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  #91  
Old January 14th, 2004, 08:19 AM
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Default Re: CherryMod Thread

Quote:
Originally posted by Zen:
We have a Lady of Fortune, why not a Lady of Misfortune?
As long as it was stealthy...
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  #92  
Old January 14th, 2004, 08:52 AM

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Default Re: CherryMod Thread

The Farm of Onion. "Fragrant, Sweet, Delicious and...atishooooooo!"
Level: Air 2

Entering the site gives the commander and all his followers a 50% chance heal they disease.
15% his troops will plagued by "Fright" -- Morale-4.(oh,not a battle fright...we may call it 'onion fright' )
This site also provides 50 food supplies.

[ January 14, 2004, 06:56: Message edited by: void ]
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  #93  
Old January 16th, 2004, 08:19 PM
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New Magic Site:
Library of Elemental Magic
"Enter to Study Magic"
Level: Fire 3 (Ideally, L-3 in any elemental path)

Any mage may enter. Every turn studying gives a slight chance of raising the mage's level in each elemental path, equal to 2.5/(empowerment cost). So, for example, a 0-Earth 1-Air 2-Fire 3-Water mage studying would have (each turn) a 5% chance of boosting Earth by 1, 8.3% for Air, 5.6% chance for Fire, and 4.2% for Water, and gain roughly .23 magic skill per turn. A theoretical level 4,4,4,4 mage would advance at a much slower .13/turn, or about 7.5 turns per advance (he'd have much better things to do).


New Magic Site:
Library of Sorcery
"Enter to Study Magic"
Level: Death 3 (Ideally, L-3 in any elemental path)

Any mage may enter. Every turn studying gives a slight chance of raising the mage's level in each sorcery path, equal to 2.5/(empowerment cost). So, for example, a 0-Astral 1-Nature 2-Death 3-Blood mage studying would have (each turn) a 5% chance of boosting Astral by 1, 8.3% for Nature, 5.6% chance for Death, and 4.2% for Blood, and gain roughly .23 magic skill per turn. A theoretical level 4,4,4,4 mage would advance at a much slower .13/turn, or about 7.5 turns per advance (he'd have much better things to do).


New Magic Site:
Great Library
Level: Astral 0

Provides a free lab.
Decreases unrest by 5.

Mages flock to the great library to peruse the unique tomes. Any mage researching in this province gets a +3 research bonus, independant of the drain scale. However, not all ancient secrets are meant to be learned, and there is a slight risk (8%) of becoming horror-marked while studying... Also, mages like their peace and quiet, and have been known to turn local agitators into frogs, which reduces unrest somewhat.
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  #94  
Old January 16th, 2004, 09:11 PM

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Default Re: CherryMod Thread

Saber...have you got these magic sites already done up? If so, where can i get them?

Thanks

Chris
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  #95  
Old January 16th, 2004, 09:30 PM
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Default Re: CherryMod Thread

Sorry, no site modding yet

This thread is just a compilation of what I plan to add when it is possible. However:

1) Some of it will never be possible unless the stuff is explicitly supported in the game code, at which point it really wouldn't be a 3rd party mod anymore.
2) Illwinter is more than welcome to snag anything in this thread and add it (or support for it) to Dominions II

-Cherry

P.S. More alterations:

Satyrs get 2 natural protection.

Celestial Warriors changed from AAS to AWS.

Full Scale Mail gets +1 def (to -2). It's REALLY bad otherwise.
TC Full Leather Armor units get Full Linen Armor. Stats:
name=Full_Leather_Armor aprot=6 def=-1 enc=1 res=3
name=Full_Linen_Armor aprot=6 enc=1 res=4 new=1

Vanheim Fay Boar made sacred. Does anyone actually use them? There's no reason they should demand so much gold=)

Lorica Segmentata increased from 10 resources to 11 resources.

Ctis Falchioneer given ambidextrous 3, not 2.

Thoughts:
Should Ulm be given +1 strength?
Should Ulm Sappers get +1 HP?

[ January 16, 2004, 20:14: Message edited by: Saber Cherry ]
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  #96  
Old January 17th, 2004, 12:36 AM
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Default Re: CherryMod Thread

Quote:
Originally posted by Saber Cherry:

Celestial Warriors changed from AAS to AWS.

Three paths not possible.
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  #97  
Old January 17th, 2004, 12:43 AM
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Default Re: CherryMod Thread

Quote:
Originally posted by Kristoffer O:
quote:
Originally posted by Saber Cherry:

Celestial Warriors changed from AAS to AWS.

Three paths not possible.
Awww=( Maybe I should give Celestial Masters 2 randoms... or a random and an elemental random... and reduce water by 1. I'm not really sure why they have water anyway.
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  #98  
Old January 17th, 2004, 01:12 AM
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Default Re: CherryMod Thread

The Celestial Masters are based upon the taoistic T'ien Shih (celestial masters), leaders of the taoistic cult during certain times. An important concept in taoism is wu wei (inaction/not doing).

Water being yielding and changing is the closest representation of wu wei I could come up with.

Also water, according to Lao Tzu, is 'of all things most yielding and can overwhelm [rock] which is of all things most hard' (43)
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  #99  
Old January 17th, 2004, 07:10 AM

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Uhm, why not just change the 2 Air Req to 2 Water? As that is the closest representation you could find, and the Astral is "Celestial"?

Or maybe change it to "Holy 3" ? This would limit it *Only* to CM's, no pretenders or anything could summon the Soldiers.

Just a few thoughts.
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  #100  
Old January 17th, 2004, 11:09 PM
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Default Re: CherryMod Thread

Quote:
Originally posted by Zen:
Uhm, why not just change the 2 Air Req to 2 Water? As that is the closest representation you could find, and the Astral is "Celestial"?

Or maybe change it to "Holy 3" ? This would limit it *Only* to CM's, no pretenders or anything could summon the Soldiers.

Just a few thoughts.
I doubt holy can be a requirement...
Anyway- I think I'll change it to 1 air, 1 astral. I would go 1 air, 2 water, but I think that would force water gems to be used when casting.

Additional change:

Vanheim: All Vanheim troops get 25% cold resistance. They should have learned how to dress warmly, and evolved higher metabolisms, and so forth...

Atlantis:
Additional unit, "Shark Warrior".
Base: Atlantian, Weapon: Sharktooth Mace, Equipment: Sharkskin Armor, Turtle Shell Shield

Sharktooth Mace: A mace carved from the jawbone of a large shark, retaining the rows of razor-sharp teeth.
dam=5 att=1 res=3 (no poison damage)

Sharkskin Hauberk: A hauberk made from the rough hide of a large shark.
aprot=5 enc=1 res=3

Machaka: Added "Machaka Raider".
Base unit: Machakan Raider (Same stats as a Machakan, except: stealthy, 13 base AP, 11 morale, 11 gold)
Equipment: Spear, Shortbow, Hide Shield

Added "Raiding Party Leader"
Base Unit: Same as Machaka Raider, but 25 gold, 10 leadership, and +1 att, def, mrl, and stealthy 5.
Equipment: Same as Raider.

Details:

C:\Projects\Java\Dominions>java Unit at.shark.warrior mac.raider mac.raiding.par
ty.leader

New Unit:
AT Shark Warrior (Base creature: Atlantian)

HP: 12 Str: 11
Prot: 9 Att: 10
Mrl: 10 Def: 11
Mrst: 10 Prec: 8
Enc: 5 AP: 8

Weapons: Sharktooth Mace
Items: Sharkskin Hauberk, Turtle Shell Shield

Gold: 10 Res: 7

*********************************

New Unit:
MAC Raider (Base creature: MAC Raider)

HP: 10 Str: 10
Prot: 2 Att: 10
Mrl: 11 Def: 12
Mrst: 10 Prec: 10
Enc: 3 AP: 12

Stealthy 0

Weapons: Spear, Short Bow
Items: Hide Shield

Gold: 11 Res: 5

*********************************

New Unit:
MAC Raiding Party Leader (Base creature: MAC Raiding Party Leader)

HP: 10 Str: 10
Prot: 2 Att: 11
Mrl: 12 Def: 13
Mrst: 10 Prec: 10
Enc: 3 AP: 12

Stealthy 5

Weapons: Spear, Short Bow
Items: Hide Shield

Gold: 25 Res: 5

*********************************

C:\Projects\Java\Dominions>java Weapon Sharktooth.mace

Weapon 'Sharktooth Mace'
dam=5, hits=1, att=1, length=1, hands=1, res=3
new=1


C:\Projects\Java\Dominions>java Item sharkskin.cuirass sharkskin.hauberk full.sh
arkskin.armor

Item 'Sharkskin Cuirass'
aprot=4, res=2
new=1

Item 'Sharkskin Hauberk'
aprot=5, enc=1, res=3
new=1

Item 'Full Sharkskin Armor'
aprot=7, def=-1, enc=2, res=5
new=1

P.S.

Unarmored satyrs: Need to be cheaper. I'll adjust all satyr costs - maybe 7 gold minimum. Harpies may need cheapening too, but probably not.

[ January 18, 2004, 17:58: Message edited by: Saber Cherry ]
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