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  #41  
Old November 15th, 2008, 03:27 AM
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Default Re: Magic Site Idea Thread

Quote:
Originally Posted by Spendios View Post
Quote:
Originally Posted by HoneyBadger View Post
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.
Pays cathare ? That's the place where I live
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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  #42  
Old November 15th, 2008, 04:10 AM
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Default Re: Magic Site Idea Thread

Quote:
Originally Posted by Kristoffer O View Post
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.
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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  #43  
Old November 15th, 2008, 05:47 AM
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Default Re: Magic Site Idea Thread

I found a bug that affects many site suggested here:
#com adds recruitable units, just like #mon.

Note: units added with #com are listed after units added with #mon in the recruitment screen. So while the result is the same, they're handled somewhat differently.

Last edited by Endoperez; November 15th, 2008 at 05:55 AM..
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  #44  
Old November 15th, 2008, 08:07 AM

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Default Re: Magic Site Idea Thread

Nice to see that feature was tested before the patch was released ;]
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  #45  
Old November 15th, 2008, 03:48 PM
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Default Re: Magic Site Idea Thread

Thanks, Endoperez-that actually works out, since I was just going for completeness with the units. If I change it to:

"
Mohenjo-daro
Path: Death 4
Terrain: Forest
Freq: 2 (Rare) Unique
Recruitables: LongdeadBandar2 (the one with the mace).
Recruitable Commanders: Longdead Raja
Gems: 1 Fire gem
Gold Bonus: (none)
Resource Bonus: (none)
Scales: Misfortune

and

Pays Cathare
Path: Holy 4
Terrain: Forest
Freq: 2 (Rare) Unique
Recruitables: Forester
Recruitable Commanders: Perfecti
Gems: 1 Blood
Gold Bonus: (none)
Resource Bonus: (none)
Scales: Magic.
"
Will that make it the 4 features you need?

As far as the other one...that can be changed to Monster Fish, which I was debating using for it anyway. I'd put a price on them of 150 each, and add 2 water gems, since you're no longer getting a commander.

Endless Depthless Bottomless.
Path: Water 4
Terrain: Ocean
Freq: 2 (Rare) Unique
Recruitables: Monster Fish
Recruitable Commanders: (none)
Gems: 2 water gems
Gold Bonus: (none)
Resource Bonus: (none)
Scales: Sloth, Drain
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  #46  
Old November 17th, 2008, 10:59 PM
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Default Re: Magic Site Idea Thread

Quote:
Originally Posted by Endoperez View Post
I found a bug that affects many site suggested here:
#com adds recruitable units, just like #mon.

Note: units added with #com are listed after units added with #mon in the recruitment screen. So while the result is the same, they're handled somewhat differently.
Hrm...well, I'm going to go ahead and post sites that have commanders in the hope that the bug gets squished sooner rather than later.

BTW, did you report that over on the main bug thread?

Anyway, here's another batch...

Name: Fountain of Liquid Gold
Path: Earth 3
Terrain: (any land or cave)
Freq: 2 (rare)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 1E, 1F
Gold Bonus: +150
Resource Bonus: (none)
Scales: (none)

Name: Garden of Crystal Fruits
Path: Astral 4
Terrain: (any land)
Freq: 2 (rare), Unique
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 1A,1E,1F,1S,1W
Gold Bonus: +50
Resource Bonus: (none)
Scales: (none)

Name: Forest of Devouring Darkness
Path: Blood 4
Terrain: Forest
Freq: 2 (rare), Unique
Recruitables: (none)
Recruitable Commanders: 1748 (Mandaha)
Gems: (none)
Gold Bonus: (none)
Resource Bonus: (none)
Scales: Turmoil

Name: Academy of Dark Fire
Path: Blood 2
Terrain: Waste
Freq: 2 (rare)
Recruitables: (none)
Recruitable Commanders: 1542 (Warlock Apprentice), 1538 (Warlock)
Gems: 1F
Gold Bonus: (none)
Resource Bonus: (none)
Scales: (none)

Name: Cacophonous Aerie
Path: Air 2
Terrain: Mountain, Forest
Freq: 1 (uncommon)
Recruitables: 239 (Harpy)
Recruitable Commanders: (none)
Gems: (none)
Gold Bonus: (none)
Resource Bonus: (none)
Scales: (none)

Name: Blessed Spring
Path: Holy 1
Terrain: (any)
Freq: 1 (uncommon)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 1W, 1S
Gold Bonus: (none)
Resource Bonus: (none)
Scales: (none)

Name: River of Climbing Water
Path: 2W
Terrain: (any land or cave)
Freq: 2 (rare)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 2W, 2A
Gold Bonus: (none)
Resource Bonus: (none)
Scales: (none)

Name: Pool of Flames
Path: 2F
Terrain: (any land or cave)
Freq: 2 (rare)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 2F, 2W
Gold Bonus: (none)
Resource Bonus: (none)
Scales: (none)

Name: Bountiful Fisheries
Path: Nature 0
Terrain: Sea, Deep Sea, Coast
Freq: 0 (common)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: (none)
Gold Bonus: +25
Resource Bonus: +25
Scales: (none)

Name: Bower of Ancient Holly
Path: Nature 3
Terrain: Forest
Freq: 2 (rare)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 4N
Gold Bonus: (none)
Resource Bonus: (none)
Scales: (none)

Name: Circle of the Dripping Skull
Path: Blood 4
Terrain: Forest
Freq: 2 (rare)
Recruitables: (none)
Recruitable Commanders: 785 (Gygja)
Gems: 1D, 1N
Gold Bonus: (none)
Resource Bonus: (none)
Scales: (none)

Name: Inn of the Shady Corner
Path: Blood 0
Terrain: (any land)
Freq: 1 (uncommon), Unique
Recruitables: (none)
Recruitable Commanders: 60 (Monk), 147 (Barbarian Lord), 1792 (Nemidian Sorceress), 1912 (Brigand Leader)
Gems: (none)
Gold Bonus: (none)
Resource Bonus: (none)
Scales: (none)

Name: Inn of the Shining Star
Path: Astral 0
Terrain: (any land)
Freq: 1 (uncommon), Unique
Recruitables: (none)
Recruitable Commanders: 56 (Forester), 440 (Paladin), 481 (High Magus), 1195 (Hoburg Priest)
Gems: (none)
Gold Bonus: (none)
Resource Bonus: (none)
Scales: (none)
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  #47  
Old November 20th, 2008, 11:43 AM
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Default Re: Magic Site Idea Thread

Gandalf's got a really good idea there, that would add a lot to the RPG aspects of the game:

How about having magic sites in the game that, when you discover them, either the mage discovering them is attacked by an assassin linked to the site, or the whole province itself is attacked? Or that caused a specific event to happen?

Ofcourse, we'd have to get the Devs interested in this one, but it could make site searching a lot more interesting--particularly if these types of sites weren't activated, or even revealed, by site-searching spells.

Maybe there could even be some special abilities for units that allowed them to find all sites of a specific level, say 1-3.

You could have Elemental Affinity, which gave the unit the ability to find sites of Air, Earth, Water, and Fire,
Natural Affinity, which allowed the unit to find Nature, Astral, and Death,
and Divine Affinity, which would allow the unit to find Blood and Holy sites.

These abilities would be balanced against the risk of that unit running into an assassin it couldn't handle, or unleashing a scourge on the whole Province--and until you defeated the site's guardians, you wouldn't get any benefit from it.

Ofcourse, units of this type would charge a lot of gold for their special abilities, so losing them would be a financial pain, and they might be very hard to replace.
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  #48  
Old November 20th, 2008, 05:07 PM

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Default Re: Magic Site Idea Thread

Throne of wild magics:

Grants 1 of each gem
Also Randomly grants each Turn one of:

Conj 30:
Ench 30:
Alt 30:
.
.
.
etc

So, here's how you do it.
Dominions has the ability to run a pre exec or post execut file each turn, usually used to backup turns etc.

Whatever batch file you usually run, include other modules. In this case a batch file to modify the map file or .dm file. In this case to randomly change the site bonus.

A similar idea could be used to change unit stats from turn to turn, or

You could also replace the unit that won the arena fight with another similar unit. Soooo for example ... the Arena of Death.

Who ever wins - is turned into a Mound Fiend... or vampire.
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  #49  
Old November 20th, 2008, 08:57 PM
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Default Re: Magic Site Idea Thread

That's a good idea, chrispedersen, and gives me another idea: Using your above idea, is it possible to only grant a bonus, one turn a year? Or one turn out of every three months? I'm thinking here about a seasonal, or anniversary bonus. If you're in the right place at the right time, the site grants you additional power.

There's a huge, vast basis for this type of thing, not only in mythology, which features such things as Halloween, the Summer Solstice, Beltaine, Christmas, 'when the stars align properly', the full moon, etc, but in all manner of plots, where timing is everything.
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  #50  
Old November 26th, 2008, 07:35 PM
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Default Re: Magic Site Idea Thread

Here's sprites for a Russia-themed magic site:



I can do a .dm file for them sometime, but here's stats, until I get around to it:

(Unit name: Cossack. Cost 25 gold, 5 resources. Hit Points 10, Protection 8 (2 Natural), Morale 12, Magic Resistance 10, Encumbrance 3, Fatigue 0, Strength 10, Attack Skill 12 (11 w/o Sabre), Defense Skill 16, Precision 8, Move 3/26, Leadership 40). Weapons: Sabre (Damage 5, Attack 1, Length 3). Armour: Heavy Furs (Prot 6), Ushanka (Prot 6). Cold Resistance 25%. Forest Survival.

Name: The White River
Path: Holy 3
Terrain: Forest
Freq: 2 (rare)
Recruitables: Cossack
Recruitable Commanders: Khan, High Priest.
Gems: 1 Water.
Gold/resource Bonus: (none)
Scales: (none)

I wanted to see some Cossack representation in the game, but I didn't want to make a whole mod about them, and I'm not familiar enough with Bogarus to just go with them (does Bogarus have Cossacks?), and I was bored.
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Last edited by HoneyBadger; November 26th, 2008 at 07:58 PM..
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