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November 13th, 2008, 03:44 PM
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Re: Magic Site Idea Thread
I thanked Stavis L and agreed with his answer to HoneyBadger, but then I kicked my computer's power off, and I have a nagging feeling I forgot one of the sites I had already written down.
Castle in the Clouds
Path: Air 4
Terrain: Any
Freq: 2 (Rare) Unique
Recruitables: (none)
Recruitable Commanders: 93 (Wind Master), 92 (Cloud Mage)
Gems: (none)
Gold Bonus: (none)
Resource Bonus: (none)
Scales: (none)
note: add lab if mod command added
Rainbow Bridge
Path: Air 3
Terrain: Any
Freq: 2 (Rare) Unique
Recruitables: 1001 (Asmeg)
Recruitable Commanders: 1002 (Asmeg Jarl)
Gems: 3 Air
Gold Bonus: (none)
Resource Bonus: (none)
Scales: (none)
End of the Rainbow
Path: Air 4
Terrain: Any
Freq: 2 (Rare) Unique
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 2 Air, 2 Fire
Gold Bonus: 100
Resource Bonus: (none)
Scales: Luck
Circle of Dancing Stones
Path: Earth 2
Terrain: Any
Freq: 1 (uncommon)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 1 Earth, 1 Air
Gold Bonus: (none)
Resource Bonus: (none)
Scales: (none)
Highland Refuge
Path: Air 2
Terrain: Any
Freq: 1 (uncommon)
Recruitables: (none)
Recruitable Commanders: 1775 (Baobhan Sidhe)
Gems: 1 Air
Gold Bonus: (none)
Resource Bonus: (none)
Scales: (none)
Cloud of Flying Spiders
Path: Air 2
Terrain: Any
Freq: 0 (common)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 1 Air, 1 Nature
Gold Bonus: (none)
Resource Bonus: (none)
Scales: (none)
Wailing Aurora
Path: Air 3
Terrain: Any
Freq: 1 (uncommon)
Recruitables: (none)
Recruitable Commanders:
Gems: 2 Air, 1 Death
Gold Bonus: (none)
Resource Bonus: (none)
Scales: Cold
Desert of Ghostly Wails
Path: Air 3
Terrain: Any
Freq: 1 (uncommon)
Recruitables: (none)
Recruitable Commanders:
Gems: 2 Air, 1 Death
Gold Bonus: (none)
Resource Bonus: (none)
Scales: Heat
Altar of Flames
Path: Holy 4
Terrain: Any
Freq: 1 (uncommon), unique
Recruitables: (none)
Recruitable Commanders: 389 (Fire Lord)
Gems: 2 Fire
Gold Bonus: (none)
Resource Bonus: (none)
Scales: Heat
note: add Holy Fire if mod command added
Stone Dragon
Path: Earth 2
Terrain: Any
Freq: 1 (uncommon)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 2 Fire
Gold Bonus: (none)
Resource Bonus: (none)
Scales: (none)
Note: There are now enough Air 4 sites that will be incorporated into the mod.
Cave-only sites would be nice, especially Blood and Nature.
Last edited by Endoperez; November 13th, 2008 at 03:56 PM..
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November 13th, 2008, 05:48 PM
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Second Lieutenant
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Re: Magic Site Idea Thread
Thanks for the thanks
A couple comments...
Quote:
Originally Posted by Endoperez
Desert of Ghostly Wails
Path: Air 3
Terrain: Any
Freq: 1 (uncommon)
Recruitables: (none)
Recruitable Commanders:
Gems: 2 Air, 1 Death
Gold Bonus: (none)
Resource Bonus: (none)
Scales: Heat
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Perhaps this would be better as Terrain = Waste?
Secondly, and this is less of a concern for contributors, and more of one for you as you wrap them up; if there are *too* many scales boosting sites, it tends to mitigate the impact of Pretender scales. It could probably stand to be a lot larger percentage than is currently in the game, but imagine if e.g. 25% of sites had scales effects, and there are an average of ~2 sites per territory; it'll be quite a change. Just a thought. 
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November 13th, 2008, 04:34 PM
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General
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Re: Magic Site Idea Thread
Some more unique sites:
Mohenjo-daro
Path: Death 4
Terrain: Forest
Freq: 2 (Rare) Unique
Recruitables: LongdeadMarkata, LongdeadVanara LongdeadBandar.
Recruitable Commanders: Longdead Raja
Gems: 1 Fire gem
Gold Bonus: 25
Resource Bonus: (none)
Scales: Misfortune, Death
Pays Cathare
Path: Holy 4
Terrain: Forest
Freq: 2 (Rare) Unique
Recruitables: Forester, Flagellant, Guardian
Recruitable Commanders: Monk
Gems: 1 Astral, 1 Blood
Gold Bonus: (none)
Resource Bonus: (none)
Scales: Magic, Turmoil.
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November 14th, 2008, 05:48 PM
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Posts: 47
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Re: Magic Site Idea Thread
Quote:
Originally Posted by HoneyBadger
Some more unique sites:
Pays Cathare
Path: Holy 4
Terrain: Forest
Freq: 2 (Rare) Unique
Recruitables: Forester, Flagellant, Guardian
Recruitable Commanders: Monk
Gems: 1 Astral, 1 Blood
Gold Bonus: (none)
Resource Bonus: (none)
Scales: Magic, Turmoil.
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Pays cathare ? That's the place where I live 
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November 15th, 2008, 03:27 AM
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Location: Sweden
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Re: Magic Site Idea Thread
Quote:
Originally Posted by Spendios
Quote:
Originally Posted by HoneyBadger
Some more unique sites:
Pays Cathare
Path: Holy 4
Terrain: Forest
Freq: 2 (Rare) Unique
Recruitables: Forester, Flagellant, Guardian
Recruitable Commanders: Monk
Gems: 1 Astral, 1 Blood
Gold Bonus: (none)
Resource Bonus: (none)
Scales: Magic, Turmoil.
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Pays cathare ? That's the place where I live 
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You could replace the Monk with a Perfecti. And add a peg castle instead of the forester. Or make an entirely new one called Montsegur similar to the Pays Cathare but with the castle.
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November 15th, 2008, 04:10 AM
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National Security Advisor
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Re: Magic Site Idea Thread
Quote:
Originally Posted by Kristoffer O
You could replace the Monk with a Perfecti. And add a peg castle instead of the forester. Or make an entirely new one called Montsegur similar to the Pays Cathare but with the castle.
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We can't mod magic sites to give forts, labs or temples.
I'll start compiling the first version, and count the amount of suggestions. I noticed that there's only space for 249 new sites, total, so if this mod would reach 200 sites it most probably wouldn't be compatible with any mods that add sites.
Also, since we got a developer in the thread, it's good time to mention that if we ever get event modding, this thread is a good example of what could happen. 
It's one thing to add sites that only add gems, but sites that give you units are much more interesting. Similarly, being able to make new events with only description and ability to add units/commanders would be huge. Gems, gold, construction, population/unrest effects, sites and random or spesific magic items would all be nice, but there's enough variation in the units to allow for hundreds of different events.
Similarly, magic item modding only needs to allow keying magic items to spells to allow for hundreds of interesting combinations, in the first version!
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November 13th, 2008, 04:36 PM
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Re: Magic Site Idea Thread
So we're just sticking with Path 4 as the limit, Endoperez? Was that what you were agreeing to?
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November 13th, 2008, 05:29 PM
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National Security Advisor
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Re: Magic Site Idea Thread
Yes, for the reasons Stavis L mentioned. As I said (at least in the post that vanished to the cyberspace), his thoughts about this mod match mine almost perfectly.
Your new sites won't work. Sites have maximum of 4 features, while both of yours have 8. In addition, I don't know how to price recruitable undead. Mohenjo-Doro could be done as a "Death mage may enter to summon X", but that can't be modded.
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November 13th, 2008, 06:03 PM
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National Security Advisor
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Re: Magic Site Idea Thread
I'll probably change it. I did it that way to have it symmetrical with Wailing Aurora, but deserts should equal wastes gameplay-wise.
Desert of Ghostly Wails and Wailing Aurora were inspired by infrasound, btw. It's too low to be heard, but causes a general spooky feeling and might be responsible for some ghost stories.
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November 13th, 2008, 06:32 PM
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Second Lieutenant
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Re: Magic Site Idea Thread
...and yet another set.
Name: Astral Sink
Path: Astral 3
Terrain: Cave, Waste, Mountain
Freq: 1 (uncommon)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: (none)
Gold Bonus: (none)
Resource Bonus: (none)
Scales: Drain
Name: Sinkhole
Path: Earth 1
Terrain: Any
Freq: 0 (common)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 1E
Gold Bonus: (none)
Resource Bonus: (none)
Scales: (none)
Name: Effervescent Spring
Path: Water 1
Terrain: (any land)
Freq: 1 (uncommon)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 1W, 1A
Gold Bonus: (none)
Resource Bonus: (none)
Scales: (none)
Name: Mass Grave
Path: Death 2
Terrain: (any land)
Freq: 0 (common)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 3D
Gold Bonus: (none)
Resource Bonus: (none)
Scales: (none)
Name: Unholy Abattoir
Path: Blood 2
Terrain: (any land)
Freq: 1 (uncommon)
Recruitables: 1353 (Blood Guard)
Recruitable Commanders: 744 (Diabolist)
Gems: (none)
Gold Bonus: (none)
Resource Bonus: (none)
Scales: (none)
Name: Forest in the Clouds
Path: Nature 3
Terrain: Forest, Plains, Farmland, Mountain
Freq: 1 (uncommon)
Recruitables: 1199 (Winged Monkey)
Recruitable Commanders: (none)
Gems: 1N, 1A
Gold Bonus: (none)
Resource Bonus: (none)
Scales: (none)
Name: Mushroom Village
Path: Nature 2
Terrain: Forest
Freq: 1 (uncommon)
Recruitables: 483 (Hoburg militia)
Recruitable Commanders: 1198 (Hoburg Horticulturalist)
Gems: 1N
Gold Bonus: (none)
Resource Bonus: (none)
Scales: (none)
Name: Village of Living Stone
Path: Earth 3
Terrain: Cave
Freq: 1 (uncommon)
Recruitables: (none)
Recruitable Commanders: 345 (Gnome)
Gems: 3E
Gold Bonus: (none)
Resource Bonus: (none)
Scales: (none)
Name: Chamber of Luminescent Fungi
Path: Nature 3
Terrain: Cave
Freq: 1 (uncommon)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 2N, 1S
Gold Bonus: (none)
Resource Bonus: (none)
Scales: (none)
Name: Pit of the Forsaken Ones
Path: Blood 3
Terrain: Cave
Freq: 2 (rare)
Recruitables: 456 (Foul Spawn), 457 (Foul Spawn), 459 (Foul Spawn)
Recruitable Commanders: (none)
Gems: (none)
Gold Bonus: (none)
Resource Bonus: (none)
Scales: (none)
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