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Caster of Magic II Brainstorming Megathread

Modding roads: Is it even possible?
 
I have seen that you can make engineers faster with unit.ini, but there is no road type to select. It could look like this: Roadtype 1 = normal, 2 = enchanted. That would allow upgraded engineer units. The 2 roadtypes would have to overwrite each other and mixed stacks would build the road that is finished first. A tie would result in enchanted roads.
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No, it's not possible but might be made possible if desired in a...somewhat complex way.
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Alright. That sounds a league better than the chances for units that jump over a tile making it into the game. Oh what, the latter was a joke!)
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Another question popped up that probably falls into the same category as enchanted roads revival. Quite a few MOM spells have disappeared, partly due to space constraints in COM1 or other reasons such as game design, e.g. >here<. "Stoned Skin" could easily be recreated with a modding feature from the list, but I doubt someone missed this spell of all things. I thought more of "Astral Gate", "Awareness", "Cruel Unminding", "Enchant Road", "Planar Seal", "Planar Travel", "Recall Hero", "Subversion", "Suppress Magic", "Wall of Stone ”, “Word of Recall”. The space problem in the spell system could soon be gone. I guess some people would love to try turning COM2 into MOM2. Others may try to put a discarded spell in perspective or use parts to create new spells.
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In theory that might become possible but we'll need to think about and discuss exactly what needs to be added to provide the tools needed to recreate those spells through modding.
Obviously the first step will be to make it possible to add new spells in general which is already far from trivial.
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So one of my friends came up with a very cool idea. Instead of making Vampires an overworld summon, how about making them an upgrade to Werewolves? That way you would be able to convert loads of your mediocre normal units into decently powerful evil creatures, which is after all part of the main objective of the realm. Sure, Blood Lust exists, but turning your units undead is not as interesting as mutating them into a new creature. These Vampires could have their stats toned down a little, but be flying multifigure units that are strong in melee combat, but mildly weak to curses(resistance should be higher than Wraiths though). In addition, they could also be made weak to Sorcery and Poison attacks, thus making them an interesting alternative to Wraiths.
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I think vampire is better to be permanent unit enchantment which convert unit into fantastic and give basic vampire traits

- increase to-hit, but reduce resistance
- gain blood sucker
- gain create undead
- gain regeneration 0
- gain healing immunity (could not heal by life magic)
- become fantastic but lost ability to gain more experience and nolonger compatible with normal unit-only unit enchantment
- no sprite change, but gain shadow demon-like evil aura instead
- could stack with Chaos Channel (to become more malevolent force)
- could stack with Blood Lust (to become true undead and gain all undead's immunity)

It should be upgrade version of Lycanthropy but also difference from Lycanthropy, how strong newly embraced vampires would be depend on how strong they used to be when they were normal unit. So if spearmen become vampire, it is vampire spearmen. If knight becomes vampire, it become vampire knight. If paladins becomes vampire, it become vampire paladins.
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Ruler of underworld to have an additional effect of ‘blood lust’ enchanted units and other undead being able to healnaturally, expands on the role of anti-normal effects

On vampire, i would like to expand on its bloodsucking need: lower melee attack, eliminate regeneration trait. But add resistance and either armor or hp to compensate. Basically a lower damage but situationally sturdy without the embarrassingly low resistance issue, that you have to be careful not to lose or leave damaged (no regen nor natural healing)

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Vampires are actually extremely resistant: they have immunity to illusions, death, cold and poison. About the only thing that can get them is exorcism, petrify or banishment, effects tjat are respectively uncommon, rare and very rare. Which seems about right? Vampires are always characterized as hideously strong creatures with a few massive weaknesses. Too bad there's no "garlic attack" spell...

I've enjoyed using them so far. Just need to really look at who / what you're attacking.
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(July 8th, 2021, 18:52)jhsidi Wrote: Vampires are actually extremely resistant: they have immunity to illusions, death, cold and poison. About the only thing that can get them is exorcism, petrify or banishment, effects tjat are respectively uncommon, rare and very rare. Which seems about right? Vampires are always characterized as hideously strong creatures with a few massive weaknesses. Too bad there's no "garlic attack" spell...

I've enjoyed using them so far. Just need to really look at who / what you're attacking.

Garlic attack spell... rolf
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