|
|
|
|
|
October 9th, 2008, 07:56 PM
|
Corporal
|
|
Join Date: Jul 2007
Location: Georgia
Posts: 102
Thanks: 6
Thanked 0 Times in 0 Posts
|
|
Re: Proto-monsters and transformation over time
ah ok but wouldnt the rapid aging make it more likely to get diseased because it can become old faster?
|
October 10th, 2008, 04:08 AM
|
Lieutenant General
|
|
Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
|
|
Re: Proto-monsters and transformation over time
well no since the game just sees them as different monsters, it's only our impression/the text that makes it an aging monster.. the age wil only change if you gave the newer form a higher age.
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
|
October 10th, 2008, 04:29 AM
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: Proto-monsters and transformation over time
You know progressing forms can already be done.
All you need is something like #forestshape (# of monster B) given to monster A - then #plainshape (C) given to B - then #forestshape (D) given to C - then plainshape (E) given to D etc.
That way they'll 'age' every time they pass between forest and normal.
|
October 10th, 2008, 09:43 AM
|
|
Major
|
|
Join Date: Mar 2008
Posts: 1,099
Thanks: 56
Thanked 122 Times in 48 Posts
|
|
Re: Proto-monsters and transformation over time
Sounds like it would be complicated to explain this behavior.
|
October 10th, 2008, 10:55 AM
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: Proto-monsters and transformation over time
Well I'm not saying it's going to fit ideas about things aging as time goes by, just that you can progress through forms in a way that is limited by time (one change per month) and doesn't require a particularly hard condition (like getting hit but not killed in battle etc).
|
October 10th, 2008, 12:31 PM
|
National Security Advisor
|
|
Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
|
|
Re: Proto-monsters and transformation over time
I shall try to knock up a consistently aging dragon's egg when I have a moment. It would be quite interesting.
|
October 10th, 2008, 07:34 PM
|
|
General
|
|
Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
|
|
Re: Proto-monsters and transformation over time
It might be interesting to do a unit that "evolves to walk on land" with Watershape to Planeshape, but can't go back to the water.
__________________
You've sailed off the edge of the map--here there be badgers!
|
October 11th, 2008, 04:57 AM
|
|
National Security Advisor
|
|
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
|
|
Re: Proto-monsters and transformation over time
What happens if unit A has #forestshape B, which has #forestshape C?
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|