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December 4th, 2003, 09:57 AM
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Re: CherryMod Thread
I like the cavalry ideas, especially as a knight's fatigue should go through the roof if he gets dismounted.
Hrm. Why not also give the Japanese a melee samurai pretender? I always wondered at the lack of human pretenders who could kick butt in a fight -- there has to be a god or two out there who emphasises brawn over magic, right?
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December 4th, 2003, 01:57 PM
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Corporal
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Re: CherryMod Thread
Quote:
Originally posted by Saber Cherry:
CherryMod fix - what I intend to do until mount/rider units are more fully modeled in the Doms II engine:
Add +40% HP to all mounted units, to model the hits and damage that are absorbed by the mount. If this makes cavalry overpowered, I'll increase their gold price a little; but I think cavalry (especially light/medium cav) are unrealistically weak. Oh, and I might add "War Horse" units that spawn when knights are killed (and leave after battle).
-Cherry
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If you increase HP by 40% then you should also decrease protection for the heavy cavalry. The horse is usually less well armoured than the rider.
For light/medium it sounds about right though.
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EU2 1.08beta, HOI 1.06/CORE 0.81, Vicky 1.03 (and Beta), Dominions II 2.11
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December 9th, 2003, 10:26 PM
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Major General
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Re: CherryMod Thread
Quote:
Originally posted by Bossemanden:
If you increase HP by 40% then you should also decrease protection for the heavy cavalry.
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That's tough, since protection is a property of the armor. I might give HC and Knights a smaller HP bonus, instead, like +20%.
New Pretenders:
Warmage - a human rainbow mage, similar to the archmage, but more costly. Starts with Crystal Shield, helmet, Rainbow Armor, Wand of Wild Fire, and a base 4 reinvigoration.
Seeker of Knowledge - another human rainbow mage, with a site-searching bonus. I would like to do one of two things: either allow "autosearch", so that the Seeker automatically detects all magic sites within his level just by visiting a province, without searching... or allow searching at +1 level in all paths (including paths at zero, like holy/unholy). Either would represent his uncanny ability to find magic sites, and penchant for spending all his free time doing so. Both are probably impossible right now.
New Theme:
Gnomes (pangea, ulm, or man theme... not sure which). Small, expensive, highly magical, and with extremely low morale. This race would get a large (~50%) gold income bonus in all provinces, and require order+3 and productivity of at least +1. However, the gnomish units would all be weak, cowardly, and pricey (though with stealth, high defense, and glamour) so other than the powerful national mages, the gnome race would be mostly reliant on hiring indy troops. The Gnome theme would also include a Gold Mine capitol special site.
New Afflictions:
Horribly Disfigured: +2 Morale, Cause Lesser Fear (-4), normal leadership halved.
The unit has such terribly ugly scars on his face that few can bear to look at him. As such, he seeks solace in battle.
Battle Rage: Berserk +1.
Fighting one too many battles and being wounded one too many times has lit the soldier's fires of hatred. He has made a solemn oath that none shall harm him again, and live. Note that this is not necessarily a good thing (on a leader, for example).
I hope I can mod in new afflictions eventually!
Quote:
Originally posted by Mind Elemental:
Hrm. Why not also give the Japanese a melee samurai pretender? I always wondered at the lack of human pretenders who could kick butt in a fight -- there has to be a god or two out there who emphasises brawn over magic, right?
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That's a good idea. I'm pondering how to make it work. He would have to have some advantage over a non-human supercombattant, like a Wyrm or Manticore... possibly immortality, regeneration, coming pre-equipped with nice stuff (so you don't drop items every time he dies)... humans are quite fragile, as a single high roll can kill them. Awe might be good as well.
-Cherry
[ December 09, 2003, 20:34: Message edited by: Saber Cherry ]
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December 9th, 2003, 10:51 PM
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Major General
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Re: CherryMod Thread
...and, if you haven't noticed, sample mods can be found here: http://www.illwinter.com/dom2/mods.html
Open the .dm file with a text editor to see the mod format.
-Cherry
P.S. One more thing... we probably need a consensus on unit numbering so mods do not conflict. Until there is some universal system, I plan to use the range 10000-10999 for units in any mod I make...
Edit: Until/Unless the number range is extended (currently it maxes at 2500) I will use 2100-2300.
[ December 11, 2003, 06:59: Message edited by: Saber Cherry ]
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December 10th, 2003, 04:09 PM
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Shrapnel Fanatic
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Re: CherryMod Thread
I know Im an old hacker (willing to take a hack at it rather than read the manual first) but it seems tome that looking at the files in those first two mods that are downloadable from the Illwinter site is enough information to have me off and running with it.
Did I mention somewhere here that a friend of mine was pushing for a Hoburg race? And that I thought Ulm was a good swap? Not a problem tho I think I would have gone with small ponys instead of hog riders. Still, it looks great.
OH but I see SUCH a HUGE door opening up for the Random Map Cult. I wonder how many of the mod #commands will work in .map files also. Im not sure how yet but I'll think of a way to use this randomly.
[ December 10, 2003, 14:56: Message edited by: Gandalf Parker ]
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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December 11th, 2003, 03:34 AM
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Corporal
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Join Date: Nov 2003
Location: Denmark
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Re: CherryMod Thread
Quote:
Originally posted by Saber Cherry:
That's tough, since protection is a property of the armor. I might give HC and Knights a smaller HP bonus, instead, like +20%.
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Sounds better than +40% at least.
__________________
EU2 1.08beta, HOI 1.06/CORE 0.81, Vicky 1.03 (and Beta), Dominions II 2.11
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December 13th, 2003, 08:35 PM
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Major General
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Location: Crystal Tokyo
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Re: CherryMod Thread
New Themes:
Nationalism - All national troops are 10% cheaper and get +1 morale; all indy troops get -1 morale. 60 nation points.
Life Domain - All units get +10% HP, +1 reinvigoration. 25 nation points. Requires growth 1 or higher.
Wildgrowth - +10% HP to all units, +50% supply in all provinces, and +1% population per month. 150 nation points. Requires growth 3.
Slave Nation - All units (except leaders) cost 1/4 upkeep, and get -2 morale. 150 nation points; requires sloth 2 or 3.
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