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Magic site modding
Is it in? It would make creating new nations easier because you wouldn't have to recycle things.
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Re: Magic site modding
Good question. http://forum.shrapnelgames.com/images/smilies/cool.gif
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Re: Magic site modding
It could have stuff like:
Site name Magic type Site level (0-4) Site description (pretty pleaaaase?) Gem income Gem type If gem type is random: Bloodslaves yes/no Gem amount Income not tied to Richness/Income tied to Richness Income tied to Scale ( http://forum.shrapnelgames.com/image...es/redface.gif ) Income tied to Season Gold bonus Resource bonus Gives structure Alters scale in the province Allows construction of unit Site spreads diseases Site spreads 'abilities'/afflictions (curse, horror mark) Site spreads unrest Site damages unit type (demons, undead, angels, magic etc.) Site causes monster attacks Any commander can enter/only specific mage can enter Enter to explore a dungeon Enter to combat monsters to de/activate further site abilities Enter to summon unit/s Enter to gain experience Enter to cast a spell Effect is continous/is not (does the mage stop casting the spell or not) Times commander can enter (1, 5, 10 etc.) Site can/cannot be exhausted (does other site functions stop when the effect charges stop) Void gate mechanic yes/no Summoning description ("enter to summon demons" etc) Summonable units Unit power tier (Imp - tier 3, Spine Devil - tier 2 etc.) Failure effects (attacked, death, insanity, blindness, disease etc) Summoning skill affects (and how much?) Summoning time (3 turns, tier * 2 and such) Examples Summer Stone sitename: "Summer Stone" sitetype: "Fire" sitelevel: 1 sitedscr: "A large standing stone filled with glowing runes of summer" gems: yes gemtype: "Fire" gems_season: Spring: 2 Summer: 3 Fall: 2 Winter: 0 Pool of Sorcery sitename: "Pool of Sorcery" sitetype: "Astral" sitelevel: 1 sitedscr: "Hidden in a deep forest, the pool radiates powerful and eeries energies." gems: yes gemtype: "Sorcery random" bloodslv: No gem_amount: 1 gem_scale: magic 1: +1 magic 2: +2 Valley of Rusty Mists sitename: "Valley of Rusty Mists" sitetype: "Earth" sitelevel: 0 sitedscr: "A well known but avoided valley. There are no plants to be seen and the soil is covered in rusty mud. Every morning ominous yellow clouds seep from the ground. Locals tell that this mist will turn weapons into rust swiftly..." gems: yes gemtype: "Earth" gem_amount: 1 gemtype: "Water" gem_amount: 1 spreads_abl: "Destruction" damages: Constructs Tents of the Lost Tribe sitename: "Tents of the Lost Tribe" sitetype: "Astral" sitelevel: 1 sitedscr: "A great tribe whose shamans practiced soul-traveling with the aid of magic herbs once lived here. Now they are gone, but their tents and a stock of magic herbs are still here." gems: yes gemtype: "Astral" gem_amount: 1 gemtype: "Nature" gem_amount: 1 can_enter: yes mage_only: yes casts_spell: "Astral Probing" charges: 5 site_exhausts: yes Mesa of Lost Freaks sitename: "Mesa of Lost Freaks" sitetype: "Blood" sitelevel: 0 sitedscr: "A cavernous mesa has been infected by runaway experiments of some blood mage. Now they terrorize the locals with their raid, but maybe they can be pressed into service with force..." gems: yes gemtype: "Blood" gem_amount: 1 gemtype: "Nature" gem_amount: 1 site_unrest: 15 monster_attacks: yes monster_commander: Ettin monsters_1: 20 Tentacled Yokels recruit: "Tentacled Yokel" "Yokel Commander" can_enter: yes mage_only: no fight_monsters: yes monster_commander: Ettin monsters_1: 20 Tentacled Yokels activate: gems enter_summon recruit deactivate: site_unrest monster_attacks enter_summon: yes 3 x Tentacled Yokel |
Re: Magic site modding
So far, according to the Dom3 modding documentation, you can "create new weapons, armors, units and entire nations. And you can modify existing weapons, armors, units, nations, spells, and magic items."
No mention of magic sites. I have a related question for the guys: will custom nations be added into the in-game interface (like creating a god is), or will it remain a modding feature only (creating a text file, etc)? |
Re: Magic site modding
I think custom nations thru the menu would be extensive enough to get mentioned. Illwinter seems to really like the modding thing. Hardly any map command changes have happened since modding was added.
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Re: Magic site modding
Site descriptions are not going to appear in Dom3. I've asked about it and offered to help write some of them up, and the answer was a clear negative and that IW likes to leave that space for imagination. Which is a position I have no trouble agreeing with.
I expect the site code is going to get cleaned up quite a bit, but the Dom2 sites were restricted to five effects/features, which included things like scales, buildings, recruitable and summonable units and so forth. We might see more possible features than just five on sites, but don't count on it. The most likely thing that might happen would be the different sites getting ID numbers, which they previously lacked. Edi |
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