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December 26th, 2006, 10:21 PM
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Join Date: Oct 2006
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Re: the Mappers Wishlist
I'd like the ability to add special abilities to units in certain regions. I'm thinking airshield for all units while they're underground-different levels for different provinces, like 20% to represent open caverns or 80% for tight, twisting tunnels, or certain provinces boosting ability in a certain path for any unit who happens to wander in and jungles where if you stay too long you get a disease-think Tsitzi-fly infestation, only it might be microscopic imps or atomies with elfshot etc. If there was a global command #underground_airshieldR then the computer would randomly assign 20%-80% airshield for all underground provinces. Samd thing for jungles- #jungle_diseaseR and the computer would randomly assign say a 1-10% chance for every unit in a jungle province to catch a disease each round they remain there. The magic bonus could be handled something like #magic_allR and #forest_magicR where the computer would give each province or each forest province a 1% chance to boost magic by 1 in 1 specific path, with maybe a 1 in 500 or 1 in 1000 chance to boost more than one path or one path by 2 points, etc. Other commands could include #desert_fireR where the computer would give each desert a 1% chance to boost fire magic by 1 point. These random abilities or detriments should come accompanied by a short message describing that they're in effect. I wouldn't mind just having a special site that could duplicate these abilities, but I don't know if such things currently exist or can be modded in.
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December 27th, 2006, 06:41 AM
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National Security Advisor
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Re: the Mappers Wishlist
There are too many variables for it to work like that. It won't work, not that way. Adding magic spells to certain provinces is much more feasible. Arrow Fend for both sides of the battle in all provinces that are caves, as an example.
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December 28th, 2006, 12:29 AM
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Join Date: Oct 2006
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Re: the Mappers Wishlist
I don't care how it would work as long as it works. What about the possibility of certain creatures who can't leave certain types of provinces, such as underground, forests, deserts, mountains...in the same way as water-breathing creatures can't leave the water unless they're amphibious or have magical support? Mythologically, this would make a lot of sense for a LOT of creatures.
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December 28th, 2006, 09:24 AM
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National Security Advisor
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Re: the Mappers Wishlist
Quote:
HoneyBadger said:
I don't care how it would work as long as it works. What about the possibility of certain creatures who can't leave certain types of provinces, such as underground, forests, deserts, mountains...in the same way as water-breathing creatures can't leave the water unless they're amphibious or have magical support? Mythologically, this would make a lot of sense for a LOT of creatures.
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This idea would require some work, but it's very interesting because at least Hama Dryads already have a somewhat similar ability: they can't leave their home province without getting weaker (losing hp).
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December 28th, 2006, 04:37 PM
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National Security Advisor
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Re: the Mappers Wishlist
According to the description, Blood Guards and Blood Lords also share that same drawback. Home province only or they start dying.
Edi
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December 31st, 2006, 04:24 AM
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Re: the Mappers Wishlist
So you could have for instance a Will'o'the'whisp creature that can only be found in swamps and cannot-by itself anyway-leave the swamp it's in, but you could still recruit it.
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December 31st, 2006, 05:41 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: the Mappers Wishlist
Will'O'Wisps are battle summons available at about Conjuration 7. Fire 1, 1 gem, appear in the edges of the battlefield.
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