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December 8th, 2009, 11:52 PM
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Private
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Dhem - The Allspring - Version 0.2 (now with pics)
I am making a series of 3 nations (EA, MA, and LA) for a nation.
The first two are now done! Version 0.2 is out. It should address more exponential growth problems and adds the nation to the second age.
The pretender and descriptions have been added. The pretender is still super-beta though.
Next version will likely just be a documentation/description change and the addition of a pretender.
It begins when they discover the Allspring and begin gathering around it. The Allspring is a raw elemental layline, literally made out of elementals. They create a hierarchy around those who can tap into the raw power.
Gem Income:
2 Earth/Fire/Wind/Water
Units:
Slave (basically Micitan Slave)
Fourfold Elemental: 25 Gold/5 res (capital only)
str 4 prot 8
Flame Strike -Cold -Lightning Strikex2
Armor - Flesh Ward
hp 10 -mor 20 -mr 8 -att 6-def 6-ap 12-prec 10-enc 1
fire/cold/shock res 90%
Regeneration 5 hp/turn
Sacred, Magical (obviously)
Commanders:
150 gold/80 res
Speaker of Flame
Speaker of the Wind
Speaker of Water
Speaker of the Earth
All can 'call allies' to summon elementals each turn
Size-3 Fire
3 Size-1 Air
2 Size-2 Water
Size-3 Earth
Magic: 10% chance of their element 10 times
Page: 50 gold/10 res
No Magic
5 Research
Stealth 0
Wellspark 400 gold/100 res (capital only)
4 Misc Slots
str 8 prot 12
Small Area Fire/Frost/Shock/Stun
Armor: Flesh Ward
Fire/Cold/Shock Res: 100%
Regeneration 2hp/turn
2 Holy
hp 10-mor 18-mr 12-att 8-def 8-ap 12-prec 10-enc 0
magic/goodleader/goodmagicleader
Size 3
If anyone could tell me how to make a unit expire after several turns (I intend to have the Wellspark be cheaper but only last 8 turns). Feedback over what is blatantly overpowered if appreciated. The general idea is that the nation is extremely reliant upon elemental for their military. Nearly all their units are magical, and the rest likely are independents.
Now with 100% more first-post mod.
Last edited by Rysan Marquise; December 17th, 2009 at 12:58 AM..
Reason: New Version
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December 9th, 2009, 03:19 AM
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Second Lieutenant
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Re: Dhem - The Allspring
Sounds like a good idea.
Quote:
If anyone could tell me how to make a unit expire after several turns (I intend to have the Wellspark be cheaper but only last 8 turns).
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Mod command-wise it's not possible, and I don't know a work-around for this.
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December 9th, 2009, 03:49 AM
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Colonel
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Join Date: Jun 2007
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Re: Dhem - The Allspring
Quote:
If anyone could tell me how to make a unit expire after several turns (I intend to have the Wellspark be cheaper but only last 8 turns).
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If the unit is a commander, you could give it a custom #onebattlespell that makes it start each battle with the "decay" effect.
That's about it, sadly.
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December 9th, 2009, 04:34 AM
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Second Lieutenant
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Re: Dhem - The Allspring
Quote:
Magic: 10% chance of their element 10 times
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Chance for magic levels, rounded to 1 decimal until 5, from where rounded to show how small the chances get:
0: 34.9%
1: 38.7%
2: 19.4%
3: 5.7%
4: 1.1%
5: 0.015%
6: 0.0014%
7: 0.000087%
8: 0.0000036%
9: 0.000000009%
10: 0.0000000001%
Gotten with following formula: (0.9^(10-X)*0.1^X)*(10CX) where X is the level of path and C is symbol for combination.
So they aren't very special mages really. They're actually really crap as casters, seeing how almost three quarters of them have 0 or 1 levels of a path.
6 chances of 30% would result in:
0: 11.8%
1: 30.3%
2: 32.4%
3: 18.5%
4: 5.9%
5: 1%
6: 0.007%
As a general rule, whatever amount of chances of 50% will result in the most common amount being the median, ie the most central value, of the possibilities. Like 2 and 3 in 5 chances of 50%. Chances under 50% will result in the most common value being closer to the start of the probability distribution. Like we see, upping the chance from 10% to 30% and lowering the maximum amount of picks results in the most common result rising slightly.
Last edited by elmokki; December 9th, 2009 at 04:42 AM..
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December 9th, 2009, 04:45 AM
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Second Lieutenant
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Re: Dhem - The Allspring
Are you wanting something that's only useful in combat for 8 rounds, or only lasts half a year or so before dying horribly?
For the former, exhaustion is pretty awesome. For the latter...maybe bad enough old age that they won't last the winter? Like maxage 5 or something.
That sacred guy seems crazy powerful. Lots of attacks(even with the low str, aren't some of those armor negating? and aoe?), powerful regen, near immunity to elemental magic, and blood vengeance? I can't imagine trying to face a group of 10 of them without mage support. I also can't imagine what bless to take (other than death and blood) since you have most everything covered already with them. Giving recruitables artifact-level gear is so off-normal that I can't conceive of how this would play out.
You do have a lot of nice ideas, like the random magic paths on the Speakers. That's just classy. And I always wanted to see a nation like this.
Now I have to think of how to make recruitables with Bone Armor work. Even better, a nation where all the commanders wear Pebble Skin Suits. Oh dear.
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December 9th, 2009, 07:07 AM
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Second Lieutenant
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Join Date: Mar 2008
Location: Treviso; Italy
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Re: Dhem - The Allspring
Quote:
Originally Posted by Rysan Marquise
I am making a series of 3 nations (EA, MA, and LA) for a nation.
It begins when they discover the Allspring and begin gathering around it. The Allspring is a raw elemental layline, literally made out of elementals. They create a hierarchy around those who can tap into the raw power.
Page: 50 gold/10 res
No Magic
5 Research
Stealth 0
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How is this possible? doesn't #researchbonus need at least 1 magic path?(excluded holy)
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December 9th, 2009, 07:16 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
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Re: Dhem - The Allspring
Quote:
Originally Posted by Swan
How is this possible? doesn't #researchbonus need at least 1 magic path?(excluded holy)
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Just copystat the Gath recruitable, which has research without magic. However, you will get #wastesurvival and #sacred tags, which you can't get rid of.
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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.
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December 9th, 2009, 10:48 AM
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Second Lieutenant
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Join Date: Mar 2008
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Re: Dhem - The Allspring
i always learn something new, i mean, who need education when you have this forum?
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December 9th, 2009, 11:09 AM
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Private
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Re: Dhem - The Allspring
I ended up copying the philosopher, but even their mages have a high resource requirement, so full sloth is probably a bad idea (weak I know). I am trying to remove the philosophizer effect.
I am aware the mages are weak, and you may be right that they are too weak, especially considering this is EA. I think I will go with. 8 instances of 20%
0: 16.7%
1: 33.5%
2: 29.3%
3: 14.6%
4: 4.6%
5: 0.9%
6: 0.11%
7: 0.008192%
8: 0.000256%
I wanted players to be conflicted over getting mages or pages, and if the mages were all excellent, it would be no-contest.
I had wanted a unit that would die after about a year of use in order to give them significant problems commanding without summons or magic.
The elementals aren't that powerful in practice. The default flesh ward item does not give blood vengeance to units. but is basically a 0-protection armor. It gives something for earth-bless to work on.
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December 9th, 2009, 02:16 PM
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Sergeant
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Re: Dhem - The Allspring
Can you give wellsparks the effect where if they leave their home province they lose hitpoints? Then, just don't give them many hitpoints. This effect is present on things like hamadryads, I think
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