods may rest, but whatever caused their demise still lurks within... and so it was sealed by powerful human mages in the ancient past.
Once discovered and unsealed, it produces 120 gold per turn, increases unrest by 10, and increases the local magic scale by 2. But periodically, horrors - or worse - will venture out...
-Cherry
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January 14th, 2004, 08:01 AM
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Major General
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Re: CherryMod Thread
Quote:
Originally posted by Arralen:
Now we set a "base growth" and a "maximum population factor". This means the pop may grow with a growth/death scale of "0" with diminishing returns as soon as the actual number exceeds the standard size, until the numbers is the "pop factor" times the "standard pop size", when growth stops.
So a growth +3 will get you people faster, but not more in the (very) long run - pop will not grow endlessly.
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Yep! Sort of like... oh... Master of Orion or Stars! That would make the game's population dynamics much more palatable to me=)
Quote:
And you'll need "Death 1" to stop man from "being fruitful and rapidly multiplying" .. think this is much more realistic, and might even work better with the current game mechanics
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Exactly. The devs must be pretty religious... in Dominions people can't even reproduce without a God's influence
P.S. Would you mind making your equation 2 or 3 lines instead of 1? It makes the screen scroll horizontally as is=)
-Cherry
[ January 14, 2004, 06:02: Message edited by: Saber Cherry ]
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January 14th, 2004, 08:03 AM
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Corporal
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Join Date: Dec 2003
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Re: CherryMod Thread
Quote:
Originally posted by Saber Cherry:
New magic site:
Cliff of Legend. "Jump to test your faith in God"
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/bud
__________________
There are times when destiny calls forth a people and demands an action. Now is the time. We are the people. This is our action. Charge! - Sun hou-zi, Nobel of T'ien C'hi
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January 14th, 2004, 08:18 AM
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Re: CherryMod Thread
Just a side note.
There are plenty of historical and religous references of polythestic gods that are related to 'misfortune' or bad luck that people gave an offering to keep them at bay (or even just spirits).
We have a Lady of Fortune, why not a Lady of Misfortune? (For the D&D Forgotten Realms crew, Black Bess type)
I know its kind of crazy with our current standings of bad events, but maybe the Mistress of Misfortune would be something that could be looked into
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