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April 19th, 2008, 03:02 PM
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BANNED USER
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Join Date: Feb 2007
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Re: magic modding question
Your nation could have no recruitables - you need to summon commanders who then summon troops, you can only get onto the summoning ladder with an initial 4E4H commander summoning ritual.
That way the nation would be unplayable without your pretender.
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April 19th, 2008, 03:20 PM
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Lieutenant General
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Join Date: Sep 2007
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Re: magic modding question
hmm a good idea, and what I asked for.. but.. well.. dwarves are not summoned in my point of view, but recruited.
Isn't there a way to kill all pretenders w/o earth and holy magic in a province, through a site or something?
--> doubt it
Or to domkill you if you don't have a earth/holy pretender?
--> guess not
Or make it so only a certain pretender could get you the primary castle? --> this might be an idea if I could get a start prov without a castle, but I fear that can't be done either.
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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April 19th, 2008, 06:13 PM
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Lieutenant General
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Re: magic modding question
I've got 2 new options
1. would it be possible to make a spell that creates a magicsite (a magic site that would normally be your cap-only magic site), which produces your cap only units? That would really be a reason to take the pretender that has the ability to cast that spell.
2. Or (on the same thingie) not as spell but to have a cap only magic site (the one which will create your important units) that doesn't show up to start with but that could only be found by a holy 6 mage/priest (which would be what your pretender has to do on his first turn?)
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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April 19th, 2008, 06:24 PM
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Sergeant
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Re: magic modding question
1. No. (Even if there was, how would you prevent someone from casting it in every province? heh.)
2. This seems doable at first, but as far as I know, all capitals come with all their sites revealed.
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April 19th, 2008, 06:40 PM
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Lieutenant General
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Join Date: Sep 2007
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Re: magic modding question
on 1. Saulot (even though it's not possible) I'd want it to be unique.
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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April 21st, 2008, 08:42 AM
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BANNED USER
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Join Date: Apr 2008
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Re: magic modding question
Quote:
Aezeal said:
I've got 2 new options
1. would it be possible to make a spell that creates a magicsite (a magic site that would normally be your cap-only magic site), which produces your cap only units? That would really be a reason to take the pretender that has the ability to cast that spell.
2. Or (on the same thingie) not as spell but to have a cap only magic site (the one which will create your important units) that doesn't show up to start with but that could only be found by a holy 6 mage/priest (which would be what your pretender has to do on his first turn?)
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I've been trying to figure out some way to do something along the same lines. The best concept (never been tried yet) that I've been able to come up with is to make a spell that summons a zero MP unit (I'm thinking of calling it an altar). This unit would then have the ability to summon the secondary unit that I am really interested in recruiting (sic) away from my capital.
Probably not a balanced concept. But I plan to get around to trying it on my upcoming flight to Hawaii. (Eat your hearts out. I've got inside info that the climate in Hawaii is slightly better than that of Sweden.)
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April 21st, 2008, 09:18 AM
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BANNED USER
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Re: magic modding question
That has been tried before in a couple of mods and works. 0 mapmove unit that you can summon which can then summon other units via domsummon, summon allies command, autosummon or by spells only it can cast.
The code for my Dogs of War mod includes a H6 unit who can summon unique commanders who then summon their individual troops. Paymaster - Captain - Troops. No gems involved, only high goldcosts to create upkeep.
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April 21st, 2008, 11:09 AM
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BANNED USER
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Re: magic modding question
Sombre, that's cool. I figured that a more accomplished modder would have tried the concept.
I searched for the Dogs of War mod without success.
Could you provide a link to it? Thank you.
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April 21st, 2008, 11:31 AM
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BANNED USER
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Join Date: Feb 2007
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Re: magic modding question
You can't find it because I haven't released it. It's like the Empire mod, it's got plenty of code written and quite a few graphics, but it just isn't at the stage I can even beta release it.
Don't know when I'll finish it.
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