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View Poll Results: Do you want a ROTK Map+Mod?
Thats what I waited for! Start a once! 7 50.00%
Yes! I want one! I think. 7 50.00%
Dont waste your time. 0 0%
Dont care! 0 0%
Voters: 14. You may not vote on this poll

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  #1  
Old January 11th, 2007, 08:24 PM

CaoCao CaoCao is offline
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Default Wondering about ROTK MAP+MOD

1. Its Romance of the Three Kingdoms (not the other thing...)
2. That means China around 180-280 AD Map
3. I dont care for history so it would be mystical.
4. It would probably be HUGE. Its whole China...
5. LOTS of chokepoints and I mean it. Walls, Gates, Rivers, Mountains, Swamps, Posioned Provinces and more.
6. Special Provinces and many of them, they would be populated by the heroes of the Age and of course be powerful and carry mighty artefacts, which you could claim for yourself. (Your enemies might do the same though...)
7. Very strong Tien Chi AI starting in the Capitol and the surrounding provinces. (The richest and rescourfulest around and giving the most victory points.)
If you dont expand fast and know what you are doing, it will crush you and anyone else. So being to defensive will make you lose for sure.
8. Special Magic Sites in victory provinces, which allows recruiting of powerful commanders. Like General of the Flying Cavalary ,General who Conquers the North, General of Law and Order and so one. Powerful and Expensive. (I would like the player to be able to only recruit one of them, but I dont think thats possible.

The Map would have to come along with a mod of course to add all the things.

I have a lot more ideas for that Map/Mod but before I even get started I want to know if anyone would appreciate such a thing.
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  #2  
Old January 12th, 2007, 07:39 PM

CaoCao CaoCao is offline
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Default Re: Wondering about ROTK MAP+MOD

2 positive votes are better than nothing, but still to less.
So I hope to see more votes in the future!
Maybe I will release a picture of a small part of the map to let you see that I speak of very high quality, nothing rubbish and rushed.
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  #3  
Old January 12th, 2007, 08:18 PM
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Taqwus Taqwus is offline
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Default Recruitable uniques...

I don't think you can do this. While there are monsters in the game for which uniqueness is tracked (demon lords, elemental royalty, and others) and which is checked at both summoning time and map placement time (ex. if you try to put two copies of Scabiel, the Maker of Ruins in the same .map file, the first one will vanish), I don't think it's checked at recruitment; nor do I recall a way to designate a new monster type as unique.

I wonder if it'd be better down as a combination of national heroes, and independent commanders that might be 'corrupted' (have emissaries running around with 'corrupt commander' type ability), and leaving other heroic-types to be defined by the usual HoF qualifications.

Even if you took a unique-summoner and made it national (like the Tlaloques, which picks one of four specific uniques), and then modded the units... you can't prohibit the summons being invoked to bring back one who's dead, nor can you easily tie this to a particular free-for-all province instead of a nation. You could make a unique summons only castable by a rare combination for which you make a rare recruitable immobile caster, and drastically cutting gem income to make empowerment less feasible, but you can't really ensure that the immobile summoner won't be used for anything else (although if it's something truly weird like holy-6 water-1 with heavy forge and research penalties, the damage is limited, but you can only require two paths for a ritual so the number of different 'summoners' you can have is limited.)

It's an interesting period. Lots of reasons to have funky unit types running around, plenty of spies and emissaries and experts in various military matters.
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  #4  
Old January 13th, 2007, 04:24 AM

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Default Re: Recruitable uniques...

Maybe you can do 3 versions.
1.Plain map with just spawn points for nations
2.Map with special locations/heroes (sort of like the faerun map w/ specials for dom 2)
3.last version with all the bells and whistles you stated.

would probably be a nice way to make and test your map/concepts as you add more things into it too.
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  #5  
Old January 13th, 2007, 04:28 AM
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HoneyBadger HoneyBadger is offline
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Default Re: Recruitable uniques...

CaoCao, I think in this forum you should take it as a very good sign that nobody thinks it's an outright bad idea
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  #6  
Old January 13th, 2007, 04:42 PM

CaoCao CaoCao is offline
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Default Re: Recruitable uniques...

Quote:
HoneyBadger said:
CaoCao, I think in this forum you should take it as a very good sign that nobody thinks it's an outright bad idea
Hmm I wanted to write a big text, wrote it but then decided to delete it. [img]/threads/images/Graemlins/Cold.gif[/img]
So to sum my big text up:
I am spoiled.
I guess I will once again mod for a more popular game, when I decide to mod anything again.

So my hope rests on the rest to make something great for this game.
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  #7  
Old January 13th, 2007, 04:56 PM
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Default Re: Recruitable uniques...

I don't see why you couldn't do any of the things you listed as requirements for your mod. All the things mentioned in the original post are possible, except conquering a province and receiving the unique commander as mentioned by another poster.
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  #8  
Old January 13th, 2007, 07:32 PM
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Default Re: Recruitable uniques...

I personally think it's a great idea and I'd love to see it, CaoCao.
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  #9  
Old January 15th, 2007, 03:10 PM

XiahouDun XiahouDun is offline
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Default Re: Recruitable uniques...

I would like to see it.
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  #10  
Old January 15th, 2007, 03:43 PM
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Default Re: Recruitable uniques...

I would play it! =)
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