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-   -   Mod: Markatamod V0.1 (http://forum.shrapnelgames.com/showthread.php?t=36783)

Sombre November 9th, 2007 01:59 PM

Markatamod V0.1
 
1 Attachment(s)
This mod is still in something of a beta. I just made it real quick in response to the monkey PD talk in the main forum.

What it does is allow MA Bandar Log to recruit groups of 4 markata at a time, and puts them in the MA Bandar Log PD in appropriate numbers.

This means they count less to autorout, don't take up as much leadership space to move around etc. There are a few side effects, but nothing that major. I suggest you give it a go.

Jurri pointed out that markata are still useful buildable on their own as patrollers, so the original recruit option is still in there, this is just an addition and for PD purposes.

It's just a silly mod, but fun for a try.


http://www.shrapnelcommunity.com/thr...Markatamod.png

llamabeast November 9th, 2007 02:01 PM

Re: Markatamod V0.1
 
I once started an MP game as Kailasa with my main plan being to research Strength of Giants and Weapons of Sharpness and use them to turn my markatas into mass killing machines. Unfortunately I was stricken by an obscene amount of bad luck, and went out of the game on Turn 11 from a peak of three provinces. Sad. http://forum.shrapnelgames.com/images/smilies/frown.gif

Sombre November 9th, 2007 02:18 PM

Re: Markatamod V0.1
 
Useful feedback there, llama ;]

Seriously though, that plan would work better with the 4x markata in this mod. I'm not saying I've made markata useful, because I stuck to the vanilla price and stats, but they're slightly less useless/annoying to use.

Aezeal November 9th, 2007 02:22 PM

Re: Markatamod V0.1
 
hey keep focussed on the warhammer mods you.. no cheating on those mods for other mods.

Sombre November 9th, 2007 02:33 PM

Re: Markatamod V0.1
 
Bah, this took a matter of minutes.

I've been having a break from the warhammer mods. Might get back to them tomorrow though, haven't decided yet.

If people like this mod I can easily extend it to Kailasa and Patala and of course do a 4x markata archer unit as well.

DigitalSin November 9th, 2007 04:42 PM

Re: Markatamod V0.1
 
YES! My hordes of killer monkeys grow stronger by the day http://forum.shrapnelgames.com/image...ies/tongue.gif

Sombre March 2nd, 2008 05:28 AM

Re: Markatamod V0.1
 
1 Attachment(s)
Only 7 downloads? And 2 of them were my mum. Do people really hate groups of 4 funny monkey men that much?

For shame!

llamabeast March 3rd, 2008 08:52 AM

Re: Markatamod V0.1
 
I'm still bitter from my markata debacle, described above. It's an inner pain I try not to remember.

Juzza March 3rd, 2008 07:21 PM

Re: Markatamod V0.1
 
Sombre, is it possible to give the groups of 4, 3 and possibly 2, two sticks and stones attacks? other than it's very good.

And just making sure, you price the in between ones like the groups group of 3 cost 15 gold?

Sombre March 3rd, 2008 10:54 PM

Re: Markatamod V0.1
 
Yeah I price the in between ones.

It's slightly tricky to sort out the sticks and stones, but as long as you don't mind losing the range = strength bit, I can make it work properly for the next version, which will include markata archer groups and extend the mod to the other monkey nations.

Juzza March 4th, 2008 02:49 AM

Re: Markatamod V0.1
 
Why can't the range = strength?? can't you just add another sticks and stones attack?

Sombre March 4th, 2008 07:33 AM

Re: Markatamod V0.1
 
There are only so many attacks a monster can have. With 4 markata you'd expect 3 clubs (only 6 clubs per square in melee then) and 4 sticks and stones attacks. If I give the markata a '3 clubs' attack, perhaps I can fit in 3 missile weapons. Perhaps not. I haven't tested it yet. I know for sure giving them 7 distinct weapons won't work though, they'll end up with 3 clubs and maybe 1 sticks and stones attack.


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