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-   -   Mod: Magic Site Mod version 1.00 (http://forum.shrapnelgames.com/showthread.php?t=41189)

Endoperez November 10th, 2008 08:34 AM

Magic Site Mod version 1.00
 
1 Attachment(s)
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

Re: Magic Site Idea Thread
 
Quote:

Originally Posted by Endoperez (Post 651411)
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

Re: Magic Site Idea Thread
 
Quote:

Originally Posted by Endoperez (Post 651411)
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

Re: Magic Site Idea Thread
 
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

Re: Magic Site Idea Thread
 
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

Re: Magic Site Idea Thread
 
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

Re: Magic Site Idea Thread
 
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

Re: Magic Site Idea Thread
 
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

Re: Magic Site Idea Thread
 
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

Re: Magic Site Idea Thread
 
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)


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