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June 1st, 2011, 10:54 AM
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Colonel
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Join Date: Nov 2008
Posts: 1,735
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StaticGemGens 1.1
Gem generators have a lot of problems. This mod is a small mod to try and change some of these problems.
It makes the normal gem generators unique (Using the cbm code, it also adds a new earth booster), and adds three new constr7 spells.
These new spells take the place of the normal gem generators. (they have the same paths). They summon immobile fragile commanders who create gems each turn. All these gem generators have an upkeep cost, and cannot be moved.
Create Astral Crystal
25 water gems.
3W1N
Create Frozen Flame
15 fire gems.
1F1N
This commander also spreads disease and causes unrest.
Summon Deep Earth Crystal
45 slaves.
3B2N
This mod uses parts of the Mytheology, CBM, and Avernum mods.
I don't really expect this mod to be used. But I thought it was missing.
Edit:
If anybody uses this, feel free to give feedback. Works for patch 3.27
History:
1.1
- fixed small typo
- Spells now work underwater.
Last edited by Soyweiser; March 5th, 2012 at 09:39 AM..
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The Following 3 Users Say Thank You to Soyweiser For This Useful Post:
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June 1st, 2011, 01:20 PM
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Sergeant
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Join Date: May 2010
Posts: 317
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Re: StaticGemGens 1.0
I think your crazy, but if people really want to balance gemgens, this is the right path to do it
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June 1st, 2011, 06:55 PM
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Colonel
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Join Date: Nov 2008
Posts: 1,735
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Re: StaticGemGens 1.0
Well I also think I'm crazy. I started this mod ages ago to prove a point to somebody. Or at least I think I did. and it was gnawing at me that I never finished it.
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June 4th, 2011, 11:22 AM
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Corporal
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Join Date: Oct 2010
Posts: 104
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Re: StaticGemGens 1.0
This is a brilliant idea. They are so much more vulnerable as discreet commanders, and less abusable.
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June 5th, 2011, 06:28 PM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
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Thanked 106 Times in 71 Posts
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Re: StaticGemGens 1.0
I think this is a really great alternative. Nice work Soy!
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
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June 8th, 2011, 12:40 PM
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First Lieutenant
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Join Date: Jul 2002
Location: Brasil
Posts: 604
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Thanked 6 Times in 6 Posts
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Re: StaticGemGens 1.0
Did you check to see if the AI uses the new spells? It would be cool if it did.
Any way to use them with CBM (latest version)?
__________________
Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
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June 9th, 2011, 04:04 AM
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Major
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Join Date: Mar 2008
Location: Moscow, Russia
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Re: StaticGemGens 1.0
Yes, I also thought about such a workaround. However, after CBM crew continued to ban more magic items while making those those for mass attack cheap and easy, I just decided that it's useless to discuss with them - they just play another game! Mind it, they had some good ideas at the time.
Quote:
Originally Posted by Soyweiser
...
This mod uses parts of the Mytheology, CBM, and Avernum mods.
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Pray, what for? IIRC, gem generation and other few traits needed here are all possible to just write up from the scratch using basic modding commands...
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June 9th, 2011, 05:54 AM
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Colonel
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Join Date: Nov 2008
Posts: 1,735
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Re: StaticGemGens 1.0
Quote:
Originally Posted by Wrana
Yes, I also thought about such a workaround. However, after CBM crew continued to ban more magic items while making those those for mass attack cheap and easy, I just decided that it's useless to discuss with them - they just play another game! Mind it, they had some good ideas at the time.
Quote:
Originally Posted by Soyweiser
...
This mod uses parts of the Mytheology, CBM, and Avernum mods.
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Pray, what for? IIRC, gem generation and other few traits needed here are all possible to just write up from the scratch using basic modding commands...
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Mytheology for the monster base. CBM to have the same mod commands as CBM uses for the earth booster and the other item changes. And Avernum for the images.
Quote:
Originally Posted by Wrana
Did you check to see if the AI uses the new spells? It would be cool if it did.
Any way to use them with CBM (latest version)?
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Well the only testing I did was just to see if the spells work. Dunno if the AI uses them.
And it should be compatible with the latest CBM version. But once again I did not test extensively.
The mod was just some thing I thought I had to finish sometimes.
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June 27th, 2011, 02:22 PM
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Colonel
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Join Date: Nov 2008
Posts: 1,735
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Thanked 120 Times in 93 Posts
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Re: StaticGemGens 1.0
Another option to balance gemgens, give them gluttony. Thanks irc.
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March 5th, 2012, 09:28 AM
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Colonel
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Join Date: Nov 2008
Posts: 1,735
Thanks: 272
Thanked 120 Times in 93 Posts
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Re: StaticGemGens 1.0
Noticed a bug, the spells are set to be cast above water only. At least the mod works for the newest patch.
Updated the mod. It should now also work underwater.
Last edited by Soyweiser; March 5th, 2012 at 09:35 AM..
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