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  #1  
Old November 10th, 2008, 08:34 AM
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Disk Magic Site Mod version 1.00

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!
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File Type: zip magicsitemod_100.zip (106.0 KB, 2334 views)

Last edited by Endoperez; March 18th, 2009 at 03:40 PM.. Reason: version 0.80 attached
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  #2  
Old November 10th, 2008, 08:46 AM
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Default Re: Magic Site Idea Thread

Quote:
Originally Posted by Endoperez View Post
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?)
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  #3  
Old November 10th, 2008, 11:40 PM
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Default Re: Magic Site Idea Thread

Quote:
Originally Posted by Endoperez View Post
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.
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  #4  
Old November 11th, 2008, 01:35 AM

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Default 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.
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Old November 11th, 2008, 02:47 AM
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Default 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.
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Old November 11th, 2008, 03:12 AM
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Default 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.
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Old November 11th, 2008, 04:00 AM
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Default 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.
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Old November 11th, 2008, 05:11 AM
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Default 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.
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Old November 11th, 2008, 06:40 AM
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Default 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.
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  #10  
Old November 11th, 2008, 10:49 AM
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Default 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)

Last edited by Endoperez; November 11th, 2008 at 10:57 AM..
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