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April 11th, 2007, 05:25 PM
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Corporal
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Join Date: Apr 2007
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Nation Effects
Is there some way to mod in a blanket effect for a nation? I'm referring to something along the lines of LA Ermor's effect that kills off populace and generates troops, or even more specifically to Pangea's effect that generates units based on your turmoil scale (I'd like to add an effect that kills off populace and generates units based on the growth scale. Go go plant monsters.)
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April 11th, 2007, 06:01 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
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Re: Nation Effects
Unfortunately, no, it is not currently possible to add dominion effects to nations.
There are some work arounds you could use - you could set LA Ermor to a mid-era nation, and then select all the units that Ermor makes and turn them into plant monsters.
Another alternative would be a nation that summons or recruits units that, in turn, have the domsummon power for lesser plant creatures. Would certainly be interesting to play.
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If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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April 14th, 2007, 03:57 PM
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National Security Advisor
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Join Date: Dec 1999
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Re: Nation Effects
Good idea. You could also allow (or require) them to do human blood sacrifice to increase dominion.
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April 14th, 2007, 04:11 PM
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General
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Join Date: Oct 2006
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Re: Nation Effects
Yep, "Attack of the Blood Farmers." Bad movie, killer idea!
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April 14th, 2007, 04:15 PM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
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Re: Nation Effects
I created a nation similar to what you are wanting. I made all the nation units summonable, no recruitables. Then I gave each nation unit multiple domsummons. They spawn anything from nymphs, to vinemen, to fairies to "Forest Zealots".
The Forest Zealots require upkeep, so that takes care of the nation using the freespawns with massive independent armies.
My commanders are all bound to the province they are born in except the Nymph and Dryad commanders. The nymphs have to go seduce enemy commanders to lead the normal units and must use summons such as the Firbolg to lead magical units out of their home territory.
The nation plays really well and is a lot of fun. The AI does not adhere to map movement 0, so it actually plays the mod pretty good as well.
Your idea is slightly different, in that you want your population to die as well. In order to do that, I would use the same method I did, but copy stats from one of the many monsters that kill population, such as the Harvester of Sorrows etc. (Give your units #heal to counter the diseases)
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April 14th, 2007, 05:24 PM
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Captain
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Join Date: Feb 2005
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Re: Nation Effects
Quote:
but copy stats from one of the many monsters that kill population, such as the Harvester of Sorrows etc. (Give your units #heal to counter the diseases)
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Many monsters? There are only 3 I know of and two of those are unique.
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April 14th, 2007, 05:30 PM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
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Re: Nation Effects
Quote:
Your idea is slightly different, in that you want your population to die as well. In order to do that, I would use the same method I did, but copy stats from one of the One monsters that kill population, such as the Harvester of Sorrows. (Give your units #heal to counter the diseases)
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Happy?
I typed many before I actually thought about the ones I knew about, and did not go back and change it incase there were monsters I was overlooking.
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April 14th, 2007, 05:43 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: Nation Effects
Some nation effects are moddable. Underwater nation, dying dominion (requires blood sacrifice) and the command that disallows preaching (Mictlan has both of these).
Some, on the other hand, are not. Non-moddable nation effects are undeadnation, which gives all units with holy magic 15 points of undead leadership per holy level (which is why Lanka leadership values are so screwy) and the Ashen Empire popkilling dominion. Reanimation cannot be modded either, nor can it be assigned to a nation that does not already have it (e.g. Lanka, MA & LA Ermor).
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April 14th, 2007, 06:33 PM
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Captain
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Join Date: Feb 2005
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Re: Nation Effects
Quote:
I typed many before I actually thought about the ones I knew about, and did not go back and change it incase there were monsters I was overlooking.
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I was hoping you knew some more so I could use them in my mod. I didnt mean to offend you.
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April 14th, 2007, 06:40 PM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
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Re: Nation Effects
I was actually hoping someone knew of some I did not know about lol. I didn't take any offense. With all the death summons, nation themes I figured there were more than the two I actually know about... the Harvester of Sorrows and the one Demon Lord that gets air etc. Who is the third? Does the one Tien Chi hero have that affect as well?
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