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Zitro 'Balspeed' / 'one' / 'mod of mod' Removed

I may go with +8% prod for mountains - enough to encourage a player to change hills into mountains. Given there are 21 tiles per town, there's a nice variety of city bonuses depending on terrain:

Best tiles: rivers and certain nodes
Good tiles: grassland and mountain (remember the latter provide minerals)
Average tiles: hills and forests
Mediocre tiles: deserts, shore and swamps
Worst tiles: ocean and tundra

grassland or mountains. The hills/forest are average tiles,
A town with 7 mountain, 7 hills/forest, 7 grassland would then give you +87% prod and 14 max pop. (19 with buildings)
A town with 10 mountain, 3 hills/forest, 3 grassland, 2 shore, 3 river would give you +89% prod and 13 max pop (18 with buildings)
A town with 15 mountain, 4 grassland, 2 desert would give you a massive +126% prod but only 6 max pop (11 with buildings)
A town with 15 grassland, 3 forest, and 3 swamp would give you only +9% prod but max pop at 25


*Distinct Realms - based on limited changes, mostly around existing spells (I think we got most needed changes already documented throughout the two threads)

*7 common/2 uncommon/1 rare, 60% spell cost, 140% research bonus = Great benefits, but limited to 1 realm and no retorts. I think we reached the ideal 11book option for now.

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I'd be careful about making mountains too valuable; the reason Change Terrain exists is because some terrain types are more valuable than others. I would consider improving Forest, though, since Change Terrain lets you turn plains into forests, which implies that there might be some reason (other than ability to build a sawmill) you would want to do so.

Incidentally, is it possible to make different terrain types function differently for different races? If so, I'd be tempted to give a wide variety of terrain bonuses:
  • Barbarians: +1/2 food for Tundra
  • Beastmen: nothing comes to mind.
  • Dark Elves: nothing major; maybe +1/2 food for Swamp and Volcano, or something.
  • Draconians: maybe +1/2 food for Mountains.
  • Dwarves: +1/2 food for Hill and Mountain.
  • Gnolls: +1/2 food for Forest.
  • Halflings: nothing
  • High Elves: +1/2 food for Forest.
  • High Men: nothing
  • Klackons: +1 food for Desert (ants like it hot...)
  • Lizardmen: +1 food for Swamp, +1/2 food for Shore and Ocean.
  • Nomads: +1/2 food for Desert.
  • Orcs: part of me is tempted to give them 'can survive anywhere', but nothing thematic.
  • Trolls: +1 food for Swamp (they live in mud huts and all...)
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Hi Anthony, the race-related terrain bonuses can be a good idea but sounds too difficult to implement (and too non-intuitive for a player).

I chose a good prod terrain (mountain) to differentiate against a bad prod terrain (Desert) and because a nature city enchantment already encourages grass -> forest tiles thanks to a good 6% prod bonus and an increased pop growth that marginalizes benefit of grasslands. We're talking about the same realm here.

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I haven't spoken much, but the mod testing (prior to upcoming spell modding project) is ongoing. Things are working well so far, particularly with mage heroes who had their magical ranged shots restored (with a different mechanic). The changed difficulty settings allow 'extreme' to now be playable yet challenging in my mod. Enemies can still create and send stacks of doom your way, summon units like great wyrms, all declare war on you. However, they cheat less (especially on pop growth)

*Game once crashed after a 'party exhausted' 25 turn wait. But it hasn't crashed in many other instances. Hopefully not a notable issue.
*Pathfinding negates the road bonuses (units with pathfinding lose 1mv point per tile across roads instead of 1/2)

I got a bit distracted with my comedy 'rpgmaker' project. It was nostalgic revisiting it after 10-11 yrs when I was an immature teenager.
http://www.mediafire.com/download/2bw53w...s_Real.rar

While currently busier, I'm still testing my MoM mod every now and then testing and thinking of ways of balancing my units/heroes/creatures.

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Ariel is now officially a certified badass! Difficulty: 'Extreme' (somewhere between 'hard' and Kyrub's own 'extreme')

Two griffins and three minor units. I think I might make it, even without city walls (lizardmen disadvantage)
[Image: avpm6t.png]
Disenchant Area! Good thing I didn't cast 'prayer', but I lost a lot of unit enchantments
[Image: 2vu0nls.png]
Almost there! (Don't let 11melee fool you, Griffins and other 2-figure units have 2 more to hit than 4 figure units)
[Image: 5ulch3.png]
Phew! Barely made it.
[Image: 2ilzi9u.png]
Whaaaaat!? I got attacked again, same turn. frown
[Image: 2ev99uv.png]

I played another game on 'extreme' and all wizards declared war on me. Merlin particularly slaughtered me with gnolls and what appears to be mercenaries (griffins and pegasi).

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Is anyone having problems with sound not playing while using this mod? I've been running the game on my android using FreeBox and the normal game runs with sound but this mod doesn't. There's no other problem that I've noticed so it's not that big of a deal but I was just wondering if I was the only one with this issue.

Edit: Ok, I feel stupid. The sound was turned off in the settings. My bad.
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Zitro, I really like this mod and appreciate all the effort that you put into it. In fact I created an account on this forum just to congratulate you on this mod. I especially like the balancing done to the units.

Just a few (minor) questions:

-I get no music and mostly no sound when I play this mod. I DO get these weird bumping sounds on screen transitions, however. Anyone heard of this? I doesn't happen to me in vanilla or insecticide.

-City names are truncated to only 3 letters. For instance, "Shadowdale" becomea "Sha." This happens to all cities regardless of ownership.

Perhaps I am doing something wrong on my end. Installation consists of simply extracting into the MOM folder, overwriting as necessary, no?

I have the gog version and I'm running Windows 10.

Thanks again!
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Hi Grebote, thanks for the positive notes! It's still a work in progress and I admit I've been very slow lately (new updated version today is based on book bonuses and bringing back cloak of fear, and the controversial cracks call on a weaker form ... I'm sorry to players who miss the city-defense 'zombies' overland summon - it's gone but skeletons would still be adequate)

It's a shame the goal of overhauling some spells and making a few complex game changes (my wishlist at bottom post #1) has been stalled for months.

_Odd about the lack of sounds and music. HOWEVER, I notice a relative frequency of needing to turn 'sound effects' back on. It's important to keep the 'sound effects' on as the game's 'call lightning' or 'capital fortress lightning' effects crash without them
_City names truncated? That one never happened to me, but I'll pay extra attention to make sure I was simply not paying attention.

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It's awesome that you are still working on this great game, even if slowly by your standards. The update looks good.

Figured out the problem with the sound, when the mod is installed it automatically turns off sound, music, and effects. No big deal but I wasn't expecting it so didn't even look for them being off. Should have known better! duh

I am pretty sure that I'm not imagining the city name thing. I've started a couple of games and the city names are totally fine UNTIL the city grows in size +1. It could either be the action of it growing by +1 or the graphic switching from town to small city. At that point the city name is truncated to 3 letters. I've ruled out building completion, worker/farmer switching, and introduction of rebels as the cause. This doesn't happen on your end?
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(August 20th, 2015, 08:08)Grebote Wrote: I am pretty sure that I'm not imagining the city name thing. I've started a couple of games and the city names are totally fine UNTIL the city grows in size +1. It could either be the action of it growing by +1 or the graphic switching from town to small city. At that point the city name is truncated to 3 letters. I've ruled out building completion, worker/farmer switching, and introduction of rebels as the cause. This doesn't happen on your end?

You're right. What a strange (if not horrible) bug. I'd have to dig up the older versions to see when the error showed up.

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