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Endoperez
November 10th, 2008, 08:34 AM
Fully working version 1.00 attached!

#com bug has finally been fixed, so this mod finally works as intended.



This is where it started from:

Let's see how many new sites we can get. I think we should aim for 200.

And we ended up using sites 851 - 998. Not bad, not bad at all!

lch
November 10th, 2008, 08:46 AM
Nottingham Woods
Nature 2, common unique
forest
+2 Nature, units: longbowman, commander: monk
While I don't want to impair on the creativity for custom magic sites, this sounds more like something for Ballbarian's RanDom program than a magic site. (half a dozen of Friar Tucks?)

Stavis_L
November 10th, 2008, 11:40 PM
Let's see how many new sites we can get. I think we should aim for 200.


Heh..dunno about 200, but here's a few; are you going to wrap these up into a mod package Endoperez? :)


Name: Red Fist Mercenary Company
Path: Fire 0
Terrain: (Any except water)
Freq: 0 (common), Unique
Recruitables: 40 (Hvy Infantry), 33 (Archer)
Recruitable Commanders: 291 (Captain), 312 (Wizard)
Gems: (none)
Path Bonus: (none)
Scales: (none)

Name: Sagittarian Academy
Path: Nature 0
Terrain: (Any except water or waste)
Freq: 1 (uncommon), Unique
Recruitables: 17 (archer w/short bow), 55 (longbowman), 797 (composite bow)
Recruitable Commanders: (none)
Gems: 1 Fire
Path Bonus: (none)
Scales: (none)

Name: Raider Encampment
Path: Blood 0
Terrain: Plains
Freq: 0 (common)
Recruitables: 1168 (Raider)
Recruitable Commanders: (none)
Gems: (none)
Path Bonus: (none)
Scales: (none)

Name: Cavern of Ancient Bones
Path: Earth 2
Terrain: Cave
Freq: 2 (rare)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 1E, 1D
Path Bonus: (none)
Scales: (none)

Name: Field of Blackened Stones
Path: Fire 2
Terrain: Mountain, Plains, Waste
Freq: 2 (rare)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 1F, 1D
Path Bonus: (none)
Scales: (none)

Name: Quicksand Fens
Path: Water 0
Terrain: Swamp, Forest
Freq: 0 (common)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 1W, 1E
Path Bonus: (none)
Scales: (none)

Name: Everburning Bush
Path: Fire 2
Terrain: (any land)
Freq: 2 (rare)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 2F
Path Bonus: (none)
Scales: (none)

Name: Slave Market
Path: Blood 0
Terrain: (any land)
Freq: 1 (uncommon)
Recruitables: 720 (Slave)
Recruitable Commanders: (none)
Gems: 1B
Path Bonus: (none)
Scales: Sloth 1

Name: Deathweb Village
Path: Nature 2
Terrain: Forest
Freq: 2 (rare)
Recruitables: 885 (Spider Rider)
Recruitable Commanders: (none)
Gems: (none)
Path Bonus: (none)
Scales: (none)

Name: Hanging Tree
Path: Death 1
Terrain: (any land)
Freq: 0 (common)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 1D
Path Bonus: (none)
Scales: (none)

...and we'll see about more later. :)

Alderanas
November 11th, 2008, 01:35 AM
is there any way to make a province that makes bodies. So say if you had a necromancer/person with reanimate and you found this province you could sit him there and make an undead army. Would be neat but maybe unbalanced for whoever didn't find it.

Endoperez
November 11th, 2008, 02:47 AM
Not possible ATM.

Yes, I plan to combine these into a huge more-magic-sites mod. I think I'll also allow custom units to be used, but only if they already exist (stats, description and sprites). That way, I can add a site with recruitable Wyvern Riders.

Also, that way Alderanas could add an expensive undead priest that's recruitable from a site, giving any nation to find the site access to reanimator. If it's expensive enough and poor enough, say only able to create Ghouls (killing pop), it shouldn't be too bad.

HoneyBadger
November 11th, 2008, 03:12 AM
If you're allowing customizeables, will you allow my units? The ones that are complete, I mean. They would need to be compiled into .DM format, but many of them are all but polished.

Endoperez
November 11th, 2008, 04:00 AM
Of course. It would be an easy way to add mod-spesific units to the game as a minor teaser. "Hey, these are Warhammer Skavens! Is there a whole mod of these guys?" etc.

HoneyBadger
November 11th, 2008, 05:11 AM
Feel free to use any of the ones from my mods then, Endoperez--I could use the free advertizement and (hopefully!) a lot more technical feedback.

Burnsaber
November 11th, 2008, 06:40 AM
Umm.. So this means that you can mod magic sites that allow you recruit national units? I thought that it didn't work.

Damn, I have lots of catching up to do.

Endoperez
November 11th, 2008, 10:49 AM
I like Stavis L's formatting, so I'll use it on my own further suggestions, with a minor alteration (changed path bonus to economy bonus).
Also, it seems I totally forgot about UNCOMMON sites. That means that all sites are either common, uncommon or rare. I'll edit the original post accordingly.


Name: Garden of Crystal Apples
Path: Nature 2
Terrain: any
Freq: 1 (uncommon)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 1 Nature, 1 Earth
Economy Bonus: (none)
Scales: (none)

Name: Mushroom Garden
Path: Earth 1
Terrain: Cave
Freq: 0 (common)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 1 Nature
Economy Bonus
Scales: (none)

Name: Mushroom Farm
Path: Nature 0
Terrain: Cave
Freq: 1 (uncommon)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 1 Nature
Gold/resource Bonus: (none)
Scales: Growth

Name: Sycamore of Turquoise
Path: Death 2
Terrain: Any
Freq: 2 (rare)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 1 Death, 1 Nature
Gold/resource Bonus: (none)
Scales: (none)

Name: The Hundred Oak
Path: Nature 2
Terrain: Any
Freq: 1 (uncommon)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 1 Nature
Gold/resource Bonus: (none)
Scales: (none)

Name: The Holy Oak
Path: Holy 1
Terrain: Forest
Freq: 1 (uncommon)
Recruitables: (none)
Recruitable Commanders: 1195 (Hoburg Priest)
Gems: 1 Nature
Gold/resource Bonus: (none)
Scales: Order

Name: Star Stone
Path: Earth 3
Terrain: Farm
Freq: 2 (rare)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 1 Astral, 1 Earth
Gold/resource Bonus: resources +50
Scales: (none)

Name: Abbot Oak
Path: Holy 2
Terrain: Forest
Freq: 1 (uncommon)
Recruitables: (none)
Recruitable Commanders: High Priest
Gems: 1 Nature
Gold/resource Bonus: +25 gold
Scales: Order

Name: Dead Queen's Trees
Path: Death 3
Terrain: Any
Freq: 2 (rare)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 1 Death, 1 Water
Gold/resource Bonus: (none)
Scales: (none)

Name: Sweating Tree
Path: Nature 1
Terrain: Any
Freq: 1 (common)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 1 Water
Gold/resource Bonus: (none)
Scales: (none)

Name: Church of the Marsh
Path: Holy 2
Terrain: Swamp
Freq: 2 (rare)
Recruitables:
Recruitable Commanders: 510 (Hierodule), 160 (High Priest of C'tis)
Gems: 1 Nature, 1 Water
Gold/resource Bonus: (none)
Scales: Growth

Name: Church of the Offering
Path: Blood 1
Terrain: Any
Freq: 1 (uncommon)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 1 Blood Slave
Gold/resource Bonus: (none)
Scales: (none)

Sombre
November 11th, 2008, 12:34 PM
Name: Slave Market.
Path: Blood 1
Terrain: Any
Freq: 1
Recruitables: (Mictlan) Slave
Gems: 1 blood slave
Resource Bonus: 30
Scales: Nope

Sombre
November 11th, 2008, 12:36 PM
By the way, I plan on doing the entire Warhammer Dogs of War lineup as a load of sites, but that will be a mod in and of itself.

Zeldor
November 11th, 2008, 07:47 PM
There was a nice site-searching guide that pointed what max paths you should site-search in specific terrain. I think that mod should aim to fill all terrains with magic sites from every path up to lvl4.

Alderanas
November 11th, 2008, 09:22 PM
oo something that might be fun and interesting would be to have a province that lets say was named The Shrine of Sombre and have some of the nations creatures he created able to be recruited there if thats possible. You could do it for everyone who has made a nation but that might take a while.

lch
November 11th, 2008, 09:32 PM
Name: Shrine of Sombre
Path: (none)
Terrain: Any
Freq: 1
Recruitables: Bog beast
Gems: (none)
Path Bonus: (none)
Scales: (none)

HoneyBadger
November 11th, 2008, 09:39 PM
By the way, I'm going to do 8 separate sites for Yomi at some point.

I haven't done the graphics or the stats for them yet, but they'll include the following recruitables, all undead:
Noppera-bō (faceless ghost, equipped as Samurai)
Rokurokubi, (long-necked ghost, attacks with a length 6 bite)
Yuki-onna (female spirit with awe (0), chill aura 3, attacks by breathing ice-short range cold attack)
Akurojin-no-hi (a tiny spirit of fire who's touch causes disease)
Funayūrei (the spirit of a drowned person-an amphibious zombie armed with a large ladle)
Harionago (female spirit, attacks with barbed hair which does 1 point of area 1 damage)
Onryō (female spirit of vengeance, 18 str, attacks with fists)
Yadōkai (the spirits of wicked monks, blue-skinned, with pillage bonus, armed with twin kamas.)

Although any Nation that holds their province can recruit them, they're specifically meant to be located, 1 or 2 each, in every province surrounding the Yomi capital.

Endoperez
November 12th, 2008, 02:49 AM
Name: Shrine of Sombre
Path: (none)
Terrain: Any
Freq: 1
Recruitables: Bog beast
Gems: (none)
Path Bonus: (none)
Scales: (none)

I'd have to add gold cost to Bog Beasts. How much upkeep do you think would be reasonable, considering their current effectiveness? :p

In serious terms, it is easy enough to completely copy stats, description and sprite of a unit to make the site-only version independent of the summoned version, but balancing gold and resource costs can be tough.

lch
November 12th, 2008, 03:47 AM
The Shrine of Sombre shall unleash the wrath of the bog unto the world and shower it in bog creatures until they are darkening the sun.

Sombre
November 12th, 2008, 06:58 AM
Goldcost 1
Rcost 1

Balanced Bog Beasts.

Stavis_L
November 12th, 2008, 11:28 PM
Here's a few more, and I replaced the path bonus with Gold/Resource bonus in the stub (since I apparently misread the announcement of the new sitemod commands :( )

Name: Pool of Congealed Blood
Path: Blood 2
Terrain: Any Land
Freq: 1 (uncommon)
Recruitables: (none)
Recruitable Commanders: 1934 (Occultist)
Gems: (none)
Gold Bonus: (none)
Resource Bonus: (none)
Scales: (none)

Name: Cloud Throne
Path: Air 4
Terrain: Mountain
Freq: 2 (rare), Unique
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 5A
Gold Bonus: (none)
Resource Bonus: (none)
Scales: (none)

Name: Sulfur Vent
Path: Fire 2
Terrain: Sea
Freq: 0 (common)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 2F, 1E
Gold Bonus: (none)
Resource Bonus: (none)
Scales: (none)

Name: Sargasso Sea
Path: Nature 3
Terrain: Sea
Freq: 0 (common), Unique
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 3N, 1W
Gold Bonus: (none)
Resource Bonus: (none)
Scales: Sloth

Name: Temple of the Fish
Path: Holy 3
Terrain: Sea
Freq: 2 (rare)
Recruitables: 1696 (Merman priest)
Recruitable Commanders: 1040 (Bishop fish)
Gems: 1S, 1W
Gold Bonus: (none)
Resource Bonus: (none)
Scales: (none)

Name: Dead Zone
Path: Death 3
Terrain: Sea
Freq: 1 (uncommon)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 3D
Gold Bonus: (none)
Resource Bonus: (none)
Scales: Death

Name: Sunken Temple
Path: Holy 1
Terrain: Sea
Freq: 0 (common)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 1S
Gold Bonus: (none)
Resource Bonus: (none)
Scales: (none)

Name: The Source of All Waters
Path: Water 4
Terrain: Sea
Freq: 2 (rare), Unique
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 5W
Gold Bonus: (none)
Resource Bonus: (none)
Scales: (none)

Name: Cradle of Dragons
Path: Fire 4
Terrain: Mountain
Freq: 1 (uncommon), Unique
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 4F, 1E
Gold Bonus: (none)
Resource Bonus: (none)
Scales: (none)

Name: Tears of the Moon
Path: Astral 2
Terrain: (any land)
Freq: 1 (uncommon)
Recruitables: (none)
Recruitable Commanders: 342 (Moon mage)
Gems: 2S
Gold Bonus: (none)
Resource Bonus: (none)
Scales: (none)

HoneyBadger
November 13th, 2008, 12:51 AM
All 8 Yokai unit graphics are done, in (for me) record time--including attack sprites, so please feel free to check them out, in my Yokai mod thread. Ofcourse, I've come down with a cold, so I'm currently rocking the cough medicine.

Stavis_L: I hope you don't mind feedback?

I'm glad to hear that somebody else has actually heard of the Sargasso Sea. Great call on making it a site :) I'll mention that I'm a little surprised that you didn't add any recruitables to it though, since it was generally thought to be haunted/full of monsters, but it's your site, and a good one, so don't mind me.

As far as your Uniques go, have you considered raising the Path cost on some of them? We could use some higher level sites in the game.

I honestly wouldn't comment on them, if your ideas weren't setting the wheels in my own head spinning, so I'll hope you'll take it as it's meant-a compliment on your creativity, and coming very close to the mark on what I want to see in the game.

llamabeast
November 13th, 2008, 05:35 AM
Stavis_L, your ideas are awesome, nice work!

Endoperez
November 13th, 2008, 08:16 AM
All you lot who haven't posted any sites yet, please post at least one. If you really don't have any ideas, post a level 2 site that generates two gems and has a scale effect. According to this thread (http://forum.shrapnelgames.com/showthread.php?t=39973) Productivity, Sloth, Luck, Magic and Drain have least sites affecting them.



Here's another resource that can be used to either get ideas, or to see what requires most attention.

Max path to search by (http://forum.shrapnelgames.com/showthread.php?t=39976)

What terrains don't have sites. Example:
sea
A4:0 - There are no Air 4 sites for this terrain. In addition, because there's no mention of Air 3, we know that there are non-unique Air 3 sites for this terrain.
D2:1 D3:0 D4:0 - There are no D4 or D3 sites at all, and there's only single D2 site, which is unique.


The post also lists all unique sites, which includes (AFAIK) all level 4 sites. There are no Water 4 sites that appear under water!

F4: The Sun Below
F4 (waste only): Prison of the Desert Sun

A3: The Rainbow Shroud, The Inverted Tower
A4: Palace of Dreams

W4: The Sea Underneath

E4: The Factory

S4: Library of Time
S4 (mount only): Throne of Enlightenment
S4 (waste only): The Mountain of the Past, The Endless Field of Cubes

N4 (waste only): The Previous Forest
N4 (forest only): The Vale of Unicorns
N4: Soul of the Wild

D2 (sea only): Dying Ground of the Whales
D4: The Shadow Furnace
D4 (mount only): Crown of Darkness

B4: Hall of Flayed Skins

Stavis_L
November 13th, 2008, 09:32 AM
...I've come down with a cold, so I'm currently rocking the cough medicine.

Sorry to hear that :( - get well soon!


Stavis_L: I hope you don't mind feedback?


Not at all :)


I'm glad to hear that somebody else has actually heard of the Sargasso Sea. Great call on making it a site :) I'll mention that I'm a little surprised that you didn't add any recruitables to it though, since it was generally thought to be haunted/full of monsters, but it's your site, and a good one, so don't mind me.


Well, perhaps if it gets a recruitable it should move to Nature 4. I was trying to fill a Nature 3 hole in the path search list for Sea.

Regarding it being "my site", consider it public domain brainstorming; feel free to improve as you see fit, but whoever actually packages it up will presumably have the final say. I believe Endoperez is volunteering to actually roll these into a patch, so it'll be his site :-)


As far as your Uniques go, have you considered raising the Path cost on some of them? We could use some higher level sites in the game.


Absolutely. I actually think it would be good to modify some of the higher powered sites (e.g. Throne of the World) to be path level > 4. Of course, that tends to favor spell based searching vs. mage based site-searching (unless you have a supply of empowered mages to search with...at which point you're probably the de-facto winner anyway.)

That said, I wasn't actually planning to use site path values > 4...seems like a different purpose to a mod to just introduce more magic site variety vs. changing the game mechanics.


I honestly wouldn't comment on them, if your ideas weren't setting the wheels in my own head spinning, so I'll hope you'll take it as it's meant-a compliment on your creativity, and coming very close to the mark on what I want to see in the game.

Thanks, and again, feel free to muck about with them as you see fit. I have no expectation of "ownership" of anything posted on internet forums. Of course, it might be more productive to just post additional ones of your own :)

Stavis_L
November 13th, 2008, 11:43 AM
...another batch.

Name: Ancient Glacier
Path: Water 0
Terrain: Waste, Mountain
Freq: 1 (uncommon)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 3W
Gold Bonus: (none)
Resource Bonus: (none)
Scales: Cold

Name: Sulfur Springs
Path: Fire 1
Terrain: Any Land
Freq: 0 (common)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 1F, 1W
Gold Bonus: (none)
Resource Bonus: (none)
Scales: (none)

Name: Perpetual Sandstorm
Path: Air 4
Terrain: Waste
Freq: 2 (rare)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 4A, 1E
Gold Bonus: (none)
Resource Bonus: (none)
Scales: Turmoil

Name: Dark Temple
Path: Holy 1
Terrain: (Any Land)
Freq: 1 (uncommon)
Recruitables: (none)
Recruitable Commanders: 739 (Black Acolyte), 740 (Black Priest)
Gems: (none)
Gold Bonus: (none)
Resource Bonus: (none)
Scales: (none)

Name: Heart of Stone
Path: Earth 4
Terrain: Cave, Mountain
Freq: 1 (uncommon), Unique
Recruitables: (none)
Recruitable Commanders: (none)
Gems: E5
Gold Bonus: (none)
Resource Bonus: (none)
Scales: (none)

Name: Quicksilver Pool
Path: Astral 4
Terrain: Sea
Freq: 1 (uncommon), Unique
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 4S, 1W
Gold Bonus: (none)
Resource Bonus: (none)
Scales: (none)

Name: Tree of Life
Path: Nature 4
Terrain: Forest
Freq: 2 (rare), Unique
Recruitables: 27 (centaur)
Recruitable Commanders: 705 (dryad)
Gems: 5N
Gold Bonus: (none)
Resource Bonus: (none)
Scales: Growth

Name: Abandoned Village
Path: Death 1
Terrain: (Any Land)
Freq: 1 (uncommon)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 1D
Gold Bonus: (none)
Resource Bonus: (none)
Scales: (none)

Name: Pillar of Chattering Skulls
Path: Death 4
Terrain: Waste
Freq: 2 (rare), Unique
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 3D
Gold Bonus: (none)
Resource Bonus: (none)
Scales: Magic, Death

Name: Green Glass Tower
Path: 3 Nature
Terrain: Forest, Plain, Coast
Freq: 2 (rare)
Recruitables: (none)
Recruitable Commanders: 364 (Enchantress)
Gems: 2N, 1S
Gold Bonus: (none)
Resource Bonus: (none)
Scales: (none)

Name: Bartertown
Path: Earth 0
Terrain: Farm, Coast
Freq: 0 (common), Unique
Recruitables: (none)
Recruitable Commanders: (none)
Gems: (none)
Gold Bonus: 50
Resource Bonus: (none)
Scales: Productivity

Name: Table of Crimson Stone
Path: Blood 2
Terrain: (any land)
Freq: 2 (rare)
Recruitables: (none)
Recruitable Commanders: 122 (Blood Henge Druid)
Gems: 1B
Gold Bonus: (none)
Resource Bonus: (none)
Scales: (none)

Name: Raven Aerie
Path: Air 1
Terrain: Mountain, Forest
Freq: 1 (uncommon)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 1D, 1A
Gold Bonus: (none)
Resource Bonus: (none)
Scales: (none)

Name: Trade Wind
Path: Air 0
Terrain: Coast, Sea
Freq: 0 (common)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 1A
Gold Bonus: 25
Resource Bonus: (none)
Scales: (none)

Name: Persistent Aurora
Path: Air 2
Terrain: (any)
Freq: 0 (common)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 2A, 1S
Gold Bonus: (none)
Resource Bonus: (none)
Scales: (none)

Burnsaber
November 13th, 2008, 12:15 PM
Name: University
Path: Astral 0
Terrain: Any Land
Freq: 1 (uncommon)
Recruitables: (none)
Recruitable Commanders: Engineer (1072)
Gems: (none)
Gold Bonus: (none)
Resource Bonus: (none)
Scales: (none)

Name: Well of Sorcery
Path: Astral 1
Terrain: Any
Freq: 1 (uncommon)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 1
Gold Bonus: (none)
Resource Bonus: (none)
Scales: +Magic

Name: Philosopher's Cave
Path: Earth 3
Terrain: Any
Freq: 2 (rare), unique
Recruitables: (none)
Recruitable Commanders: (none)
Gems: (none)
Gold Bonus: (200)
Resource Bonus: (none)
Scales: (none)

HoneyBadger
November 13th, 2008, 01:49 PM
Ok, here's an Air 4 site for the sea:

Hydraulis of Ctesibuis
Path: Air 4
Terrain: Sea
Freq: 2 (rare) Unique
Recruitables: Sea Serpent
Recruitable Commanders: (none)
Gems: (none)
Gold Bonus: (none)
Resource Bonus: (none)
Scales: Death.

I would put a price on Sea Serpents of about 100 gold each, for the purposes of this site.

And a couple more:
Clepsydra of Ctesibius
Path: Water 1
Terrain: Coast
Freq: 1 (rare) Unique
Recruitables: (none)
Recruitable Commanders: (none)
Gems: (none)
Gold Bonus: (none)
Resource Bonus: 20
Scales: Order, Productivity

Equinoctial Dial
Path: Astral 2
Terrain: Any Land
Freq: 2 (Rare)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 1 Astral
Gold Bonus: (none)
Resource Bonus: (none)
Scales: Order

Sundial
Path: Astral 1
Terrain: Any Land
Freq: 1 (Uncommon)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: (none)
Gold Bonus: (none)
Resource Bonus: (none)
Scales: Order

Stavis_L
November 13th, 2008, 02:09 PM
Name: Temple of the Fish
Path: Holy 3
Terrain: Sea
Freq: 2 (rare)
Recruitables: (none)
Recruitable Commanders: 1696 (Merman priest) , 1040 (Bishop fish)
Gems: 1S, 1W
Gold Bonus: (none)
Resource Bonus: (none)
Scales: (none)



Whoops, both should have been commanders...

HoneyBadger
November 13th, 2008, 02:56 PM
And a few more...this is fun!

Collapsed Lighthouse
Path: Water 2
Terrain: Sea
Freq: 2 (Rare)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 1 Earth
Gold Bonus: (none)
Resource Bonus: (none)
Scales: Turmoil

Dismantled Colossus
Path: Water 2
Terrain: Sea
Freq: 2 (Rare)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: (none)
Gold Bonus: 25
Resource Bonus: (none)
Scales: Sloth

Burned Library
Path: Fire 2
Terrain: Coast
Freq: 2 (Rare)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: (none)
Gold Bonus: (none)
Resource Bonus: 25
Scales: Drain

Ruined Gardens
Path: Nature 2
Terrain: Forest
Freq: 2 (Rare)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 1 Nature
Gold Bonus: (none)
Resource Bonus: (none)
Scales: Growth, Turmoil

Decayed Palace
Path: Earth 2
Terrain: Any Land
Freq: 2 (Rare)
Recruitables: Villains
Recruitable Commanders: Barbarian Chief
Gems: 0
Gold Bonus: (none)
Resource Bonus: (none)
Scales: Unrest

Desecrated Temple
Path: Holy 2
Terrain: Any Land
Freq: 2 (Rare)
Recruitables: Mad Cultist
Recruitable Commanders: Demon Priest
Gems: 0
Gold Bonus: (none)
Resource Bonus: (none)
Scales: Misfortune

Exposed Necropolis
Path: Death 2
Terrain: Any Land
Freq: 2 (Rare)
Recruitables: Ghoul
Recruitable Commanders: Necromancer
Gems: 1 Death
Gold Bonus: (none)
Resource Bonus: (none)
Scales: Death

Endless Depthless Bottomless.
Path: Water 4
Terrain: Ocean
Freq: 2 (Rare) Unique
Recruitables: Kraken
Recruitable Commanders: Kraken King
Gems: (none)
Gold Bonus: (none)
Resource Bonus: (none)
Scales: Sloth, Drain

For the purposes of this site, I would put Krakens at 90 gold, and Kraken kings at 270 gold.

Demonic Bordello
Path: Blood 4
Terrain: Any Land
Freq: 2 (Rare) Unique
Recruitables: (none)
Recruitable Commanders: Succubus
Gems: (none)
Gold Bonus: 25
Resource Bonus: (none)
Scales: Turmoil
<!-- / message --><!-- sig -->

Endoperez
November 13th, 2008, 03:44 PM
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.

HoneyBadger
November 13th, 2008, 04:34 PM
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

<!-- / message -->
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.

HoneyBadger
November 13th, 2008, 04:36 PM
So we're just sticking with Path 4 as the limit, Endoperez? Was that what you were agreeing to?

Endoperez
November 13th, 2008, 05:29 PM
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.

Stavis_L
November 13th, 2008, 05:48 PM
Thanks for the thanks :)

A couple comments...


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


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. :smirk:

Endoperez
November 13th, 2008, 06:03 PM
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.

Stavis_L
November 13th, 2008, 06:32 PM
...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)

Gandalf Parker
November 14th, 2008, 12:04 PM
I love this thread.
Ive been considering requesting an addition to the SemiRandom project.
Not only for it to add player-created provinces, and player created gods for the AIs.. but also to generate a semi-random mod. Adding random nation choices as AIs, adding new spells, new items, and now this could be the basis of randomly adding new sites to the game.

Can a site do semi-events?

Name: Unleashed Death
Path: Death 4
Terrain: Cave
Freq: 2(rare)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: (none)
Gold Bonus: (none)
Resource Bonus: (none)
Scales: -Order
When discovered it would release an Eater of the Dead.

Gandalf Parker

Endoperez
November 14th, 2008, 12:53 PM
That would probably be an event (like the Troglodyte event and Deepest Cave). Sites don't do stuff when they're found.

Foodstamp
November 14th, 2008, 05:33 PM
And a few more...this is fun!



Endless Depthless Bottomless.
Path: Water 4
Terrain: Ocean
Freq: 2 (Rare) Unique
Recruitables: Kraken
Recruitable Commanders: Kraken King
Gems: (none)
Gold Bonus: (none)
Resource Bonus: (none)
Scales: Sloth, Drain

For the purposes of this site, I would put Krakens at 90 gold, and Kraken kings at 270 gold.


<!-- / message --><!-- sig -->

HoneyBadger,

I really like this one, but I wanted to let you know that there is a site with recruitable Krakens called "Kraken Pit". This means they may already have a gold cost.

Spendios
November 14th, 2008, 05:48 PM
Some more unique sites:
<!-- / message -->
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 :up:

Kristoffer O
November 15th, 2008, 03:27 AM
Some more unique sites:
<!-- / message -->
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 :up:

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.

Endoperez
November 15th, 2008, 04:10 AM
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. :D :angel
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!

Endoperez
November 15th, 2008, 05:47 AM
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.

Sombre
November 15th, 2008, 08:07 AM
Nice to see that feature was tested before the patch was released ;]

HoneyBadger
November 15th, 2008, 03:48 PM
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

<!-- / message -->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

Stavis_L
November 17th, 2008, 10:59 PM
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. :smirk:

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)

HoneyBadger
November 20th, 2008, 11:43 AM
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.

chrispedersen
November 20th, 2008, 05:07 PM
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.

HoneyBadger
November 20th, 2008, 08:57 PM
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.

HoneyBadger
November 26th, 2008, 07:35 PM
Here's sprites for a Russia-themed magic site:

http://forum.shrapnelgames.com/attachment.php?attachmentid=7340&stc=1&d=1227741661 http://forum.shrapnelgames.com/attachment.php?attachmentid=7341&stc=1&d=1227741661

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.

Endoperez
November 26th, 2008, 09:39 PM
That's great!

I'm writing a version that will use #com commands first (that can be used once the bug is fixed), and make a version without the commanders after that. Testing is slow, but necessary, since there are so many things that can go wrong.

HoneyBadger
November 26th, 2008, 11:03 PM
I'm glad you like it!

Well, I was actually quite pleased that the khans were available to add to this one, since it's fitting, save for the description ofcourse. The Cossacks historically worked for the Khans, as border-patrollers, so that comes out nicely. I'd rather there was a slightly better (more Russian, or atleast more Christian Orthodox) unit than the High Priest (but with similar stats), but I do want this to be a holy site, to vaguely represent early Russian orthodoxy, and the Cossacks themselves being early patrons of the church, so having a respectable priest unit is necessary to continue that theme.

HoneyBadger
November 27th, 2008, 03:12 AM
This was fun, so I made a few more:

http://forum.shrapnelgames.com/attachment.php?attachmentid=7346&stc=1&d=1227767868 http://forum.shrapnelgames.com/attachment.php?attachmentid=7347&stc=1&d=1227767868

(Unit name: Moon Beast. Cost 25 gold, 5 resources. Hit Points 16, Size 3, Protection 0 (0 Natural), Morale 9, Magic Resistance 12, Encumbrance 2, Fatigue 0, Strength 16, Attack Skill 9, Defense Skill 9, Precision 6, Move 2/9, Leadership 20). Weapons: Moon Trident (As per normal trident, but magical, and does x2 damage to magical creatures). Armour: None. Blind, True Amphibian, Magic Being. Strength in Darkness (1). This unit should be copied over from one of the new Atlantean units that are immune to R'lyeh insanity.)

http://forum.shrapnelgames.com/attachment.php?attachmentid=7348&stc=1&d=1227767942 http://forum.shrapnelgames.com/attachment.php?attachmentid=7349&stc=1&d=1227767942

(Unit name: Man of Leng. Cost 25 gold, 5 resources. Hit Points 10, Size 2, Protection 4 (0 Natural), Morale 12, Magic Resistance 12, Encumbrance 2, Fatigue 0, Strength 10, Attack Skill 11, Defense Skill 9, Precision 10, Move 2/12, Leadership 20). Weapons: Dagger, Dagger. Armour: None. Awe (0) Ambidextrous (4) Stealth (0). This unit should be copied over from one of the new Atlantean units that are immune to R'lyeh insanity.)

Name: Dylath-Leen
Path: Astral 4
Terrain: Coast
Freq: 2 (rare) Unique
Recruitables: Pirate
Recruitable Commanders: Navigator, Captain.
Gems: 1 Blood Slave
Gold/resource Bonus: (none)
Scales: (none)

Name: Nameless Rock
Path: Astral 4
Terrain: Coast
Freq: 2 (rare)
Recruitables: Moon Beast
Recruitable Commanders: Moon Mage
Gems: 1 Fire Gem
Gold/resource Bonus: 25
Scales: (none)

Name: Ygiroth
Path: Astral 4
Terrain: Mountains
Freq: 2 (rare) Unique
Recruitables: Man of Leng
Recruitable Commanders: Mystic, Crystal Mage
Gems: 3 Astral
Gold/resource Bonus: (none)
Scales: (none)

Name: The Ruins of Ib
Path: Astral 4
Terrain: Sea
Freq: 2 (rare) Unique
Recruitables: Moon Beast
Recruitable Commanders: Aboleth
Gems: 1 Astral
Gold/resource Bonus: (none)
Scales: Misfortune

Name: Plateau of Leng
Path: Astral 4
Terrain: Mountains
Freq: 2 (Rare)
Recruitables: Man of Leng
Recruitable Commanders: Mystic
Gems: 1 Astral
Gold/resource Bonus: (none)
Scales: Cold

Endoperez
November 27th, 2008, 03:38 AM
That's lost of unique level 4 astral sites! Could some of them be changed to Water, and/or uncommon (instead of rare)? Dylath-Leen could be Water site, at least.

HoneyBadger
November 27th, 2008, 04:06 AM
Well, they're sites from-or drawing from-Lovecraft's "Dreamlands" cycle, so they're meant to be accessible specifically through high-end astral magic. They don't so much exist apart from one another, as they are a group of inter-connected sites, existing as a set.

They're almost meant to be a sort of "Easter Egg"...remnants, ruins, and traces of a lost and shattered dimension.

Think of them as 1 site, in 5 parts :)

I might even add a few more "parts" in the future-quite possibly with handmade units-as there's a huge source for site material originating from the 'Dreamlands'. They'll all be hard to access rare or unique sites, though.

Endoperez
November 27th, 2008, 02:20 PM
Astral doesn't have to be the only way to access the Dreamlands. Dylath-Leen could be a Water site quite easily.

HoneyBadger
November 27th, 2008, 03:35 PM
It might be, you're absolutely right, but it isn't. It just doesn't work that way, for no particularly good reason, other than that's the way I envision it to be :)

The Nameless Rock could just as easily be a water site, it's a tiny island in the middle of the ocean, the peak of a volcanic mountain, rich in gold and rubies, poking it's way just above the waterline. It could therefore be an earth site, or even a fire site.

It just happens that it's an astral site. That's how things fall out.

Stavis_L
November 27th, 2008, 11:55 PM
I'd rather there was a slightly better (more Russian, or atleast more Christian Orthodox) unit than the High Priest (but with similar stats), but I do want this to be a holy site, to vaguely represent early Russian orthodoxy, and the Cossacks themselves being early patrons of the church, so having a respectable priest unit is necessary to continue that theme.

See the Eparch (unit 1961) of Bogarus. Of course, it's H3 vs. H2...

HoneyBadger
November 28th, 2008, 06:32 AM
See, that's what I want, something like the Eparch, but only Holy 2.

H3 is too much, in my opinion, to ever get in a found site--or atleast one that's not just all about getting an H3. It goes against the whole idea of found sites, and takes away from the Nations, themselves.

meister_miagi
November 28th, 2008, 08:31 AM
I have some magic sites with units from a mod I never quite finished, I think it would be cool to be able to get them from a magic site. I have the .dm files and unit sprites and will post them here soon.

Name: Shadow Gate
Path: Astral 3
Terrain: Any
Freq: 2, Unique
Recruitable Unit: Shadow
Recruitable Commanders: Shadow Priest
Gems: 2 Astral
Gold/resource Bonus: (none)
Scales: (none)

Name: Shadowgrounds
Path: Astral 2
Terrain: Any
Freq: 1, Unique
Recruitable Commanders: Hultan
Gems: 1 Astral, 1 Air
Gold/resource Bonus: (none)
Scales: (none)

Name: Sarmizegetusa
Path: Blood 2
Terrain: Mountains
Freq: 1, Unique
Recruitable Commanders: Vrykolaka
Gems: 1 Blood Slave
Gold/resource Bonus: (none)
Scales: incr. turmoil

Name: Snowy Crags
Path: Earth 3
Terrain: Mountains
Freq: 1
Recruitable Units: Varcolac
Recruitable Commanders: Varcolac Brute
Gold/resource Bonus: (none)
Scales: increases cold

Name: Pile o' Bones
Path: Death 1
Terrain: (Any except water)
Freq: 0, common
Gems: 1 Death
Recruitable Units: Bones
Gold/resource Bonus: (none)
Scales: (none)

Name: Deviant Laboratory
Path: Death 2
Terrain: (Any except water)
Freq: 2
Recruitable Commanders: Archon
Gold/resource Bonus: (none)
Gems: 1 Death, 1 Fire, 1 Air
Scales: (none)

Name: Darkest Forest
Path: Nature 4
Terrain: Forest
Freq: 2, Unique
Recruitable Commanders: Dark Crow
Gems: (none)
Gold/resource Bonus: (none)
Scales: (none)

HoneyBadger
November 28th, 2008, 10:58 AM
Those look good, meister_miagi.

Endoperez
November 28th, 2008, 11:03 AM
Ugh, more work for me. :p

I'll compile more suggestions this weekend, test them, and see if I can get a preliminary version without commander-sites released. If I can, I'll try to spare some time for reading on Finnish shamanism and finishing that other mod I've been badgered about.

Endoperez
November 28th, 2008, 02:16 PM
Bogarus has both H2 and H3 priests. H2 are Exarchs, H3 Eparchs.

HoneyBadger, Meister Miagi, I will add your sites to the mod once you post the relevant files (.dm and sprites). Please use the following values for your sites to make it less work for me to incorporate them: White River 901, the Leng sites 900-896, Shadow Gate to 895 to Darkest Forest 895-889.
I'll leave site nr 902 for my own custom-unit site Castle Wyvern, released in a mini-mod year or two ago. We had just gotten #homecom and #homemon commands, and I thought it wouldn't take long before we'd get #mon and #com as well. :D

First version is DONE!
Sites 998 to 903 are used. I'll attach the first preliminary version on the first post. I'll edit the post and the attachment later. This first version is only meant for testing purposes!
EDIT: The mod has been attached!
If you want to help testing the mod, you can:
1) Tell me if you notice a mod nation's starting sites being replaced
2) Manually add the sites to a map, and then see if everything looks fine. If e.g. Tree of Life is a death site generating death gems, tell me.

Endoperez
November 28th, 2008, 02:23 PM
List of changes I made to the sites (I hope I didn't miss anything important):

Not added


Slave Market: two suggestions with same name combined into one with recruitable Mictlan slave and resource bonus
Abandoned Village: near-duplicate of Haunted Village, so I didn't add it
Unleashed Death: no event to release it
Forest of Devouring Darkness: Are you really going to give recruitable Mandahas (600gp per size 6 flying, 65-hp Darkness-casting air 3 death 3 holy 3 mage) for anyone lucky enough to find the site? IMO, it's too powerful.
Mohenjo-daro: not added (how do I price undead creatures?)
Pays Cathare: not added. Forester is a commander, not 25-gp infantry archer... Did you mean LA Ulm Ranger? I couldn't find Perfecti at all.


Various changes/alterations

Shrine of Sombre: Bog Beasts are 35 gp.
Ancient Glacier: generates 1 Water gem instead of 3
Mass Grave: 2 D gems instead of 3
Garden of Crystal Fruits: only four features max, so 1E1F1S and 50 gp gold bonus, left out 1A1W. Changed to Earth since there are so many Astral 4 sites.
Hydraulis of Ctesibuis: generates 1 Air gem
Endless Depthless Bottomless: kepts as the Kraken version, since Kraken Pit only has "water mage may enter to summon" Krakens.
Infernal Brothel: I didn't know how to price Succubi, and then I thought of Pratchett, and then I just had to do a Guild of Seamstresses. Imperial Consorts (spies), Hinnom Lilot (unit 2071, 101g seducer) and and Fortune Tellers, +25 gold.
Throne of Wild Magic: Fire 4 site that grants 2 Fire, 1 Air, 1 Water, 1 Earth gem, instead of a site that adds 1 of each gem type and random ritual bonuses.


Insignificant changes and name changes:

Green Glass Tower -> Tower of Green Glass
Burned Library -> Scorched Library (I'm not sure which sounds better)
Decayed Palace: Barbarian Chief -> Barbarian Lord (10 gp more, better ldrship, usually only seen in events)
Mushroom Village: in both forests and caves
Pool of Flames -> Pool of Liquid Fire
Inn of Adjective Substantive-> Adjective Substantive Inn



EDIT:
In its current form, the mod adds 16 level 4 sites:
2 F, 5! A, 2 W, 2 E sites for elementals,
one for each sorcery path (SDNB), and one for Holy.

Question: Should Holy sites be limited to Holy 3, max? That way, all nations would have equal chance of finding them, instead of restricting the best Holy sites to nations casting Acashic Record.

Question 2: Should both "good" and "evil" sites be Holy (= no affiliation with magic), or should "good" sites be Holy and "evil" sites Blood?

meister_miagi
December 3rd, 2008, 03:55 PM
I finally finished editing the .dm file and attached it as a text file along witht the unit sprites. I added one more site as number 888. I don't know how the #inscale command works so I just wrote it like: "#inscale(turmoil)".

Here is a preview of the unit sprites:
http://www.pic-upload.de/03.12.08/6bhpx3.jpg (http://www.pic-upload.de/view-1225960/preview.jpg.html)

HoneyBadger
December 3rd, 2008, 06:17 PM
Those look fantastic, meister_miagi. Absolutely first-class.

Endoperez: I'm sorry, but would it be a lot of trouble for you to use the Monster Fish as the recruitable for the "Endless, Depthless, Bottomless" site? I'll come up with something else for krakens. I hate to be a pain, but I think the Monster Fish works better for that site--that's why I changed it.

If you want to change "burned library" to "scorched library", I'm ok with that--I don't know which one sounds better, either :)

HoneyBadger
December 3rd, 2008, 08:29 PM
Here's my replacement kraken site, again with my appologies:

Name: Charncoral Deep
Path: Water 4
Terrain: Ocean
Freq: 2 (rare) Unique
Recruitables: Kraken
Recruitable Commanders: Kraken King
Gems: (none)
Gold/resource Bonus: (none)
Scales: Death, Cold

And a couple more:

Name: Fars Deep
Path: Water 2
Terrain: Any Sea
Freq: 2 (rare)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 2 Astral, 1 Death
Gold/resource Bonus: (none)
Scales: Growth, Turmoil

Name: Ra’s al-Jumha
Path: Water 2
Terrain: Ocean
Freq: 1 (Uncommon) Unique
Recruitables: SharkKnight
Recruitable Commanders: (none)
Gems: Astral 2, Death 2
Gold/resource Bonus: (none)
Scales: Turmoil

Name: Deep of Sanji
Path: Death 2
Terrain: Ocean
Freq: 2 (rare)
Recruitables: Funayūrei (see my Yokai units page)
Recruitable Commanders: (none)
Gems: Death 2
Gold/resource Bonus: (none)
Scales: Death, Misfortune

Name: Sea of Salahit
Path: Water 3
Terrain: Ocean
Freq: 2 (rare)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 1 Earth, 1 Air, 1 Fire
Gold/resource Bonus: (none)
Scales: Magic

Name: Sea of Kalah
Path: Water 2
Terrain: Ocean
Freq: 1 (Uncommon)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: 1 Water, 1 Air
Gold/resource Bonus: (none)
Scales: (none)

Name: Forest of Kalah
Path: Nature 2
Terrain: Coast
Freq: 2 (rare)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: Nature 2
Gold/resource Bonus: 20 Resource
Scales: Heat, Growth

Name: Kalah Deep
Path: Water 4
Terrain: Ocean
Freq: 2 (rare) Unique
Recruitables: Sea Serpent
Recruitable Commanders: (none)
Gems: (none)
Gold/resource Bonus: (none)
Scales: Death, Misfortune, Turmoil

Name: Sea of Kardanj
Path: Water 4
Terrain: Ocean
Freq: 2 (rare)
Recruitables: (none)
Recruitable Commanders: (none)
Gems: Water 3, Nature 1
Gold/resource Bonus: (none)
Scales: Heat, Sloth

Name: Sea of Sanji
Path: Water 4
Terrain: Ocean
Freq: 2 (rare)
Recruitables: Kappa
Recruitable Commanders: Kappa Chief, Kappa Mage
Gems: (none)
Gold/resource Bonus: 100 gold
Scales: (none)

Name: Isle of Sarandib
Path: Water 4
Terrain: Ocean
Freq: 2 (rare) Unique
Recruitables: (none)
Recruitable Commanders: (none)
Gems: Fire 4
Gold/resource Bonus: 60 gold
Scales: Luck, Magic

Name: Dvaraka
Path: Holy 3
Terrain: Ocean
Freq: 2 (rare)
Recruitables: Amber Clan Guard
Recruitable Commanders: Amber Clan Priest, Amber Clan Mage
Gems: (none)
Gold/resource Bonus: (none)
Scales: Magic

HoneyBadger
December 3rd, 2008, 08:48 PM
And one more

Name: Kusasthali
Path: Holy 4
Terrain: Ocean
Freq: 2 (rare) Unique
Recruitables: Mermidon
Recruitable Commanders: Amber Clan Priest, Sea King
Gems: (none)
Gold/resource Bonus: (none)
Scales: Magic<!-- / message --><!-- sig -->

HoneyBadger
December 3rd, 2008, 10:12 PM
Could a kindly admin please edit the above post to the following? And delete this one? Thank you!

........................

And a few more:

Name: Laccadive
Path: Holy 1
Terrain: Any Sea
Freq: 1 (Uncommon)
Recruitables: Shambler
Recruitable Commanders: Shambler Chief
Gems: 1 Water, 1 Nature
Gold/resource Bonus: (none)
Scales: (none)<!-- / message --><!-- sig -->

Name: Maldive
Path: Holy 1
Terrain: Any Sea
Freq: 2 (Rare)
Recruitables: Amber Clan Triton
Recruitable Commanders: Amber Clan Priest
Gems: 1 Air, 1 Water
Gold/resource Bonus: (none)
Scales: (none)

Name: Kumari Kandam
Path: Holy 3
Terrain: Any Sea
Freq: 1 (Uncommon)
Recruitables: TritonDreamer
Recruitable Commanders: (none)
Gems: 1 Water, 1 Astral
Gold/resource Bonus: (none)
Scales: Magic

Name: Mergui Atol
Path: Holy 1
Terrain: Ocean
Freq: 1 (Uncommon)
Recruitables: Sea Dog, TritonTrooper
Recruitable Commanders: Amber Clan Priest
Gems: (none)
Gold/resource Bonus: (none)
Scales: Luck

Name: Gulf of Kutch
Path: Holy 1
Terrain: Any Sea
Freq: 1 (Uncommon) Unique
Recruitables: Sea Stag, TritonTrooper
Recruitable Commanders: Amber Clan Priest
Gems: (none)
Gold/resource Bonus: (none)
Scales: Order

Name: Gulf of Cambay
Path: Holy 2
Terrain: Any Sea
Freq: 1 (Uncommon) Unique
Recruitables: Sea Lion, TritonTrooper
Recruitable Commanders: Amber Clan Priest
Gems: (none)
Gold/resource Bonus: (none)
Scales: Turmoil<!-- / message --><!-- sig -->
<!-- / message --><!-- sig -->
Name: Gulf of Mannar
Path: Holy 3
Terrain: Any Sea
Freq: 1 (Uncommon) Unique
Recruitables: Shark Knight
Recruitable Commanders: Amber Clan Priest
Gems: 1 Nature
Gold/resource Bonus: (none)
Scales: Growth

Name: Bay of Malacca
Path: Holy 1
Terrain: Coast
Freq: 2 (Rare)
Recruitables: Pirate, Toad Tribe Warrior
Recruitable Commanders: Toad Tribe Shaman, Coral Priest
Gems: (none)
Gold/resource Bonus: (none)
Scales: (none)

Name: Strait of Malacca
Path: Holy 2
Terrain: Any Sea
Freq: 2 (Rare) Unique
Recruitables: Reef Dweller, Reef Warrior
Recruitable Commanders: Coral Priest
Gems: (none)
Gold/resource Bonus: (none)
Scales: Luck

Name: Adang
Path: Holy 1
Terrain: Coast
Freq: 1 (uncommon)
Recruitables: Pirate, Shambler
Recruitable Commanders: Shambler Chief, Coral Priest
Gems: (none)
Gold/resource Bonus: (none)
Scales: (none)

Name: Barren Island
Path: Water 1
Terrain: Ocean
Freq: 2 (Rare) Unique
Recruitables: Shambler, War Shambler
Recruitable Commanders: Shambler Chief
Gems: 2 Fire
Gold/resource Bonus: (none)
Scales: (none)

Barbar Temple
Path: Holy 2
Terrain: Coast
Freq: 1 (Uncommon)
Recruitables: Pirate
Recruitable Commanders: (none)
Gems: (none)
Gold/resource Bonus: (none)
Scales: Luck, Turmoil

Dey Court
Path: Water 1
Terrain: Coast
Freq: 1 (Uncommon)
Recruitables: Pirate, Shambler
Recruitable Commanders: Shambler Chief
Gems: (none)
Gold/resource Bonus: (none)
Scales: Turmoil

Name: Amber Shrine
Path: Holy 1
Terrain: Ocean
Freq: 1 (Uncommon)
Recruitables: TritonTrooper
Recruitable Commanders: Amber Clan Priest
Gems: (none)
Gold/resource Bonus: (none)
Scales: (none)

Name: Ruins of Kusasthali
Path: Holy 4
Terrain: Ocean
Freq: 2 (rare) Unique
Recruitables: Mermidon
Recruitable Commanders: Amber Clan Priest, Sea King
Gems: (none)
Gold/resource Bonus: (none)
Scales: Magic

Name: Palace of the Dey
Path: Water 3
Terrain: Coast
Freq: 2 (rare) Unique
Recruitables: Pirate, Sea Dog
Recruitable Commanders: Coral Commander
Gems: (none)
Gold/resource Bonus: (none)
Scales: Turmoil

Endoperez
December 4th, 2008, 03:18 AM
That's a lot of sites! Thanks to you both. Meister Miagi, those sprites look excellent.

HoneyBdager:

There are two different sea terrains: all seas are "sea", and some are "deep sea" in addition. A site with "sea" may appear in normal and deep seas, and a site with "deep sea" may only appear in deep seas. I'll put "Fars Deep" and similar into deep sea, and others to sea, unless you want to go through them again.
Do you have suggested gold costs for Sea Dogs/Sea Lions/any other non-recruitables you're adding? I don't know what gold costs I should assign to them.
Changing the 'Endless Depthless Bottomless' won't be hard at all.


I'll try to compile a version with all the new sites this weekend and then take out the commanders and then post a playable version. Although if you keep adding sites, the version which has all the commander-recruitment sites might run out of magic site slots.


EDIT: Amount of sites of various paths, not including the sites that add new monsters and the last batch of new sites.
Fire: 10
Air: 14 (5 are level 4s...)
Water: 9 (but lots more after I add the new sites)
Earth: 14
Astral: 8 (but lots more after I add the new sites)
Death: 7
Nature: 16
Blood: 10
Holy: 11

HoneyBadger
December 4th, 2008, 04:09 AM
Thanks, Endoperez!

Ocean = "deep sea". Any sea = "sea". I hope that helps.

Also, I was thinking, if we do run out of space on this one, it might not be a bad idea to do a couple different site mods. That way, people could add different site mods to the same map? Mix it up a little.

Maybe we could ask Gandalf nicely if he'd please create a random site-assigner? Seems like it might be his kind of thing?
A program that added a random batch of sites to a given map, from a big pool of vanilla and mod sites, would be really useful, and really cool, especially if it worked with the random map maker.

How many free site slots do we have available to us, anyway? Also, do we have any information on the breakdown of sites in the vanilla game? In terms of paths and levels?

Would you mind posting a format for how you'd like the sites to read in a .dm file? I don't have access to .dm's right now, so I don't know exactly how they should look, but I'd just as soon post new sites as they would appear in a .dm. That would save everyone a lot of work and trouble, and they'd be immediately useful, rather than rewriting every one in a language the computer can handle. If someone will do that, I'll rewrite all my sites and put them into a post that can just be copy&pasted directly into the game itself.

Endoperez
December 4th, 2008, 04:56 AM
I can't upload any of my working files before Saturday. If you look at the file attached to the first post, you'll see how I've done stuff. Unit numbers start at 3100 IIRC, sites started from 998 and are going down.

It's really simple, I just copy-paste an empty site form and add stuff in the order of the suggestion in this thread.


There are just 200 or so magic sites ID numbers, total, available for modding. It's 750-999 I think.

HoneyBadger
December 4th, 2008, 05:02 AM
I can't do it, I'm afraid...I can't download anything, so I can't look.

Endoperez
December 4th, 2008, 05:40 AM
Ah, yes, you had that weird security stuff. Do you have access to Dom3's modding pdf? I guess not.

New units:

#newmonster 3110
#copystats 459
#copyspr 459
#name "Foul Spawn"
#gcost 9
#end

New sites:

#newsite 906
#name "Circle of the Dripping Skull"
#path 7
#level 4
#loc 2
#rarity 2 (0 - common, 1 - uncommon, 2 - rare)
#com 785 -- gygja
#gems 5 1
#gems 6 1
#end

#newsite 903
#name "Throne of Wild Magic"
#path 0
#level 4
#loc 17119
#rarity 1
#gems 0 2
#gems 1 1
#gems 2 1
#gems 3 1
#end


0-7 Fire, Air, Water, Earth, Astral, Death, Nature, Blood
8 Holy
#gold, #res, #mon, #com

#incscale increases NEGATIVE scales: 0 Turmoil, 1 Sloth, 2 Cold, 3 Death, 4 Misfortune, 5 Drain
#decscale decreasis negative -> increases POSITIVE scales: 0 order, 1 production, 2 heat, 3 growth, 4 Luck, 5 Magic

You need a list of locmasks before you can do the terrains, but I'm afraid I can't give them right now. They would be easy to add afterwards if you just list the terrains you'd like the sites to appear in.

#loc [value], 1=plains, 2=forest... and so on for mountain, waste, sea, cave, coastal, farm, deep sea, and unique, probably not in that order.

Gandalf Parker
December 4th, 2008, 06:59 PM
Maybe we could ask Gandalf nicely if he'd please create a random site-assigner? Seems like it might be his kind of thing?
A program that added a random batch of sites to a given map, from a big pool of vanilla and mod sites, would be really useful, and really cool, especially if it worked with the random map maker.

Ive already done so. My biggest headache was that unlike monsters and pretenders and poptypes and forts, magic sites dont seem to select by number. Only by full name. So a program has to have a list of all the site names. But I did finally iron it out.

How many free site slots do we have available to us, anyway? Also, do we have any information on the breakdown of sites in the vanilla game? In terms of paths and levels?
I havent seen a breakdown in a long time. Edi's database gives all the info in a way that is easy to look thru. I would also like to see a breakdown so we can fill some gaps. How many require certain magic and levels to find, how many provide gems of each type, how many affect which scales. If it was a database done in a database program then Id have a chance to do that but its actually a database in a spreadsheet(grr, minor peeve). Edi or some other spreadsheeter might be able to whip it off for us.

Would you mind posting a format for how you'd like the sites to read in a .dm file?
I know you have limited access right now but the latest patch put an updated doc file in your dominions3/doc directory. The section on magic sites is easy to get to and nicely explained. But like many people I do better by seeing an example so I will try to dig one out and paste it.
EDIT: Oops. Endoperez beat me to it. :)

Gandalf Parker
December 4th, 2008, 07:05 PM
@Honeybadger
I forgot to agree with the SemiRand thing.
Actually I have a number of ideas where expanding SemiRand to do mods might be alot of fun. SemiRandom new monsters, SemiRandom new magic sites, SemiRandom new pretenders, SemiRandom new nations
HEY BALLBARIAN! Lookee lookee :wave:

HoneyBadger
December 4th, 2008, 07:09 PM
Thanks, everybody!

Gandalf, I only have access to the original, preordered version of Dom3. I might someday be able to update everything, but I'm basically running things on an abacus, aside from my work computer.

HoneyBadger
December 4th, 2008, 07:13 PM
Gandalf, not to run off into a semi-random tangent, but I don't suppose there's a way to make a program that would semi-randomly send forged items to AI Nations while playing SP?

Gandalf Parker
December 4th, 2008, 10:37 PM
Hmmm... Im afraid thats impossible.
Of course "impossible" is a technical term meaning "of course its possible because its a computer but its more trouble than its worth". In other words I cant think of a way doing it with just the standard map or mod commands.

HoneyBadger
December 4th, 2008, 11:26 PM
I think you'd need to set up an AI that would forge everything, and then another program that told you which item to send where. The user might actually have to do the sending, though, which is less than ideal.

Ofcourse, that could be done with just a numbered list of forgeable items and a set of percentage dice.

WingedDog
December 5th, 2008, 08:07 AM
May I offer my idea about a magic site?

Name: The Keep of the Annals
Path: Astral 2.
Type: Rare or Unique
“Enter site” command enable for any commander with magic, or, if impossible, for astral mages.

Description: A sage enters the Keep to search through the historical records for the information about location of the unique magic sites. The location of the site comes in a message like: “Einstain has studied the annals and found out the Throne of the World is located in Mount Olympus.” The site does not appear in province and still requires proper searching to be found. If player doesn’t have the province and has no scout in it – he has no idea where the Mount of Olympus is, since uncaptured and unscouted provinces have no names, only numbers.

I have 2 proposals about searching mechanics, both depending on the research skill of the commander:

1) Like usual research: finding the first magic site costs some research point, say 40, the second is 60, third 100 and so on (160, 260, 420…). Since only 1 mage can enter the site – searching multiple sites could be difficult, so the cost could be rebalanced. If there are no more unique sites in the world – you get the corresponding message in the end of research.
Example: There is a mystic named Popandopulos with research skill 8, possessing Scull Mentor (9RP) and Lightless Lantern(6RP). The scales in the province are Magic 3 (2RP) so his total research ability is 25. He enters the Keep, in order to reveal the first magic site he needs to accumulate 40 points, so in two turns he discovers the High Temple of the Magii, and has 10 points over. In order to discover the next site he needs 60-10=50 points, so in next two turns he finds location of Halls of Imprisoned Sunlight. To locate the next site he needs to gain 100 point, so he spends 4 more months studying the scrolls, but there are no more unique sites in the world and in the end of his research player gets the message: “The mystic Popandopulos has stadied all the annals and came to conclusion there are no more unique magic sites in the world.”

2) The mage enters the site, and the percent chance of discovering a unique magic site equals research skill divided by 2 with approximation in favor of higher number. My English isn’t that good – I mean should 13 be divided by 2 the result is approximated to 7, not to 6. Perhaps Luck\Unluck should increase\decrease the chance to 1% per each point as well.
Example: The same mystic Popandopulos with 25 research skill enters the site. The scales are Unluck 2. His chance of discovering a site is 25/2 – 2 = 13 – 2 = 11%. When there are no more sites in the world - the same message as in 1st proposal comes.

Endoperez
December 5th, 2008, 09:32 AM
While that is an interesting suggestion, it's way more complicated than what can be done. Basically, we can only do stuff that's similar to what is already there. The Keep of the Annals can allow recruitment on units/commanders, produce X gems/gold/resources, affect scales etc. The features are also limited to four: the Keep could allow recruitment of sages, knights, produce 3 astral gems and increase magic scale, but not have a fifth feature.

There is a property for scrying distant provinces (EA Agartha's starting site has this), but it can't be added to custom sites.

Endoperez
December 6th, 2008, 09:35 AM
Changed/removed sites from the new ones (HoneyBadger's):
Deep of Sanji - not added, has Yokai unit
Sea of Sanji - level 4 -> 3, since kappa aren't that good
Kusasthali - appeared twice, as Kusasthali and Ruins of Kusasthali. Both were unique, level 8 holy sites that allow recruitment of same units.

Endoperez
December 6th, 2008, 10:40 AM
Dominions could only handle 119 sites! :o According to the log.txt, Dom3 was going through the sites, and then... and moved on, mid-way?

Loading magic sites sitemod.dm
#name site 998
...
...
#name site 875
#name site 874
#name site 873
Loading nations sitemod.dm
Loading general sitemod.dm

There were sites all the way to 857.

After that, the sites show up as nameless fire sites without any features.

Endoperez
December 6th, 2008, 11:42 AM
After thorough testing, I realized that I had saved the file with a different name at one point, and only the sites I had done up to that point were visible... :o So no bug after all.

Endoperez
December 6th, 2008, 01:27 PM
First playable version, version 0.80, attached to first post!

There are two versions in the .zip, a commanderless one (lite) which works better for the current version of Dominions, and a version that has commanders but adds them in as recruitable units.

From some sites, I removed the commanders (Shambler Chief from site that allows recruitment of shamblers, war shamblers and gives 2 fire gems), but I was forced to remove several sites from the commanderless version (most of Miagi's sites, Shining Star Inn, Seamstresses' Guild etc) because I thought their whole point was to give access to commanders. Circle of Dripping Skull that gives a nature and a death gems isn't bad, but it's pretty meh. CoDS that allows recruitment of Gygja is awesome.

In my quick test games, I already saw few of the new sites.

HoneyBadger
December 6th, 2008, 02:06 PM
It's supposed to be the Ruins of Kusasthali. Also, Sea of Sanji should be Water 4 because it's hard to find :) It's the seventh sea, after all. It's also a pretty decent site, with a good gold bonus, and access to all the kappas, including kappa mage.

If you really want to, raise the gold bonus to 150. That'd be fine with me.

Endoperez
December 6th, 2008, 03:09 PM
It's supposed to be the Ruins of Kusasthali. Also, Sea of Sanji should be Water 4 because it's hard to find :) It's the seventh sea, after all. It's also a pretty decent site, with a good gold bonus, and access to all the kappas, including kappa mage.

If you really want to, raise the gold bonus to 150. That'd be fine with me.

Kappa mage is W1, and I priced him at 75 gp.
Still, if it's a reference to something I guess I could change it back. It's still rare, unique underwater site, so I'd expect that it's rare to even get it in the map, much less get to the water to try and find it.

Johan K
December 7th, 2008, 10:43 AM
Nice mod. Fun with some sites I haven't seen before. The #com command is fixed in the next patch.

Endoperez
December 7th, 2008, 02:25 PM
Nice mod. Fun with some sites I haven't seen before. The #com command is fixed in the next patch.

There's only space for 100 more sites, though, and this mod will probably conflict with most nation mods even now. I wouldn't mind having space for some more sites, like up to 9999 or something. :re::angel


Oh, and I'm already in love with the new site-searching feature (http://ulm.illwinter.com/dom3/dom3progress.html), thanks a lot for that!

Gandalf Parker
December 7th, 2008, 03:34 PM
Well we could always shift to a randomizing program. :)
Yeah I know. My love for chaos is showing. But you could write a program where the features of each site could be selected randomly within fairly reasonable limits. Let it rewrite the mod for each game you play.

Im already working on one to rewrite a mod and have it create new nations to play against each time. I was going to have it randomly select sites for the start sites but I might take a stab at having it write its own just to see how that works out.

Gandalf Parker
--
All Hail Eris the Goddess of Chaos

Ballbarian
February 22nd, 2009, 01:11 PM
Endoperez,
Thanks for all of your work on this. I finally have a chance to consider starting a new game of Dominions (the first in some time!) and had been sporadically following your progress over the past three months. Looking forward to including this in my game.

@Honeybadger
I forgot to agree with the SemiRand thing.
Actually I have a number of ideas where expanding SemiRand to do mods might be alot of fun. SemiRandom new monsters, SemiRandom new magic sites, SemiRandom new pretenders, SemiRandom new nations
HEY BALLBARIAN! Lookee lookee :wave:

It took two months, but I finally saw your post. :p
I may try to incorporate some support for magic site & monster mods into SemiRandom. I have not given it much thought yet, but I do think that it would be nice to be able to assign custom sites & critters to a custom province. That combined with the new map commands that JK has in line for the next patch will add a lot of flexibility to province design. I will not go into any detail here as I do not want to derail Endo's thread.

Ballbarian
February 22nd, 2009, 11:46 PM
Endo,
Unless I fouled something up with my download, you don't seem to have a banner yet. I created a quick one for my own use, but here it is if you have need of it:

Endoperez
February 26th, 2009, 06:03 AM
Thanks for that! I'll update the first post whenever the next patch comes out. I'll incorporate the banner at least then, and perhaps sooner.

Gregstrom
March 17th, 2009, 07:11 AM
Ooh, ooh! The new patch is in, hurray! Can we have the banner now?

Endoperez
March 18th, 2009, 04:35 AM
I'll update this very soon. I want to add a couple more holy magic sites, and then add the banner. I might do two versions, first with the new holy sites and units in that uses existing sprites, then an update that only changes sprites. As long as I don't change anything else, it won't cause any compatibility errors even if everyone doesn't update.

llamabeast
March 18th, 2009, 06:10 AM
Would these two mods work correctly regardless of load order?

Sombre
March 18th, 2009, 09:31 AM
Good point llama.

Why are you separating them anyway? To benefit people who have lots of mods on and are close to the sprite limit? That's just pyg isn't it?

llamabeast
March 18th, 2009, 10:23 AM
Hmm, I don't understand either, I'd think it might be simplest to just have a single version.

Endoperez
March 18th, 2009, 12:43 PM
One version had no #com sites, because they were units and hurt AI on the old version (armies of 200 Sorceresses?) One reason for the update is to remove the now-unnecessary version.

llamabeast
March 18th, 2009, 01:25 PM
Yep yep, that's definitely good, we just didn't understand why you'd want to split the updated mod into two:

I might do two versions, first with the new holy sites and units in that uses existing sprites, then an update that only changes sprites.

Endoperez
March 18th, 2009, 03:37 PM
I just meant something like version 1.00a. I've made the new sites and the new units, but I'd rather release the mod than make six new sprites. If I add custom sprites later, I'll just make the units refer to new sprites. It won't break compatibility between 1.00a and 1.00b, because custom sprites don't affect hosting. So, those who care get better sprites, don't who care see copied sprites, and they can play against each other just fine.

Speaking of release, check the first post.

llamabeast
March 18th, 2009, 04:01 PM
Ahhh, I see. 1.00b will be standalone. I thought you meant it would be a mini-mod just to change some sprites, which didn't sound good.

New version! Great, I'm looking forward to it. Unfortunately this evening's dom3 time is going to be trying to repair games that have been killed by the hosting issue with the new patch.

Gregstrom
June 14th, 2009, 05:32 PM
Null post: I reported an error with an older version of the mod, then found it was fixed in the new version.

Stavis_L
September 30th, 2009, 09:43 AM
Minor issue: a couple of the sites that are supposed to increase scales do not because the numeric values are instead represented by the name of the scales. The sites are:

#newsite 891
#name "Sarmizegetusa"
#path 7
#level 2
#rarity 1
#loc 16388
#com 3088
#gems 7 1
#incscale (turmoil) -->should be 0
#end

#newsite 888
#name "Rainbow Cove"
#path 4
#rarity 1
#com 3090
#loc 135
#level 1
#gems 4 1
#incscale (luck) -->should be #decscale 4
#end

Squirrelloid
December 3rd, 2009, 03:59 PM
Question: When adding sites with recruitables that are usually summoned via spells, did you give the existing creature a gp cost, or did you copy the creature and give the new version a gp cost?

Sea Serpents, Krakens, Bog Beasts, etc... having an upkeep when summoned would be a rather major change.

Gregstrom
December 3rd, 2009, 04:06 PM
IIRC they're mostly copies.

Squirrelloid
January 26th, 2010, 07:51 AM
In addition to the issues Stavis L pointed out (which still exist as of December when I DLed the mod), I found the following errors, likely errors, and seemingly non-sensical locmasks:

-------
Errors
-Garden of Crystal Fruit (#914) has rarity 17119! (Clearly 17119 is a locmask, but site has a valid locmask)
-Ruins of Kusasthali (#872) has a rarity of 256. (same issue)
-There are two Laccadive sites (#871 and #869), recommend renaming.
-Dylath-leen has gem income listed as 8 1. There is no holy gem, so... presumably 4 1 (1 astral).
-sites 891 and 888 need scale commands fixed (see Stavis L's post above)
-sites 927 and 933-936 have the locmask 16654. This means (unique) in forest, mountains, waste, and deep sea. This is clearly in error. Likely supposed to be 17119 (any land) or 16607 (any non-cave land), although 16388 (mountain) would make sense for #935.
-Deviant Laboratory (#894) has level 5, which is not in the permitted range (0-4).
-One of the Laccadives (#871) is listed as a blood site with a sea location mask. Given you can't use blood magic underwater, this is inappropriate.

--------
Likely Errors:
-Nameless Rock (#853) has 1 fire income and 25 gold income, but its clearly an astral site related to otherworldly creatures. Listed gem and gold income makes no sense.
-Decayed Palace (#940) has 1 air income. Presumably this should be 1 death?
-The ridiculous proliferation of H underwater sites is just silly.
-There are an awful lot of X4 sites, which mostly means that said sites will often not be found, even if they do occur. The existence of uncommon X4 sites is especially silly. Recommend re-assessing level for X4 sites, especially as similar sites are often available at X2 in the regular game.

--------
Inappropriate site-masks:
-Rainbow Cove (#888) not forced to be coastal. Given a cove is a coastal feature...
-Equinoctial Dial (#944) and Sundial (#943) have site mask 735 (any land). Should be 223 (any non-cave land) because you can only use them *outside*.
-Similarly, Persistent Aurora (#950) and Wailing Aurora (#929) have site mask 735. As the Aurora is a sky phenomena, these should also be site mask 223.
-A number of tree sites (#987, #983, #982, #977) are listed as site mask 735. Again, access to the sky is kind of important here, and these should be mask 223.
-Field of Blackened Stones (#991) has mask 512 (cave). Since a cave would certainly not contain anything describable as a field, this is almost certainly wrong. Presumably should be 223.
-Tears of the Moon (#963) has mask 735 and given the moon is an astronomical phenomena, its tears should probably be found in non-cave lands (mask 223).
-Isle of the Sarandib (#874) is listed as deep sea, which is really strange considering its an island. Recommend it be made 16672 (any ocean). Similarly, Barren Island (#860).

---------
Over-specific or otherwise strange site-masks:
-Ancient Glacier (#962) currently has mask 12 (waste, mountain). Waste is a really weird spot for a glacier - recommend mask 4 (mountain).
-Garden of Crystal Apples (#986) is listed as mask 512 (cave). Should probably be either 223 or 735. Note that the separate and similar Garden of Crystal Fruit is listed as 735.
-Highland Refuge (#931) is listed as 735 (any land), should probably be 223 (non-cave land) or even more specific. (No highlands in caves).
-Academy of Dark Fire (#913) is listed as mask 8 (waste), but there's really no reason it shouldn't be 735. Similarly, Deviant lab (#894) is listed as 223 (any land), but there's no reason it couldn't occur in a cave (and thus be 735).
-A couple of tree sites (#981, #979) are restricted to forest, which is a weird contrast with the other tree sites whose masks were too general. Recommend making them mask 223 to match the other trees. Similarly, some other sites (#930, #851) are restricted to forests for no apparent reason. Recommend 223 for these as well.
-Many ocean sites are inappropriately restricted to sea instead of being permitted to both sea and deep sea. Ones that I noticed: sulfur vent, temple of the fish, dead zone, The Source of All Waters, Quicksilver Pond (arguably this one should be any terrain, land or sea), and fars deep.
-Forest in the Clouds (#920) has a really strange mask (23, mountain + forest + farm + plains). Not sure why it has that site mask other than to be weird.

Burnsaber
January 26th, 2010, 08:04 AM
Endo has been away for a long while. Not sure if he's ever coming back to do a update.

Sombre
January 26th, 2010, 08:54 AM
I suggest just doing your own updated version of the mod.

vfb
January 26th, 2010, 09:25 AM
In that case, does anyone else besides me think that the Shadow Priests (U3092) are just a tad OP?

Can we at least get rid of their #onebattlespell "Darkness"?

About the "Deep Sea" thing: all "Deep Sea" on maps has both the "Sea" and "Deep Sea" bits set. So any site that can appear in a Sea can also appear in a Deep Sea.

Squirrelloid
January 26th, 2010, 03:09 PM
In that case, does anyone else besides me think that the Shadow Priests (U3092) are just a tad OP?

Can we at least get rid of their #onebattlespell "Darkness"?

If I take on maintaining the mod, I will certainly look into this. I hadn't gotten around to looking at all the possible recruitable commanders yet...


About the "Deep Sea" thing: all "Deep Sea" on maps has both the "Sea" and "Deep Sea" bits set. So any site that can appear in a Sea can also appear in a Deep Sea.

Really? So you can't have sites that are sea only? Because some of them (eg, collapsed lighthouse) are certainly appropriate as sea only...

Stavis_L
January 26th, 2010, 05:30 PM
In that case, does anyone else besides me think that the Shadow Priests (U3092) are just a tad OP?

Can we at least get rid of their #onebattlespell "Darkness"?

If I take on maintaining the mod, I will certainly look into this. I hadn't gotten around to looking at all the possible recruitable commanders yet...



Squirreloid - I was in the process of editing your changes in (where they didn't conflict with the original input) however, I really don't want to create a fork. I'll cease if you're really intending to take this on.

vfb
January 26th, 2010, 06:24 PM
In that case, does anyone else besides me think that the Shadow Priests (U3092) are just a tad OP?

Can we at least get rid of their #onebattlespell "Darkness"?

If I take on maintaining the mod, I will certainly look into this. I hadn't gotten around to looking at all the possible recruitable commanders yet...


About the "Deep Sea" thing: all "Deep Sea" on maps has both the "Sea" and "Deep Sea" bits set. So any site that can appear in a Sea can also appear in a Deep Sea.

Really? So you can't have sites that are sea only? Because some of them (eg, collapsed lighthouse) are certainly appropriate as sea only...

If you use the game's map editor, setting a province to Deep Sea also makes it a Sea. If you manually set the terrain type to "Deep Sea only" in the map file by giving it a 2048 terrain type, it will be a Deep Sea without also being Sea, but only land-based units will be able to enter it: it won't be a water province as far as the game's concerned.

So there's no way to keep your collapsed lighthouse out of a Deep Sea province.

Squirrelloid
January 26th, 2010, 06:27 PM
Stavis - I'm certainly thinking about it. Probably want to see what other goodies I find or problems I notice since i'm currently in two games using the mod before i make any serious changes.

Stavis_L
January 26th, 2010, 10:45 PM
Well, I had already added most of the fixes you noted anyway, so I went ahead and finished, in case you'd like to use that as a starting point, or if anyone else wants in the meantime.

In addition to the issues Stavis L pointed out (which still exist as of December when I DLed the mod), I found the following errors, likely errors, and seemingly non-sensical locmasks:

-------
Errors
-Garden of Crystal Fruit (#914) has rarity 17119! (Clearly 17119 is a locmask, but site has a valid locmask)

* Fixed per original description

-Ruins of Kusasthali (#872) has a rarity of 256. (same issue)

* Fixed (made rare)

-There are two Laccadive sites (#871 and #869), recommend renaming.

* Renamed one

-Dylath-leen has gem income listed as 8 1. There is no holy gem, so... presumably 4 1 (1 astral).

* Per HB's description, was supposed to be blood slave. Fixed.

-sites 891 and 888 need scale commands fixed (see Stavis L's post above)

* Fixed

-sites 927 and 933-936 have the locmask 16654. This means (unique) in forest, mountains, waste, and deep sea. This is clearly in error. Likely supposed to be 17119 (any land) or 16607 (any non-cave land), although 16388 (mountain) would make sense for #935.

* Fixed

-Deviant Laboratory (#894) has level 5, which is not in the permitted range (0-4).

* Changed to original input of 2.

-One of the Laccadives (#871) is listed as a blood site with a sea location mask. Given you can't use blood magic underwater, this is inappropriate.

* Perhaps, but I think this was intentional. Left in.


--------
Likely Errors:
-Nameless Rock (#853) has 1 fire income and 25 gold income, but its clearly an astral site related to otherworldly creatures. Listed gem and gold income makes no sense.

* It's implemented per HB's original description. Probably a Lovecraftian reference somewhere...

-Decayed Palace (#940) has 1 air income. Presumably this should be 1 death?

* Per original description, was supposed to have none. Removed. Also was supposed to increase unrest; added turmoil.

-The ridiculous proliferation of H underwater sites is just silly.

* Part of the point was to make H searches more important

-There are an awful lot of X4 sites, which mostly means that said sites will often not be found, even if they do occur. The existence of uncommon X4 sites is especially silly. Recommend re-assessing level for X4 sites, especially as similar sites are often available at X2 in the regular game.

* Part of the point was to make higher level searches more important

--------
Inappropriate site-masks:
-Rainbow Cove (#888) not forced to be coastal. Given a cove is a coastal feature...

* changed to coast

-Equinoctial Dial (#944) and Sundial (#943) have site mask 735 (any land). Should be 223 (any non-cave land) because you can only use them *outside*.

* changed

-Similarly, Persistent Aurora (#950) and Wailing Aurora (#929) have site mask 735. As the Aurora is a sky phenomena, these should also be site mask 223.

* changed

-A number of tree sites (#987, #983, #982, #977) are listed as site mask 735. Again, access to the sky is kind of important here, and these should be mask 223.

* changed

-Field of Blackened Stones (#991) has mask 512 (cave). Since a cave would certainly not contain anything describable as a field, this is almost certainly wrong. Presumably should be 223.

* changed to mountains, plains, waste per original input

-Tears of the Moon (#963) has mask 735 and given the moon is an astronomical phenomena, its tears should probably be found in non-cave lands (mask 223).
* changed

-Isle of the Sarandib (#874) is listed as deep sea, which is really strange considering its an island. Recommend it be made 16672 (any ocean). Similarly, Barren Island (#860).
* this is per original input, but I agree and changed anyway :-P


---------
Over-specific or otherwise strange site-masks:
-Ancient Glacier (#962) currently has mask 12 (waste, mountain). Waste is a really weird spot for a glacier - recommend mask 4 (mountain).
* this is per intent, think cold desert, e.g. Antarctica

-Garden of Crystal Apples (#986) is listed as mask 512 (cave). Should probably be either 223 or 735. Note that the separate and similar Garden of Crystal Fruit is listed as 735.
* changed

-Highland Refuge (#931) is listed as 735 (any land), should probably be 223 (non-cave land) or even more specific. (No highlands in caves).
* changed to 4 (mountain)

-Academy of Dark Fire (#913) is listed as mask 8 (waste), but there's really no reason it shouldn't be 735.
* supposed to be Abysia lite :-P

Similarly, Deviant lab (#894) is listed as 223 (any land), but there's no reason it couldn't occur in a cave (and thus be 735).
* left alone, the site lets you recruit dark angel types (who like to fly - no caves)

-A couple of tree sites (#981, #979) are restricted to forest, which is a weird contrast with the other tree sites whose masks were too general. Recommend making them mask 223 to match the other trees.
* not done - the intent was for these to represent "the oldest tree in the forest" sort of thing, I think


Similarly, some other sites (#930, #851) are restricted to forests for no apparent reason. Recommend 223 for these as well.
* changed 930; believe the white river was a specific reference, so left alone


-Many ocean sites are inappropriately restricted to sea instead of being permitted to both sea and deep sea. Ones that I noticed: sulfur vent, temple of the fish, dead zone, The Source of All Waters, Quicksilver Pond (arguably this one should be any terrain, land or sea), and fars deep.
* changed as above, except Source of All Waters made deep sea

-Forest in the Clouds (#920) has a really strange mask (23, mountain + forest + farm + plains). Not sure why it has that site mask other than to be weird.
* basically excluding water, coasts, swamps, and wastes. This was intentional.

vfb
January 27th, 2010, 12:33 AM
Having a blood site underwater is unthematic.

Also, having a blood site possible in the water is broken, since LA Mictlan is pretty much the only nation that will ever find it (while looking for H). It screws with the real UW nations because they aren't supposed to be able to blood hunt UW, so if the site appears, it's replacing a site that could be found and eating up a site slot.

Tollund
January 27th, 2010, 12:58 AM
A similar complaint can be made about holy sites. Without any way to remote search for them short of acashic record they aren't likely to ever be found

vfb
January 27th, 2010, 01:16 AM
No, it's not similar at all.

You can manually search for holy sites with a priest. Every nation gets priests, and every nation has at least one H3. UW nations do not get blood on their mages at all, because there is not supposed to be any blood magic or blood hunting underwater.

And there's nothing unthematic about underwater holy sites.

Tollund
January 27th, 2010, 02:01 AM
Except that manual searching is incredibly micro intensive of course.

Squirrelloid
January 27th, 2010, 02:55 AM
Stavis, for reference purposes did you make any other changes?

Stavis_L
January 27th, 2010, 08:19 AM
In the zip file, there are 2 .dms. The first has only the changes that were referenced in your post, plus I changed the version to 1.01 and indicated that you and I had add'l input in the description. There are no other changes.

The 2nd (which was done primarily for my own purposes) removes all units that were not just copies of vanilla units, and sites whose only attribute was to allow their recruitment (may have missed some of those, but hopefully.) The unit recruitment lines in the sites are still there, but commented, while the monster/weapon/armor stat blocks are deleted.

Joelz
January 27th, 2010, 10:42 AM
Have you considered changing the number of some sites to allow this be used with no conflicts along custom nation mods?
Pwetty pwetty pwease :D

Stavis_L
January 27th, 2010, 05:14 PM
Have you considered changing the number of some sites to allow this be used with no conflicts along custom nation mods?
Pwetty pwetty pwease :D

The problem is that there are a great number of custom nation mods, and they are not at all consistent about which site ids they use. See Gregstrom's mod compatibility index for specifics (although I don't think it's been updated for the latest CBM.) Getting this many sites to not conflict with *any* nation mod is a difficult, if not impossible, task.

That said, for a specific set of mods it's fairly easy to renumber the conflicts in either this or the nation mod.

Stavis_L
January 27th, 2010, 05:45 PM
Having a blood site underwater is unthematic.

Also, having a blood site possible in the water is broken, since LA Mictlan is pretty much the only nation that will ever find it (while looking for H). It screws with the real UW nations because they aren't supposed to be able to blood hunt UW, so if the site appears, it's replacing a site that could be found and eating up a site slot.

The site in question is 871, which is, now that I look again, actually path 8 (holy). HoneyBadger's original submission was for a blood site though; perhaps (since I think this was supposed to represent a set of small, low lying islands) it would be better to make the site coastal and change back to blood? Anyway, I don't see any water based blood sites in the latest version.

Sombre
January 28th, 2010, 08:30 AM
If you pick a block range of site IDs that conflicts with the fewest number of the /popular/ mods (CBM, Nation mods, etc) then post in the threads of the conflicting mods where they are still active, asking for a site ID to be moved and suggesting a currently free alternative, you could make the mod clash free with the minimum of hassle.

Making it clash free with every mod is impossible, so I'd only worry about the popular ones. I think this mod could happily lay claim to block range of about 200 IDs or something and the mod manual/user documentation on this forum could be updated to reflect that those are reserved for giant site mods.

After all 99% of mods use like 1 or 2 site IDs, so it's no big deal to move them or have less available.

I'd happily edit my mods to move the IDs to avoid clashes if you pick out a specific range that belongs to site only mods (not just this one, but any further compilation site mods). This isn't something I'm willing to do for other nation mods, but as I say this would represent very little work on my part and since this mod could potentially be very popular, would be worth it.

Gregstrom
January 29th, 2010, 02:32 PM
The compatibility index has IIRC a set of suggested block ranges.