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April 18th, 2007, 08:07 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
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Re: Suggestion for a mod-nation. Would require a patch
It's true that you can't have dominion spawn units automatically, HOWEVER, you can your recruitable forces spawn units within your dominion.
So, you could have a sacred ivy king who also has #domsummon1 (vine man)
#domsummon10 (vine beast)
#domsummon20 (vine ogre)
Would that work for you?
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If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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April 18th, 2007, 09:54 PM
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BANNED USER
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Re: Suggestion for a mod-nation. Would require a patch
Domsummon10 wouldn't work.
The game only recognises #domsummon, #domsummon2 and #domsummon 20. I think #domsummon10 would just be interpreted as #domsummon.
The modding manual sort of suggests ds10 would work, but trust me I tested this and it doesn't.
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April 18th, 2007, 10:30 PM
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Join Date: Oct 2006
Location: Tennessee USA
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Re: Suggestion for a mod-nation. Would require a p
I've already made this mod
I call it "Gaea, Cradle of Forests"
My version is a bit different than yours. In my nation, the only commanders not bound to the home province are Nymphs and Dryads. The nymphs seduce commanders to lead the nation freespawns (Forest Zealots). Other magical freespawns include vine ogres, vinemen, fairies, and Sylvan Beauties (Weaker Nymphs) which must be led by your standard nature summoned commanders or seduced magic leaders.
The nation is not balanced for vanilla. It is a challenge to win playing Gaea because the nation expands so slow, but the AI ignores the 0 movement and uses the nation pretty good.
If your interested in my version of this type of mod, let me know and I will send it to you. I am hesitant to release it to the public just yet because I want to look over it once more for typos and glitches.
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April 19th, 2007, 03:46 AM
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General
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Join Date: Oct 2006
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Re: Suggestion for a mod-nation. Would require a p
I definitely am interested in it, and I'd like to see it.
Maybe we can work something out where your version is the middle era, where mine is the early era? Just because-as far as I've heard and understood-Ivy Kingdom is a part of the early "historical background" of the game, and because mine's meant to balance Ashen Empire "across the ages".
I was kind of going for a nation that, while strong in a lot of ways, would be flawed enough in areas that it would be obvious why they died out, but they certainly don't have to. If you would like to use some of my ideas to balance yours out for vanilla too, please feel free, Foodstamp. I always like to see mod nations balanced for use with the ones the Devs create, just because it kind of helps eliminate the stigma against player-creations not being "canon"
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A late-era nation of just vine men, plants, and druids would be fun to play with, actually, if someone wants to do that-maybe with vinemen becoming organized along the lines of a Roman war-machine, just to complete the Ermorian cycle? Gaia's Revenge, anyone?
I'd be really happy if you wanted to make this mod, Foodstamp. I have complete confidence that you'd do a great job.
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April 19th, 2007, 04:03 AM
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Re: Suggestion for a mod-nation. Would require a p
By the way, Foodstamp, I have an idea for a really different Native American mod that you might be interested in-providing you have the time and inclination to do another one.
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April 20th, 2007, 08:47 PM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
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Re: Suggestion for a mod-nation. Would require a p
Honeybadger, I just posted the mod I created in another thread. Feel free to use ideas from my mod to create your mod as I think my ideas and yours were running along the same line.
As far as the Native American mod your suggesting goes. I am open to ideas concerning such a mod but honestly, I am kinda burned out on modding North American mythology. I think next on my agenda is wrapping up the Master of Magic mod and doing a few fantasy oriented mods instead of mythology based ones.
I am currently working on a new water nation called "Mesothalassa". At the moment, I am not satisfied the theme is fleshed out entirely to my liking but the basic premise is that the nation is waterbound (Tritons) that use death magic and mastery over golem construction to become amphibious as the game progresses.
I am still happy to hear your ideas on a Native American mod, send me a private message or respond to this thread if you would like some feedback.
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April 21st, 2007, 04:16 PM
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Giants in North America
Well, it seems (and this can be looked up easily on the internet) that there are lots of stories and legends about a race of giants in North America. These stories are very interesting, because they're coming out of the 19th and early 20th century, from settlers, rather than from pre-Columbian times.
Apparently, there were gigantic humanoids (between 7 and 12 feet or more tall) in Tennessee, Ohio, Kansas, Wisconsin, California, Indiana, Minnesota, and New York. They share other traits than bigness, too. They almost universally had a double row of teeth (this trait comes up again and again) and usually red hair-although some legends tell that the red haired giants displaced other black haired giants. Lots of skeletons were apparently found-especially skulls, and with artifacts, like stone axes.
So, I was thinking, why not a giant Native American influenced nation? Kind of shine a light on these rather interesting stories. I can provide more details about this, if you or anyone else is interested.
Here's one link:
http://www.stevequayle.com/Giants/N.Am/N.Am.html
I typed "Giants in North America" in Google to find it.
It might be that the scientific community is doing some covering up, because I've read quite a depressing few accounts about these discovered bones "disappearing" into various institutions.
Maybe it's a conspiracy, maybe the whole thing is just made up, but usually there's an element of truth in such a broadly-told lie.
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