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

This Month's Specials

Air Assault Task Force- Save $8.00
Bronze- Save $10.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars

Reply
 
Thread Tools Display Modes
  #1  
Old November 23rd, 2003, 05:36 AM

Jasper Jasper is offline
Major
 
Join Date: Sep 2003
Location: Oregon
Posts: 1,139
Thanks: 0
Thanked 0 Times in 0 Posts
Jasper is on a distinguished road
Default Re: CherryMod Thread

Quote:
Originally posted by Kristoffer O:
When we associated encumbrance and defence with armors instead of units we had already made some hundred units (that was early in Dom I). It was a chore to go through them all. Resources was not remade at the same time and now it feels kind of owerwhelming to think about.
From a programming perspective it should be simple... Add a resources field to all equipment, add a method to units to to calculate resource cost based on carried equipment. Compare the computed values with the current resource cost for all units. If you like what you see, refactor to call the resource method rather than the hard coded resource variable, and then remove remove all the now extraneous unit resources. Perhaps keep resources around as a variable on units, so you can it to the resource sum if you want to varry resource cost aside from equipment.
__________________
brass-golem.com
Reply With Quote
  #2  
Old November 23rd, 2003, 09:44 AM
Saber Cherry's Avatar

Saber Cherry Saber Cherry is offline
Major General
 
Join Date: Oct 2003
Location: Crystal Tokyo
Posts: 2,453
Thanks: 0
Thanked 0 Times in 0 Posts
Saber Cherry is on a distinguished road
Default Re: CherryMod Thread

I know doubt the tools for modding scales will allow even 10% of what I mention here, but unless you speak up, you never know=)

Things I would like to add:

Rebalance scale design point costs, if possible, like this:
+45,+40,+35,0,+35,+40,+45 for Heat/Cold
-35,-40,-45,0,+45,+50,+55 for Magic/Drain
-45,-40,-35,0,+35,+30,+25 for Luck/Unluck

This rebalance would make the currently attractive endpoints of luck/unluck less attractive, and the unattractive magic/drain and heat/cold endpoints more attractive. Note, these are the INCREMENTAL costs, not cumulative. Currently all the scales cost 40,40,40,0,40,40,40 (with the 40's positive or negative, depending on the scale).

Luck scale affecting afflictions using this algorithm: (Damage*(10-Luck)/(10*HP))=chance of affliction. That's a 10% difference per scale. For example, a 25 HP unit taking 5 damage in a +3 luck scale province would have a (5*(10-3)/(10*25))=14% rather than default 20% chance of gaining an affliction.

Magic scale affecting gem production, with randomized gem output, with sites getting +-10% average output per magic/drain scale. Production would be like this: Every gem would change to 2 coin flips. So, a 1-gem site would have a 25% chance of making no gems, 50% of 1 gems, and 25% chance of 2 gems, each turn. Magic/drain would unbalance the coins, so that a neutral scale coin would have a 50%-50% head-tail chance, and a +1 magic would have 55%-45% head-tail distributions.

Example: A site makes 2 Earth gems, 1 water gem, and is in Drain-2. Coins are thus 40% heads, and 60% tails. This generates 4 Earth coins, and 2 Water coins.

Using these unbalanced coins...

4 Earth coins flip for:

13% 0 Earth Gems
35% 1 Earth Gems
35% 2 Earth Gems
15% 3 Earth Gems
2.5% 4 Earth Gems

2 Water coins flip for:

36% 0 Water Gems
48% 1 Water Gems
16% 2 Water Gems

This generates an average of 1.6 Earth, and .8 Water gems, max of 4 and 2 and min of 0 and 0. Note the average 20% reduction from the original 2 Earth, 1 Water due to the drain scale unbalancing the coins.

This coin-gem system would also be great for use with a potential map gem-richness setting... Note that the player never sees coins, or knows about coins, they are all behind the scenes.

Also note that if +-10% seems too drastic, +-5% could be used instead... or the scale could simply be made more costly.

-Cherry

[ November 23, 2003, 07:59: Message edited by: Saber Cherry ]
__________________
Cherry
Reply With Quote
  #3  
Old November 23rd, 2003, 10:37 AM
Kristoffer O's Avatar

Kristoffer O Kristoffer O is offline
General
 
Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
Kristoffer O is on a distinguished road
Default Re: CherryMod Thread

Quote:
Originally posted by Jasper:
From a programming perspective it should be simple... Add a resources field to all equipment, add a method to units to to calculate resource cost based on carried equipment. Compare the computed values with the current resource cost for all units. If you like what you see, refactor to call the resource method rather than the hard coded resource variable, and then remove remove all the now extraneous unit resources. Perhaps keep resources around as a variable on units, so you can it to the resource sum if you want to varry resource cost aside from equipment.
Many units have resource costs not only dependent on the equipment. The resources of Jotund and other non human beings are arbitrarily altered to compensate for size and other materials. We would have to go through all units. Not difficult but very boring and some bugs would not discovered. On the other hand we have a merry group of people here that wouldn't mind pointing out misses.

The Minotaur Lord was one of the units that were missed in the previous encumbrance change. I believe you remember him.
__________________
www.illwinter.com
Reply With Quote
  #4  
Old November 24th, 2003, 02:31 AM

Jasper Jasper is offline
Major
 
Join Date: Sep 2003
Location: Oregon
Posts: 1,139
Thanks: 0
Thanked 0 Times in 0 Posts
Jasper is on a distinguished road
Default Re: CherryMod Thread

Quote:
Originally posted by Kristoffer O:
Many units have resource costs not only dependent on the equipment. The resources of Jotund and other non human beings are arbitrarily altered to compensate for size and other materials. We would have to go through all units. Not difficult but very boring and some bugs would not discovered. On the other hand we have a merry group of people here that wouldn't mind pointing out misses.

The Minotaur Lord was one of the units that were missed in the previous encumbrance change. I believe you remember him.
If setup algorithmically all the individualized unit resource differences would be calculated, and you'd only need to review the shorter list of those actually differing. This would be much simpler to maintain/extend, and much easier to catch simple mistakes.

It'd be tedious, but get JK to do it! Tedium is what programmers are for. ;-)
__________________
brass-golem.com
Reply With Quote
  #5  
Old November 24th, 2003, 08:12 PM

LordArioch LordArioch is offline
Sergeant
 
Join Date: Sep 2003
Location: Austin, TX
Posts: 262
Thanks: 0
Thanked 0 Times in 0 Posts
LordArioch is on a distinguished road
Default Re: CherryMod Thread

I thought of some interesting themes to suggest...but I think you already have them.
Pangea: All animal units, maybe werewolf mages...DRAGONFLY SCOUTS!!!
and an undead theme where you pay gold and resources to build the undead?

Also, perhaps an all etheral theme...it might be hard to do though since most etheral units are undead or very powerful.
A theme involving the aesir somehow perhaps...vanheim with giants.
And a nation where every unit has a bow and good precision...."Reign of Arrows" Maybe for caelum.

Oh..and I want the Black Coven too...I'm thinking Ulm with death/earth mages and unholy priests maybe. Now that would be a cool Ulm theme. Just imagine if they could get wights with black steel plate on. Be really cool if they reanimated undead with black steel plate.
Reply With Quote
  #6  
Old November 24th, 2003, 08:29 PM
Graeme Dice's Avatar

Graeme Dice Graeme Dice is offline
General
 
Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
Graeme Dice is on a distinguished road
Default Re: CherryMod Thread

Quote:
Originally posted by LordArioch:
and an undead theme where you pay gold and resources to build the undead?
Base Ermor is fairly similar to this, as you pay for the priests that do the reanimation. It would be interesting to have a "Kingdom of the dead" though, where they go about living their lives like normal people and are every bit as reluctant to go into battle.

Quote:
Also, perhaps an all etheral theme...it might be hard to do though since most etheral units are undead or very powerful.
Well, Soul Gate is pretty much this. It has the disadvantage of requiring MR checks for many of the weapons to hit.
Reply With Quote
  #7  
Old November 24th, 2003, 09:26 PM
Saber Cherry's Avatar

Saber Cherry Saber Cherry is offline
Major General
 
Join Date: Oct 2003
Location: Crystal Tokyo
Posts: 2,453
Thanks: 0
Thanked 0 Times in 0 Posts
Saber Cherry is on a distinguished road
Default Re: CherryMod Thread

Quote:
Originally posted by LordArioch:
I thought of some interesting themes to suggest...but I think you already have them.
Pangea: All animal units, maybe werewolf mages...DRAGONFLY SCOUTS!!!
Yeah I've been thinking along those lines as well. Some sort of "Gaia", "Devolution", or "Return to Nature" theme, with no human units except druids. And inverted cavalry, where miniature ponies charge into battle riding specially-bred human linebackers. Centaurs and Satyrs might still be tolerated, but there would be mostly "Battle Bunnies", "Squirrel Soldiers", and "Mousie Militia". National heroes would include the Vorpal Bunny of Death from Monty Python's Holy Grail, and of course the immortal Coyote from Roadrunner cartoons. He'd start out feebleminded, though.

Ok, seriously - I've been giving a theme like this some thought, and it's hard for me to figure out how the economics would work out. Why would animals want gold, and with no tools, what would resources do? I want it to be nature versus humanity, so it would include vine ogres and vinemen in addition to animals, but they don't care about that stuff either. I like the dragonfly scouts=)

Hmm... the best way for it to work would be to make animals and vine-creatures spontaneously arise in provinces with high dominion and high magic, and allow the Pangea "Nature" theme to take turmoil, sloth, and unluck (require +3 magic and at least +2 turmoil). But, alternately, it could have intelligent talking animals that want to be paid for their services and wear armor (just not leather armor).

Anyway, non-humanoid themes require a bit more work and thought than more standard themes.

P.S.

Quote:
By Graeme
It would be interesting to have a "Kingdom of the dead" though, where they go about living their lives like normal people
Perhaps you mean "undying their undeaths"?

Yes, I'm going to put in a theme like that. Zombies have figured out how to make baby zombies, and etc. This theme would be best if province population could go negative, to represent a bustling undead population.

[ November 24, 2003, 19:32: Message edited by: Saber Cherry ]
__________________
Cherry
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

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 07:25 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.