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September 9th, 2008, 03:47 PM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
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Thanked 121 Times in 91 Posts
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Re: design just ONE province
Elephant Graveyard....
Respawning Long Dead elephants with the Elephant King able to protect them.
Site gives Ivory (100 gold), 2 death gems. Can only be found in +heat forest.
Elephant King scripted for flight and etherealness on the undead, trampling elephants. Plus if he raises dead he gets more elephants.
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February 25th, 2009, 08:34 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: design just ONE province
Time for a
We now have online games running which automatically incorporates the SemiRandom program.
http://www.dom3minions.com/HostedGames.htm
And I would like to also incorporate the SemiRandom feature of giving the AIs logical gods/scales.
We need more provinces. More variety.
And more gods. At the moment we have A GOD for each of the middle era nations. But we need early and late nations, and some variety in the middle era.
Gandalf Parker
--
the Socializing Soloist, the Mad Mapper and the Minimalist Modder, the Lord of Chaos, the Prophet for Random, Experimenter of Extremes, He Who Will Not Normalize Standardize Specialize (or Finalize), He Who Public Domains All.
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February 25th, 2009, 11:46 PM
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Captain
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Join Date: Oct 2007
Location: guess - and you'll be wrong
Posts: 834
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Re: design just ONE province
Province Name: "The Golem Heights"
#commander "Golem Crafter"
#additem "Starshine Skullcap"
#additem "Crystal Coin"
#additem "Lead Shield"
#additem "Amulet of Antimagic"
#additem "Earth Boots"
#units 10 "Golem"
#units 10 "Siege Golem"
Magic Site: Meteorite Cliffs (#605)
Poptype: random
Sitemask: Mountain / Boardermountain
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February 26th, 2009, 03:41 AM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
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Re: design just ONE province
Awakened Quarry
5e: (You'll see why).
Crusher Commander (copy of Father Illearth, toned down a tad).
Lead Shield
AMR
Blood Stone
Boots of Earth Power
30 earth gems.
Defenders: 40 crushers, set on Hold and attack in far rear.
Script: Curse of stones.
Angle: Crushers move incredibly slow. Combine with Curse of Stones, and earth meld opponents will rack up the exhaustion, and risk timeout. The slower crushers will not face these problems.
Lab
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February 26th, 2009, 08:26 AM
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Lieutenant Colonel
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Join Date: Jun 2008
Location: Florence, Italy
Posts: 1,424
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Re: design just ONE province
Father Illearth with Boots?
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February 26th, 2009, 09:35 AM
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Second Lieutenant
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Join Date: Sep 2008
Posts: 466
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Thanked 95 Times in 60 Posts
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Re: design just ONE province
Quote:
Originally Posted by Gandalf Parker
And more gods. At the moment we have A GOD for each of the middle era nations. But we need early and late nations, and some variety in the middle era.
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Not that I want to toot my own horn, but all the .GOD files I submitted were for late age, and so I believe there should now be at least 2 for each nation in LA. Of course, you may have opted not to use one or another set (one set was "purchasable" at the vanilla point cost, if Imprisoned, whereas the other set was not.)
More would be definitely be better though :-)
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February 26th, 2009, 12:39 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
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Re: design just ONE province
Sorry Stavis. I thought I had all the add-on zips.
But you are right, we can always use more. However if you did 2 for each LA nation, and we have 1 for each MA nation, then it appears we need mostly EA gods.
Also I want to make the point that we have many "killer" provinces. IMHO we need to water down the mix abit with just some interesting and logical ones. Same point I guess for the gods. Do not be afraid to turn in a god build because you dont think its a killer god. As long as its better than a purely randomly created god then it will be good to add in. I feel we mostly need variety.
It wouldnt be a bad idea to have each nation-guide represented. Those who did guides, and those who have favorite guides, should make an effort to see that its god/scales are included.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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February 26th, 2009, 01:02 PM
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General
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Join Date: Apr 2005
Posts: 3,327
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Re: design just ONE province
I'd disagree about including gods from most of the guides. Those are often very focused on a particular strategy that the AI isn't going to implement. If you take that god, then build troops haphazardly like the AI does, you're not going to get decent results, possibly worse than random.
Example: Baalz's Eriu guide. The god design is all about getting a bless for Sidhe Lords, so that with minimal gear they can be impressive raiders. The AI simply won't do that, so the bless will be wasted. Used occasionally on the troop sacreds who it isn't designed for.
The AI generally does better with more generic high-scale builds than the more optimized and focused designs.
That said, there are guides that are more general, whose suggestions would make good pretenders.
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February 26th, 2009, 05:44 PM
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Major General
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Join Date: Sep 2007
Location: Scotland
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Re: design just ONE province
Plains of the Lion Tribe
Good numbers of lion tribe warriors and archers, plus several lion tribe witch doctors and a dozen or so lions (and maybe even a couple of Summer Lions)
Forests of the Wolf Tribe could be similar.
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January 30th, 2010, 01:21 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: design just ONE province
Now that the terrain for CAVE has started showing up on player-created maps (and I manually add them to the generated maps I offer at my site) we have a need for some interesting cave provinces that are JUST caves. Surely some magic sites and units in the game would be uniquely suited to being found in a cave.
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