.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Scenarios, Maps and Mods (http://forum.shrapnelgames.com/forumdisplay.php?f=146)
-   -   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)

Sombre November 11th, 2008 12:34 PM

Re: Magic Site Idea Thread
 
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

Re: Magic Site Idea Thread
 
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

Re: Magic Site Idea Thread
 
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

Re: Magic Site Idea Thread
 
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

Re: Magic Site Idea Thread
 
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

Re: Magic Site Idea Thread
 
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

Re: Magic Site Idea Thread
 
Quote:

Originally Posted by lch (Post 651953)
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

Re: Magic Site Idea Thread
 
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

Re: Magic Site Idea Thread
 
Goldcost 1
Rcost 1

Balanced Bog Beasts.

Stavis_L November 12th, 2008 11:28 PM

Re: Magic Site Idea Thread
 
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

Re: Magic Site Idea Thread
 
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

Re: Magic Site Idea Thread
 
Stavis_L, your ideas are awesome, nice work!

Endoperez November 13th, 2008 08:16 AM

Re: Magic Site Idea Thread
 
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 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

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

Re: Magic Site Idea Thread
 
Quote:

Originally Posted by HoneyBadger (Post 652313)
...I've come down with a cold, so I'm currently rocking the cough medicine.

Sorry to hear that :( - get well soon!

Quote:

Originally Posted by HoneyBadger (Post 652313)
Stavis_L: I hope you don't mind feedback?

Not at all :)

Quote:

Originally Posted by HoneyBadger (Post 652313)
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 :-)

Quote:

Originally Posted by HoneyBadger (Post 652313)
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.

Quote:

Originally Posted by HoneyBadger (Post 652313)
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

Re: Magic Site Idea Thread
 
...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

Re: Magic Site Idea Thread
 
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

Re: Magic Site Idea Thread
 
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

Re: Magic Site Idea Thread
 
Quote:

Originally Posted by Stavis_L (Post 652302)

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

Re: Magic Site Idea Thread
 
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

Re: Magic Site Idea Thread
 
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

Re: Magic Site Idea Thread
 
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

Re: Magic Site Idea Thread
 
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

Re: Magic Site Idea Thread
 
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

Re: Magic Site Idea Thread
 
Thanks for the thanks :)

A couple comments...

Quote:

Originally Posted by Endoperez (Post 652468)
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

Re: Magic Site Idea Thread
 
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

Re: Magic Site Idea Thread
 
...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

Re: Magic Site Idea Thread
 
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

Re: Magic Site Idea Thread
 
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

Re: Magic Site Idea Thread
 
Quote:

Originally Posted by HoneyBadger (Post 652455)
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

Re: Magic Site Idea Thread
 
Quote:

Originally Posted by HoneyBadger (Post 652480)
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

Re: Magic Site Idea Thread
 
Quote:

Originally Posted by Spendios (Post 652775)
Quote:

Originally Posted by HoneyBadger (Post 652480)
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

Re: Magic Site Idea Thread
 
Quote:

Originally Posted by Kristoffer O (Post 652886)
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

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

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

Sombre November 15th, 2008 08:07 AM

Re: Magic Site Idea Thread
 
Nice to see that feature was tested before the patch was released ;]

HoneyBadger November 15th, 2008 03:48 PM

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

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

<!-- / 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

Re: Magic Site Idea Thread
 
Quote:

Originally Posted by Endoperez (Post 652898)
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

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

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

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

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

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

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

Ofcourse, units of this type would charge a lot of gold for their special abilities, so losing them would be a financial pain, and they might be very hard to replace.

chrispedersen November 20th, 2008 05:07 PM

Re: Magic Site Idea Thread
 
Throne of wild magics:

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

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

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

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

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

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

Who ever wins - is turned into a Mound Fiend... or vampire.

HoneyBadger November 20th, 2008 08:57 PM

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

There's a huge, vast basis for this type of thing, not only in mythology, which features such things as Halloween, the Summer Solstice, Beltaine, Christmas, 'when the stars align properly', the full moon, etc, but in all manner of plots, where timing is everything.

HoneyBadger November 26th, 2008 07:35 PM

Re: Magic Site Idea Thread
 
2 Attachment(s)
Here's sprites for a Russia-themed magic site:

http://forum.shrapnelgames.com/attac...1&d=1227741661 http://forum.shrapnelgames.com/attac...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.


All times are GMT -4. The time now is 08:41 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.