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  #81  
Old January 1st, 2009, 02:07 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Monster SCENARIO Project

as requested...
Quote:
Originally Posted by lch View Post
I know that the IRC channel seems to be a pet peeve of yours for some reason,
This confuses me. Where have I done anything but praise the IRC group and refer people to it? As far as suggestions that I carry thru.. Ive done maps, mods, servers, scenarios to completion not to mention collaboration on many. As for the ideas I feel that some of the best accomplishments here to date were spurred that way. Shall we compare scores?
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  #82  
Old January 1st, 2009, 02:10 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Monster SCENARIO Project

Quote:
Originally Posted by Aezeal View Post
to a RANDOM province... hmm no but if you make it a player controled nation then you can just pick it.. works better with my idea of the target province having that nations specific sites anyway.

Why would it need to be AI.. palyer controlled is much better.. I mean.. AI might screw up everything.. a dungeon master (like DnD) might give just enough resitance to make ti fun.. and then let himself die anyway.
I tend to like random, and AI, and special events.
I dont have a clear picture of the "nation" version.

So a nation would be placed. And the game would progress 50 or 100 turns. Then the nation would emerge? Im not sure how mid-game mod would make that different than just allowing the game to progress to 50 turns before having the nation take part? Ive done games where it was force-advanced thru some of the game before starting in. Are you seeking to "hide" the nation and allow another nation to roll over it before it erupts?
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  #83  
Old January 1st, 2009, 02:17 PM

Aezeal Aezeal is offline
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Default Re: Monster SCENARIO Project

Well they player playing the nation just doesn't do anything on its secluded (no connections with other provinces) and his invasion army is just there.. waiting.. till the dungeon master decides it time to throw in that army and you teleport that army to where you want (which could be a province where there is his nation specific site )

The best thing for this however (since I agree your idea is nice too) is that it will almost certainly work.. whereas a hidden commander might just attack... or be discovered.. or NOT do what it's supposed to do after it changes to what it should be.
If it autosummoned units that would work for sure.. BUT that couldn't be commanders..

I agree that for SP my idea isn't usefull and since most play is SP we need to see how we can make your idea stick best.
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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.

Last edited by Aezeal; January 1st, 2009 at 02:22 PM..
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  #84  
Old January 1st, 2009, 02:55 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Monster SCENARIO Project

Hmmmm creating a nation in a locked province would work.
Granting it a free gateway spell of some sort would work.

But Im not sure about the sites. As I understand it, home sites are not modded to a nation. They are modded to grant certain benefits to "the original owner". So if you invade your new location then you wont get them.
Someone more knowledgeable in standard modding like Sombre might know.

Maybe a site could be midgame mod-changed into a startsite? So the ownership is recorded and set AFTER you get there? It could be a blank do-nothing site until then. I guess we would have to play with that.
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  #85  
Old January 1st, 2009, 03:07 PM

Aezeal Aezeal is offline
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Default Re: Monster SCENARIO Project

hmmm I don't know about how start sites work actually so you might be right.. in that case your suggestion will probably work it seems like any change in a .dm file. But original owner.. won't that count the owner of the site (the number) from the start of the game?

You could even change the site name: first like "high crystal palace of the elements" (a site you would want) and then "dark ruin with astral gate to the netherworld" (obviously there needs to be some more thoughts about those names but you get the idea)

We could just try it.. annoying thing is that trying changes in mods is not easy for me since when I leave the game and start again I OFTEN have the game lock at the start of my turn (when restarted) which only resolves after restarting the comp.. which is quite annoying. (and one of the reasons I'm testing my own mods less than I should)

It still won't do anything for SP though it's more a MP sort of move anyway I guess..
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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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  #86  
Old January 1st, 2009, 03:27 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Monster SCENARIO Project

MP is fine if its something I might add to my server games to make them more interesting
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Last edited by Gandalf Parker; January 1st, 2009 at 03:40 PM..
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  #87  
Old January 1st, 2009, 03:55 PM

Sombre Sombre is offline
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Default Re: Monster SCENARIO Project

Quote:
Originally Posted by Gandalf Parker View Post
But Im not sure about the sites. As I understand it, home sites are not modded to a nation. They are modded to grant certain benefits to "the original owner". So if you invade your new location then you wont get them.
I'm not sure what you mean by home sites.

If you mean the sites a nation starts with (ignoring the set up of the province it starts in), the ids can be defined in nation modding. As for the benefits they grant,... I'm not sure which you're referring to. Clearly gems/resources/gold go to the current owner and you can't recruit any #homecom or #homemon units assigned to them. What other benefits are there? The void gate? I don't have much experience with that - I would assume anyone can use it, if they capture the cap.
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  #88  
Old January 1st, 2009, 04:04 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Monster SCENARIO Project

Ahhh so its only the homecom and homemon that is specific to the original owner. That could be a problem.

Altho I think Azael might have wanted it unobvious about where his home-to-be for his invading nation was located. So homemon and homecom might not work well. Anyone can see those if they captured the site.

Oh well, back to wondering if midgame modding can make a difference. IF midgame mod adding a unit to a specially created site will work (which seems like a fair chance that it will) then we wouldnt need to worry as much about homecom and homemon. We could use regular mon and com.
Hmmmm other than a problem if it gets captured by someone else then.

Last edited by Gandalf Parker; January 1st, 2009 at 04:07 PM..
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  #89  
Old January 1st, 2009, 04:17 PM

rdonj rdonj is offline
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Default Re: Monster SCENARIO Project

You could put it there and it not do anything special until you reach whatever point you want. Say, give 1 gem income. Then later mod it to do what you actually want it to.
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  #90  
Old January 1st, 2009, 04:23 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Monster SCENARIO Project

semi-SUCCESSFUL TEST

I created a site named stub that gave gems and added it to my watcher nation (which is what Im testing the heck out of at the moment). I took it one turn then quit.

Then I changed the mod to change the name of the site to Stubby and add a recruitable unit. On re-entering the game it was now named Stubby and gave gems and the recruitable unit.

I call it semi-successful because at this point it has been test-proven for solo games and not for mp games

Last edited by Gandalf Parker; January 1st, 2009 at 04:25 PM..
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