View Full Version : Mod Holy War 0.9
Burnsaber
March 20th, 2009, 02:44 PM
Changes from 0.8 -> 0.9
- Improved grammar, thanks to Amonchakad.
- Templar Abbot is now cheaper
- Several small bug fixes (sauromatian H1 priest, warrior monk 24 defense and so forth)
- The Man on the Silver Mountain is now epic. He now casts "Ark" effect into each battle
Note that this mod clashes completely with Psientist's Mytheology & Antilarium mod. It also clashes with the Alugra, City of Wonders nation mod. It is fully compactible with CBM and the Magic site mod thought.
Holy War: Divine It adds 13 new researchable holy spells and 3 level 0 ones. It also replaces the sucky vanilla holy sites with 31 brand new holy sites. (14 common, 14 uncommon and 3 rare).
What do these change actually mean?
Holy magic sites are now a lot more common. Site searching with priests will be a lot more worthwhile.
Priests are now a lot more versatile casters. Their ability to heal your troops can open some new stragedies if used correctly. I designed the buffing spells not to work well with elite (aka high mr) troops for balance reasons, but the buffs can still be very powerful if you equip the priest with some penetration items and choose the buffed troops wisely. "Holy Warriors" can turn Barbarians into instant anti-thug missiles.
You also should be more careful with placement of your sacred mages. Althought "Smite Heretic" only has range of 15, a h2 caster placed at the very front might be able to snipe your casters if you have no other sacred troops in your army. The adding of "Smite Heretic" and giving it as a nextspell for "smite" is mostly there for thematic reaasons. If someone tries to rush you with blessed holy warriors, you call your priests for aid.
Holy War: Divine
http://forum.shrapnelgames.com/picture.php?albumid=34&pictureid=264
- Design Goal: Boost Divine magic in general by adding new holy spells and magic sites.
Includes:
1) Adds three new holy level 0 spells.
H1: Faith Healing - "Using his divine powers, the priest will heal wounds of some friendly soldiers. This spell won't affect undead or constructs."
Range: 15+, NoE: 1+, Prec:100, Fat:0, Dam:5+(AN), UW+, IA-, UD-
H2: Smite Heretic - "Using his divine powers, the priest will smite his heretical opponent. If the opposing sacred is strong of mind, he might be able to resist the holy power."
Range: 15, Prec:100, NoE:1, Dam:30, Fat:0, MR+, UW+, Against Sacreds only
H3: Chastise - "Using his considerable divine powers, the priest will enfulg one opponent in divine radiance. This show of divine power won't harm the target, but is very frightening none the less. Some targets might see the error of their ways and join the ranks of one true god."
Range: 25, NoE:1, Prec:100, Fat:0, MR negates easily charm, nextspells "Frighten"
2) Boosts some excisting holy spells
- Smite to range 30 and damage 30. Also #nextspells "Smite Heretic"
- Smite Demon to range 30 and damage 30
- Word of Power now AoE 1 and #nextspells "Chastise"
3) Adds 13 new researchable holy spells. 2 for each magic school (expect construction, which only gets one in level 5) on level 3 and 7.
Conjuration
H2 - Smite Undead: "This special version of banishment affects a smaller area than the regular one, but is more stronger. This spell is a great compliment to banishment as it is much more powerful against forces composed of few but strong undead abodominations."
Conj lev 3, Range:30, Damage:30, Prec:100, AoE:1, MR+, UW+, UD++
H3 - Divine Wrath: "This prayer will call immense divine power to smite some heathens. The skies will open and a huge ray of light will strike down on a small area. Should the heathen's magical resistance fail, his body and soul will be incenirated instantly. Even if they survive the inital blast, they might still take damage. One of the most powerful divine spells, this prayer will greatly exhaust the caster."
Conj lev 7, Range:25+, AoE:1, Prec:100, Fat:40, Dam: Death, MR+, UW+ nextspells "Smite"
Alteration
H2 - Divine Light: "Caster will manifest his gods power in a blast of bright light. If the target is not able to resist, he will be blinded for life."
Alt lev 3, Range:20, Prec:100, NoE:1, Fat:0, MR+, UW+
H2 - Holy Warriors: "This powerful prayer will release vast godly energies in the battlefield and some friendly soldiers might be altered by the divine might. Those lucky enough to be altered will gain some abilities of Celestial beings, like flight and hardened skin. The altered will also have their armor and blades tempered by divine powers. The priest doesn't have much control over who gets altered and who doesn't, but the godly force seems to favour the meek and humble. One of the most powerful divine spells, this prayer will greatly exhaust the caster."
Alt lev 7, Range:10+, Prec:100, Fat: 40, AoE:3+, NoE:2+, MR++, UW+
Evocation
H2 - Hand of Judgement: "Being face to face with a heathen foe, the priest invokes a quick but powerful prayer. His right hand will start glowing with divine light and the ensuing punch will carry out the unforgiving judgement of the Priest's god. If the target is either Undead or Demon, the punch will likely be strong enough to sent the abodomination straight to the pit it crawled from. Strenght of the caster adds damage."
Evo lev 3, Range:1, Fat:0, Prec:100, Dam:30(AP), UW+, 3xdamage vs undead or demons
H2 - Judgement: "The priest channel the power of his faith into a bolt of divine lighting. The bolt is not strong enough kill strong foes in one hit, but it ignores armor. The bolt is of godly source and no mortal is able to resist its might. This spell is special in the sense that it reguires aiming by the caster and will not hit all the time, thought it will never harm friendly soldiers in the case of a misfire."
Evo lev 7, Range:20+, Fat:25, Prec:5, Dam:10(AN), UW+
Construction
H1 - Divine Armaments: "The priest will kneel down and pray for divine help. This prayer will strenghten the armor of some fellow soldiers if the divine power finds them worthy. This godly force might also temper some blades to unnatural sharpness and enchant bows with flaming arrows. A powerful priest might be able to call aid on large squads of troops." (forces two mr checks, if first fails gains "Legions of Steel" the second mr check is fails easily and gives Flaming arrows and piercing weapons if the check fails."
Const lev 5, Range:5+, Fat:0, Prec:100, AoE:3, NoE:1+, UW+, MR+(MR++)
Enchanment
H2 - True Healing: "This is a more powerful version of the 'Faith Healing' spell. Using his divine powers, the priest will heal wounds of some friendly soldiers. This spell won't affect undead or constructs."
Ench lev 3, Range:20+, Prec:100, AoE:2+, NoE:2+, Fat:0, Dam:6+(AN), UW+
H2 - Divine Protection: "With this prayer, the priest will Channel powerful divine energies to protect his brothers in battle. The energies will flow through a small area, enchanting those who seem worthy. Those who are lucky enough to be affected gain resistance against elements and magic. A powerful priest might be able to call aid on large squads of troops. One of the most powerful divine spells, this prayer will greatly exhaust the caster."
Ench lev 7, Range:10+, Prec:100, AoE:3, NoE:2+, Fat:30, UW+, MR+
Thaumathurgy
H1 - Invoke Righteous Fury: This is a more powerful version of the basic blessing spell. The priest will rise his hands into the air and bless some troops surrounding him. The blessed sacreds will be filled with religious rage and march supernaturally fast into battle. This religious rage also gives the benefits of the 'Sermon of Courage' spell."
Thau lev 3, Range:0, Prec:100, AoE:5, NoE:1+, Fat:0, UW+
H2 - Fury of the Faithful: "This powerful prayer lets the caster speak with the voice of titans. The priest hold a great speech full of fire and brimstone, sending all sacreds close to him into a religious fury, blessing them. Affected troops will move unnaturally fast and are likely to fight to the last man."
Thau lev 7, Range:0, Prec:100, AoE:50, NoE:1, Fat:0, UW+
Blood
H2 - Mark of the Beast: "This powerful curse will mark an opposing heathen with the Mark of the Beast, branding him as a vile opposer of faith. The marked one is very likely to be permanently wounded in combat. Horros also take perverse delight in devouring the souls of the Marked and will target them first. Finally, some Branded might catch a vile disease upon marking. One can only be marked once and those who already suffer from a curse cannot be marked." - (Curses and Horror Marks, MR check or gain disease)
Blood lev 3, R:30, Prec:100, Fat: 0, UW+, MR partially resists
H3 - Cleansing of Sins: "Devout priest will take pity on his mislead foes and try to cleanse them by his gods divine power. The Priest will manifest and order strands of astral coils to whip some foes. Armor offers no protection from the whipping, but the damage is rarely lethal. This mighty show of divine power will greatly scare foes and compel some to join the ranks of the one true god. Although one of the most powerful spells available to a strong priest, this spell is somewhat limited by its low range."
Blood lev 7, R:15, Prec:100, Fat: 25, AoE:3+, UW+, Dam: 2(AN), nextspells "Chastice"
Holy War: Priests & Sacreds
This is a minor mod, designed to work with Holy War: Divine.
It improves national pure holy priests, and alters gold costs of some national sacreds. It also makes the common independent priest unable to cast divine spells (althought they cast bless at the start of combat, so they're not completely useless).
It also adds the "Guardians" from Holy War: Divine as spell summons.
darloth
March 21st, 2009, 08:07 AM
Is there any way you can disincentivise the casting of Chastise slightly? My H4 casters would prefer to use Chastise to Word of Power... and given that Word of Power #nextspells Chastise, there's really no reason to ever cast it.
Would a fatigue cost of 1 maybe do the trick? It might end up with H3 casters casting smite instead of chastise... but on the other hand, people might want that.
Burnsaber
March 22nd, 2009, 03:43 PM
Is there any way you can disincentivise the casting of Chastise slightly? My H4 casters would prefer to use Chastise to Word of Power... and given that Word of Power #nextspells Chastise, there's really no reason to ever cast it.
Would a fatigue cost of 1 maybe do the trick? It might end up with H3 casters casting smite instead of chastise... but on the other hand, people might want that.
How did you get H4 casters, if I may inquire? You can prophetize a H3 and have anothre wield Sword of Justice, but that's just two. So you probably communion. (Seraphs probably have better things to do than cast Word of Power)
In my experience, my H4 high inquistor usually spammed WoP, but I'll do further testing. I also think that it'd be better if the AI preferred smite over chastise. Chastise is quite niche (works against indy barbarians and cavemen,though) and the fear effect is useless vs undead.
Stavis L was also kind enough to do some grammar fixing for me, so if I need to change chastise, I'll probably release fixed version by next weekendish.
Burnsaber
March 29th, 2009, 07:05 AM
Darloth, I tested Chastise and you are correct. The casting AI seems to prefer both Smite and Chastise over WoP. I tried giving Chastise fatiguecost 10 but AI still preferred it over WoP.
Unfortunately I'm quite powerless against this. Even if I somehow managed to nerf Chatise enough for AI to prefer WoP over it, the AI would just spam Smite instead. You should likely try putting your priests at the very back of the battlefield so that they have no other options but using the range 100 WoP.
So I won't be releasing a new version.. yet. I'm currently in the process of making graphics for the magic site recruitables and I've decided to include the magic site stuff in the next release, alongside with Stavis L's grammar fixes. I'll post a teaser of the graphics I have made today night. You can see the graphic for the generic human holy hero as my avatar.
llamabeast
March 29th, 2009, 10:02 AM
If "Chastise" is preferred to Word of Power (which nextspells Chastise). can you not just swap the order of Word of Power's effects, so that its first effect is Chastise? Then it should be equally likely to cast either. Then you can just very slightly buff the Word of Power version and you should be sorted.
Of course the AI may still prefer Smite.
Burnsaber
March 29th, 2009, 03:16 PM
If "Chastise" is preferred to Word of Power (which nextspells Chastise). can you not just swap the order of Word of Power's effects, so that its first effect is Chastise? Then it should be equally likely to cast either. Then you can just very slightly buff the Word of Power version and you should be sorted.
Hmm.. that could work. I'm just kinda tight on adding #newspells due to the limit. It would be nice if this mod would be compactable with the combination of CPCS + 1-2 nation mods. In my humble opinion, this is not that really big of deal since H4 casters are very rare and it can be avoided by placing your priest in the very back of the battlefield.
And there's this too:
Of course the AI may still prefer Smite.
But if this WoP thing really bugs people, I could try adding some #nextspell magic.
Burnsaber
April 15th, 2009, 12:51 PM
Okay folks, new version. I left the spells untouched but added the magic sites. 13 common sites (all of them can be found with lv.1 Priest), 13 uncommon (all of which can be found with lv.2 priest) and finally two rare level 3 sites.
Most of these sites don't produce any gems, but allow recruitment of great troops & commanders.
llamabeast
April 15th, 2009, 03:58 PM
I'm really really impressed with your graphics Burn. They're lovely.
In your preview pic, you've spelt "Miscellaneous" very oddly!
Burnsaber
April 16th, 2009, 03:53 AM
In your preview pic, you've spelt "Miscellaneous" very oddly!
Fixed!
What I've learned from this:
Humans need sleep in order to be fully functional.
Huh, who could have thought?
DaveCG
April 16th, 2009, 03:57 AM
Looks very cool burn, I was always dissapointed by priests in vanilla, and I loved modnations/normalnations that intermixing holy/earth/fire/etc spell, adds alot of flavour, I'll be trying this out for sure.
BandarLover
April 16th, 2009, 07:30 AM
minor bug report: in the Altar of Pain site, the zealot is a normal recruit troop, while the description makes it sound like he is a commander type? That, and he has inquisitor ability is what makes me believe he is suppose to be a commander. Just a heads up.
Love the mod too. Only found 2 of the holy sites so far but looking forward to finding more! :D
Burnsaber
April 16th, 2009, 07:59 AM
minor bug report: in the Altar of Pain site, the zealot is a normal recruit troop, while the description makes it sound like he is a commander type? That, and he has inquisitor ability is what makes me believe he is suppose to be a commander. Just a heads up.
Love the mod too. Only found 2 of the holy sites so far but looking forward to finding more! :D
Yeah, Zealot is supposed to be a commander.
That's odd. The code appears to be right on the download. Have you patched to the newest Dom3 (3.23b) version?
It could be a bug relating to the #selectsite command, thought.
#selectsite 411
#name "Altar of Pain"
#path 8
#level 1
#loc 735
#rarity 0
#mon 217 (FLAGELLANT)
#mon 2970 (PENITENT)
#com 2980 (ZEALOT)
#incscale 0
#end
BandarLover
April 16th, 2009, 05:28 PM
Yeah, so I wasn't patched up :D
works fine now, sry for the false alarm
Burnsaber
May 7th, 2009, 02:36 PM
New version.
Holy War is now somewhat complete. I scrapped a lot of stufffrommy orginal vision, but I just noticed that there was no need for them. Holy War: Divine + Holy War: Sacreds & Priests give the effect I was going for.
I also fiddled the magic sites in Holy War: Divine, they're now somewhat less common (I restricted the terrains they can appear in). My testing showed a rate that about 10% of sites were holy.
If you want view the units recruitable from magic sites, just copy the following piece of code to the Holy War Divine.dm file and start a game with MA marignon (just remember to erase the code afterwards!)
#selectnation 32
#clearrec
#addrecunit 2950 (PILGRIM)
#addrecunit 2951 (TEMPLAR KNIGHT)
#addrecunit 2952 (CRUSADER)
#addrecunit 2953 (TEMPLAR)
#addrecunit 2957 (GoFF)
#addrecunit 2958 (GoFS)
#addrecunit 2959 (GoFT)
#addrecunit 2960 (GoFG)
#addrecunit 2961 (GoFWT)
#addrecunit 2963 (GoFTh)
#addrecunit 2964 (GoER)
#addrecunit 2965 (Pitchfork FOLLOWER)
#addrecunit 2966 (Torch FOLLOWER)
#addrecunit 2967 (BATTLE PILGRIM)
#addrecunit 2968 (WARRIOR MONK)
#addrecunit 2969 (SCOURGE)
#addrecunit 2970 (PENITENT TROOP)
#addrecunit 2971 (TOMB WARDEN)
#addrecunit 2972 (SLEEPER GUARD)
#addrecunit 2973 (HIGH GUARD)
#addrecunit 2974 (WAR CLERIC)
#addreccom 2954 (TEMPLAR MONK)
#addreccom 2955 (TEMPLAR ABBOT)
#addreccom 2956 (TEMPLAR COMMANDER)
#addreccom 2975 (MYSTIC)
#addreccom 2976 (ENLIGHTENED)
#addreccom 2977 (ASCENDED)
#addreccom 2978 (RABBLE ROUSER)
#addreccom 2979 (PREACHER)
#addreccom 2980 (ZEALOT)
#addreccom 2981 (PILGRIM WARRIOR SAINT)
#addreccom 2982 (WARRIOR PRIEST)
#addreccom 2983 (CHOIR ATTENDANT)
#addreccom 2984 (CHOIR MASTER)
#addreccom 2985 (PENITENT PRIEST)
#addreccom 2986 (ANOINTED MONK)
#addreccom 2987 (PRIEST)
#addreccom 2988 (SAINT RELIC)
#addreccom 2989 (HOLY TABLET)
#addreccom 2990 (MAN ON THE SILVER MOUNTAIN)
#end
llamabeast
May 7th, 2009, 02:45 PM
What is the thinking behind the changes to the costs of national sacreds?
(That's not implying I disagree, I haven't considered them, I'm just interested)
Burnsaber
May 7th, 2009, 02:52 PM
What is the thinking behind the changes to the costs of national sacreds?
(That's not implying I disagree, I haven't considered them, I'm just interested)
Since the magic sites & divine spells make holy magic and sacred units more accessible -> bless stragedies become better.
To counteract, I've increased/decreased some sacred unit gold costs by 10% (from CBM pricing). The decrease is for those capital only sucky sacred no one ever uses.
Illuminated One
May 8th, 2009, 08:43 PM
Cool mod, I especially like it how every order has some reason to join the god.
Some things:
Warrior Monks have an incredible defence value (25) and 3 attacks. Is this intended? Seems really powerful even without a bless.
There are no women in there. I think a female order or saint wouldn't hurt.
The sacred statue has some typos.
Trumanator
May 9th, 2009, 01:08 AM
Completely irrelevant, but since this is done wouldn't it be 1.0 rather than .7?
Burnsaber
May 9th, 2009, 04:50 AM
Cool mod, I especially like it how every order has some reason to join the god.
Yeah, I paid extra attention to that. Glad to see that it paid of.
Warrior Monks have an incredible defence value (25) and 3 attacks. Is this intended? Seems really powerful even without a bless.
That's odd. At least on my end they have 17 (14 base + 3 from quaterstaff), as I intendend. Sounds like a mod conflict, you have any other mods on?
The warrior monks are melee monsters, but will fall quickly against archers and combat magic with their human hp's and zero prot. These guys also have troubles against high-prot units.
There are no women in there. I think a female order or saint wouldn't hurt.
Well, Guardians of the First Breath & Tear are female. Didn't really give much tought to to gender equality when making this, I have to admit. I don't really have the need for additional units & sites now, but I probably could make the new "priest" unit into "priestess". All of the sites don't actually give the vanilla priest, because that unit is 'disabled' in HW: Priests & Sacreds.
The sacred statue has some typos.
Thanks for mentioning. Assassinations are hard.. to spell right.
Completely irrelevant, but since this is done wouldn't it be 1.0 rather than .7?
I won't be adding any new units, yeah, but there probably is a lot to tweak. Think of it as being in some sort schroedinger state of betaness.
Burnsaber
May 16th, 2009, 01:48 PM
Ok, minor bug fixing update in preparation of the Unsanity MP game.
Changes from 0.7 -> 0.8
- "new" unit: The priestess. It's a slightly better priest, available from numerous sites
- Unique recruitables (relic, tablet & man on the silver mountain) got free spawn and got description fixes.
- Slight nerf to warrior monks
- The 'disabling' of indy priests in Holy War: sacred & priest now actually works.
Amonchakad
June 5th, 2009, 07:26 AM
Burnsaber, as you asked here are the bugs/typos I found when merging your mod with the others. Luckily,most of them were actually caused by bad IDs, so here are the ones that were actually in your mod:
-Warrior priest(2982) has weapon "morning star" instead of "morningstar",resulting in him having no weapon.
-"Pantokrator" is mispelled in too many places to list them all. Also, "Pantokrator" isn't a name,it needs "the" before it.
-Holy Tablet(2989) description: ...is a marveleous... It's marvelous.
-Templar Knight(2951),Templar Commander(2952) and Templar(2953) description: ...and equipped to fulfil... It's fulfill.
-Crusader(2952) description: ...an Crusader... It's a.
-Choir Master(2984) description: ...an celestial being... It's a.
-Guardian of the World Tree(2961-2962) description: ...corrupting the trees... It's tree's.
-Holy Tablet(2989): doesn't have the #immobile tag.
-Saint Relic(2988) and Holy Tablet(2989): their weapon is named "small area holyfire".Change it to something more temathic?
-Guardian of the First Breath(2960): doesn't have #stormflying. It would be thematic, considering that they are guardians of the storm:)
-There is no note in their description that Choir Master, Holy Tablet and Saint Relic (and possibly others) are unique.
-Guardian of the World Tree(2961-2962): the forest shape has nature magic correctly assigned(like other guardians have the proper magic) but the plain shape has death magic instead. So,when you GoR them, they gain death magic if it's cast while they're in plain shape. Also, the shape changing can't change magic paths assigned with GoR, so if they're GoRed in plain shape they're stuck with death,and vice versa.(to solve this just assign nature magic to both,sorry for the long explanation:P )
Zeldor
June 5th, 2009, 01:45 PM
Burnsaber:
Just took a first look at that mod in SP game, and that conj2 summons for 1 gems are totally overpowered. 110HP Dragon with awe, shock attack for 1 gem? You will never want to summon or recruit anything else...
Burnsaber
June 5th, 2009, 02:05 PM
Burnsaber:
Just took a first look at that mod in SP game, and that conj2 summons for 1 gems are totally overpowered. 110HP Dragon with awe, shock attack for 1 gem? You will never want to summon or recruit anything else...
That's a mod clash. You playing with mytheology?
Zeldor
June 5th, 2009, 02:57 PM
Yeah. What would clash there?
llamabeast
June 5th, 2009, 04:29 PM
Maybe some kind of dragon?
Given a 1-gem dragon summon you could probably have guessed that it was more likely to have been a mod clash than Burnsaber having gone completely bananas.
Burnsaber
June 6th, 2009, 09:39 AM
Yeah. What would clash there?
Probably everything. You will find holy sites that allow you to recruit Demon Toads and stuff if you continue that game. I'll update a warning to the first post about how poor match these two mods are.
Given a 1-gem dragon summon you could probably have guessed that it was more likely to have been a mod clash than Burnsaber having gone completely bananas.
But I like bananas!
Wait..
What?
Burnsaber
June 6th, 2009, 09:57 AM
Awesome
Thousand thanks for this. It's been a long time since I actually studied english at school, so the the "interwebs" are slowly corroding my grammar.
-There is no note in their description that Choir Master, Holy Tablet and Saint Relic (and possibly others) are unique.
You missed The Man on the Silver Mountain. He's unique too (hence "the")
Well, I tried to hint about in their description. All of them have pretty elaborate backrounds and are referred in singular pronouns. I really didn't find any good way to directly hint about the uniqueness without sounding "off-game". Choir Master, for example:
"Somewhere in this world, hidden from the sight mortals, lies a cathedral made of purest white marble. In this cathedral, lies the Celestial Choir. The choir sings in perfect unison with purity and divinity unrivalled in the mortal world. This Choir is lead by a strange being known as the 'Choir Master'. He is an celestial being who was banished to earth by some horrible deed a long time ago. He is a strong user of celestial magic and will automatically lead any friendly communion in the battlefield. Should he perish in the battlefield, his spirit will flee to the Cathedral and form a new body there. The Master and his choir will serve the awakening god who is in control of the Marble Cathedral. Oh yeah, btw, he's unique."
llamabeast
June 6th, 2009, 12:46 PM
Going bananas means going mad.
llamabeast
June 19th, 2009, 04:49 AM
Tomb wardens aren't sacred; deliberate?
Burnsaber
June 19th, 2009, 05:58 AM
Tomb wardens aren't sacred; deliberate?
Yeah. They have a lot of things going for them (darkvision, magic attack, elemental damage, holy damage, not to mention the good stats), they have no need to be sacred to boot. But now that you mention it, I probably should mention a reason for it.
"Tomb Wardens are mostly selected on the basis of fighting skill and most of them are not very religious minded."
llamabeast
June 19th, 2009, 09:25 AM
Nice, sounds good.
Gregstrom
July 6th, 2009, 04:45 PM
Sauro still has a pretty much useless H1 non-mage priest. Is this intentional?
Burnsaber
July 7th, 2009, 05:20 AM
Sauro still has a pretty much useless H1 non-mage priest. Is this intentional?
No. I checked it and apparently managed to miss it. I'll fix it for the next version.
Sombre
July 7th, 2009, 08:30 AM
Can you believe I've never tried this mod? It looks fun, though it seems like it would require a lot of testing. I agree with llama that the graphics are nice and I like a lot of the concepts therein.
Good stuff.
Burnsaber
July 7th, 2009, 12:32 PM
Can you believe I've never tried this mod?
I actually can. If I recall correctly, you weren't that hot on the idea in the pre-development discussion thread (but I had pretty.. grandiose ideas* back then.)
It looks fun, though it seems like it would require a lot of testing.
Well, testing is going as we speak, in 2 mod games. One thing that especially needs testing is the amount of the holy sites. around 8-10% of total sites is my goal and I reached that in two tests. But if it needs tonong down, it's pretty easy (I'll just make more sites unique)
I agree with llama that the graphics are nice and I like a lot of the concepts therein.
Good stuff.
Thanks.
* Like 8 late game holy summons inspired on the biblical angels of the apocalypse.
Sombre
July 7th, 2009, 01:11 PM
I haven't used any special site mods so far and I've been a bit wary of doing so, because they sort of lurk behind the scenes and it could be you find you don't like them quite deep into a game (or several) when they start turning up.
I know there's this and Endo's magic site mod. It would be nice if they were compatible and, more importantly, there was an assurance as to the quality.
I will be trying this mod out tonight though, just in a nice vanilla SP game (well, with cbm/S+S too as usual).
Burnsaber
July 7th, 2009, 01:30 PM
I know there's this and Endo's magic site mod. It would be nice if they were compatible and, more importantly, there was an assurance as to the quality.
The mod is 100% compactible with Endoz site mod. I was especially careful about that. CBM too, of course. And S&S couldn't possibly clash with anything (which is just one of the reasons on why it is so awesome).
llamabeast
July 7th, 2009, 01:51 PM
All the sites I've seen in this mod so far have been very nice. I haven't checked the dm though.
In Endo's mod all the ones I've seen have also been very nice. Very much in KO's style, which is great. Inspection of the tga files revealed a couple of odd looking beasties I might be inclined to remove if I packaged the mod into a larger mod though. Just a couple, mind. I think they are HoneyBadger's, and I think me and HB have different graphical tastes.
Trumanator
July 7th, 2009, 02:34 PM
Just want to say that this mod makes playing Ctis MUCH more entertaining. Being able to expand with your prophet and Lizard Kings casting chastise means that your armies are essentially self-sustaning, and you even pick up indy commanders to ferry reinforcments! I would imagine though that it could be a little weird when combined with a nation that has a lot of holy national spells, like LA Ctis or MA/LA Ermor...
Gregstrom
July 7th, 2009, 06:17 PM
I have to say that in my (probably more limited than it should be) pre-game testing I've seen quite a lot of holy sites turn up - maybe 1 per 3 provinces. That may not be representative, of course.
Given the lack of recruitable indy priests, this probably isn't too bad. It probably reduces overall gem income a little, but I quite like it anyway. The recruits are interesting and occasionally cool, and the added flavour is great. Some sites are good enough to influence fort placement, I think.
Burnsaber
July 8th, 2009, 05:02 PM
Just want to say that this mod makes playing Ctis MUCH more entertaining. Being able to expand with your prophet and Lizard Kings casting chastise means that your armies are essentially self-sustaning, and you even pick up indy commanders to ferry reinforcments! I would imagine though that it could be a little weird when combined with a nation that has a lot of holy national spells, like LA Ctis or MA/LA Ermor...
Chastice self-sustaining? Nice, I never really managed to achieve that. I'm always losing more guys to archers than I get with chastice (which is usually about 0-2 guys at most). Unless you manage to only fight barbarians all the time (It's pretty funny how easily the barbarian chiefs fall to chastise, but it's kind of thematic now that I think about it).
Well, I'm not too worried about Ermors or LA C'tis. No matter what I do, priests cannot research, forge items or cast globals. Eventually they will have to give way to the mages. Since every national priest you recruit is one mage less, there is a major opportunity cost involved.
I have to say that in my (probably more limited than it should be) pre-game testing I've seen quite a lot of holy sites turn up - maybe 1 per 3 provinces. That may not be representative, of course.
Given the lack of recruitable indy priests, this probably isn't too bad. It probably reduces overall gem income a little, but I quite like it anyway. The recruits are interesting and occasionally cool, and the added flavour is great. Some sites are good enough to influence fort placement, I think.
Hmm. 1 site per 3 provinces is a tad too much. I'd prefer 1:4 or 1:5 ratio. Remember that I might of have gotten a stastistically lower results in my 2 test games, so I'm always intrested in hearing about player experiences.
"Lack of recruitable indy priests" -> Well sort of. But don't dismiss priest initiates immediately, they cast blessing at the start of combat, which is only way to get your guys blessed before the defender begins (to get twist fate from S9 bless, for example).
Yeah, some sites definately affect my fort placement. Templar Monastery (Templars! Templars!)/ Distant Holy site (Battle Pilgrims are suprisingly solid infantry)/ Church of Penance (Penitents are solid).
One thing I've been wondering is the Pilgrims (probably the most common recruit in the mod). Are they usable? Currently they're just buffed militia (survivals, ap2, good morale, medicore def), is anyone suing them? If they're too weak, I could probably justify Sticks and Stones on them (if I were to up the cost of course too).
Gregstrom
July 8th, 2009, 05:31 PM
Ooh, Chastise vs. elephants :D. It's rather a good countermeasure to the elephant rush, now I've thought about it.
I quite like pilgrims as chaff, as it happens. They feel a lot more solid than militia. I agree with you over Penitents, and am happy if they turn up on a site.
I hadn't thought of the #onebattlespell virtues of priest initiates. They add to the value of an S bless in the late game, as a partial antidote to turn 1 Master Enslave.
Your monks with the 2 Chi Kicks have an awesome defence score, by the way. 24 or so, IIRC.
Burnsaber
July 9th, 2009, 02:00 AM
Ooh, Chastise vs. elephants :D. It's rather a good countermeasure to the elephant rush, now I've thought about it.
Yeah, it is. I got really suprised by this in the Unsanity game. My Mammoth became loose cannon as they constantly switched sides due to chastise spam (from both sides) while constantly losing morale to the "Frighten" effect :D. It was kind of silly, hoping for the enemy to control as they finally decide to flee with their -20 morale (so that they'd flee over the opponent, not me)
Your monks with the 2 Chi Kicks have an awesome defence score, by the way. 24 or so, IIRC.
This is a bug, someone else mentioned this too, They're supposed to have 16 (13 base + 3 from quaterstaff) and this shows on my end. What mods do you have active?
Gregstrom
July 9th, 2009, 04:37 AM
Hrm. They have Chi Kick twice as #weapons...
(searches mod files)
...and CBM 1.5 gives Chi Kick +4 defence.
That would cover it.
Burnsaber
July 9th, 2009, 05:28 AM
Hrm. They have Chi Kick twice as #weapons...
(searches mod files)
...and CBM 1.5 gives Chi Kick +4 defence.
That would cover it.
Hrm.. Problematic. I'll probably have to replace the Chi kick with a regular kick.
Thanks for seeing the trouble of figuring out the problem!
Gregstrom
July 9th, 2009, 05:46 AM
Glad to help, especially with the mods I enjoy playing. :)
Besides, it kinda goes with the whole Mod Compatibility Index thing.
Btw, why not create a new kick weapon of your own? Regular kicks are a bit weak.
llamabeast
July 9th, 2009, 05:47 AM
Oh, that's a shame! I thought they were intentionally awesome. If they are going to be def 16 I think they are probably overpriced, having no protection. It's hard to fix that with a bless.
In any case, you should make your own chi kick rather than just using kick. It'd be a shame to lose the magic weapon status on it.
Burnsaber
July 9th, 2009, 04:41 PM
Btw, why not create a new kick weapon of your own? Regular kicks are a bit weak.
We'll I'm a bit.. conservative when it comes to weapon/armor/monster slot usage. I'm just that cheap by nature. If there is a limited resource of something, I'll use just as few as I can manage. (that's one reason why Alugra & CPCS burn so many spell slots, I didn't know that new spells were limited when I was making them, so I went absolutely nuts).
So I really hate to make single weapon for just one unit. But I guess I could justify it now. I'll probably give them "Rock Punch" or something with "Stun" as secondaryeffect. That way, I could also fill the "Elemental quatro" of attacks on the Anointed Monk (he's from an uncommon site, so you've probably haven't seen him)
Oh, that's a shame! I thought they were intentionally awesome. If they are going to be def 16 I think they are probably overpriced, having no protection. It's hard to fix that with a bless.
Well, since I'm probably going to replace their two kicks with one strong magical punch, I probably could up their defense & attack back to 14.
I really don't want to go overboard with thier defense, since their two weaknessess can be easily overcome by 2 spells (Army of Lead/Gold + Arrow Fend).
Gregstrom
July 9th, 2009, 05:23 PM
We'll I'm a bit.. conservative when it comes to weapon/armor/monster slot usage. I'm just that cheap by nature. If there is a limited resource of something, I'll use just as few as I can manage. (that's one reason why Alugra & CPCS burn so many spell slots, I didn't know that new spells were limited when I was making them, so I went absolutely nuts).
Having looked at the numbers recently, I can sympathise. However, I don't think the resources in question are that tightly limited (except spell slots - I don't think JK and KO were expecting people to be as inventive as you were in CPCS). Mostly, they're just used really inefficiently.
llamabeast
July 9th, 2009, 05:36 PM
You can't give a guy with a quarterstaff a punch. I object. Kicks are all good.
I don't think there's much of a shortage of weapon, amrour and monster slots is there? Spell slots seem to be the problem I think. I'm going to plea to JK to give us more spell slots when I get a chance.
Gregstrom
July 9th, 2009, 05:46 PM
I think there are about 1800 monster IDs, 400 weapons,
Gregstrom
July 9th, 2009, 05:54 PM
I don't think there's much of a shortage of weapon, amrour and monster slots is there? Spell slots seem to be the problem I think. I'm going to plea to JK to give us more spell slots when I get a chance.
I think there are ~1800 monster IDs, 400 weapons, 200 armours, 250 sites, and 22 nation slots available. My impressions of weapon and armour usage per mod maakes me think that you could probably have 22 mod nations, the sites mod, Holy War and CBM running simultaneously without problems - if they didn't clash with each other.
This comment might be in the wrong thread though.
rdonj
July 9th, 2009, 06:58 PM
The monster limit is not really a big deal. You would have to really work to fit that many new monsters into 22 nation slots.
Gregstrom
July 10th, 2009, 01:40 AM
Exactly my point. :)
Burnsaber
July 10th, 2009, 02:05 AM
You can't give a guy with a quarterstaff a punch. I object. Kicks are all good.
Okay, "Kick of the Mountains" then..
On other hand, having a recruitable troop with "Stun" (0ap stun damage) as secondaryeffect gives them a nice anti-sc niche. (When combined with Strenght of Giants, of course.)
I don't think there's much of a shortage of weapon, amrour and monster slots is there? Spell slots seem to be the problem I think. I'm going to plea to JK to give us more spell slots when I get a chance.
Well, once you start using slots like they're infinite, you will usually run out. Besides, using more slots means more likely clashes.
Burnsaber
August 24th, 2009, 01:38 PM
OK, update.
Changes from 0.8 -> 0.9
- Improved grammar, thanks to Amonchakad.
- Templar Abbot is now cheaper
- Several small bug fixes (sauromatian H1 priest, warrior monk 24 defense and so forth)
- The Man on the Silver Mountain is now truly epic. He now casts "Ark" effect into each battle
Trumanator
November 25th, 2009, 05:04 AM
Bump for awesomeness. Anyway, I'm starting to think that Faith Healing is the single biggest work of genius in this mod. No more do my H1 priests run forward to be squished because they have nothing to cast! Plus its great on giants, I think it really improves their survivability.
Trumanator
December 7th, 2009, 01:52 AM
Your image host seems to have denied you on the front page :D
Burnsaber
December 7th, 2009, 03:51 AM
Your image host seems to have denied you on the front page :D
Yeah, I know. I'm going to update all of my preview pics when I have the time for it. (perhaps this weekend, I have couple of massive exams coming up)
Squirrelloid
December 7th, 2009, 05:48 AM
Holy Warriors (the Alt 7 one) seems to be confused about what its doing. At Alt 7 i'd expect that kind of thing to not have an MR check at all. MR check implies you really want to be using it with chaffe-type troops, none of which really have much place on a battlefield by the time you have alt 7, certainly not one where getting some buffs is going to be a useful addition to them.
llamabeast
December 7th, 2009, 09:21 AM
The MR thing makes sense to me. It's to make it difficult to use this powerful buff on powerful troops, or in particular on SCs. You can do it, but only with some effort. Otherwise it might be overpowered.
Belac
January 28th, 2010, 12:00 PM
Is there a way to see the stats of the new units (recruitables and summons)?
Amonchakad
January 28th, 2010, 01:59 PM
Is there a way to see the stats of the new units (recruitables and summons)?
Yes, though doing so requires editing the mod file:
you have to open Holy War Divine.dm with a text editor, then search for the following text:
-selectnation 32
after that line,there is a series of lines called -addrecunit and -addreccom, and as a last line, -end.
You have to change all the "-" at the start of the lines between -selectnation and -end(including those 2!) with "#".
After that, just create a new game playing as MA Marignon: instead of their usual units, they will have all the units and commanders added by the mod.
Remember to either undo the changes or do it on a second copy of the actual mod(I suggest the latter), or all games with MA Marignon will use that recruit option;)
If you have any problems, or it sounds too complicated, say it and I'll upload a modified version for you( it would probably have been faster to just do that, but oh well:p )
Belac
January 28th, 2010, 03:33 PM
Thanks, that worked for me.
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