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Homeless mod ideas (wishful thinking)

Personally, i prefer other method of undead's healing : The spell Heal is casted on the undead give him 10 Mp instead. Then this undead can cast life drain.

Other: If artificier+runemaster then this wizard may create new artifact from the previous properties. For example, it can create item with regeneration if it have the other artifact with regeneration even if it have no earth book even.
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Would it be possible to make Alchemy generate gold equal to a percentage (say, 10%) of the player's mana income?
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Wish: Roads cannot be used by enemy units. Path finding to require 1movement for all land instead of absurd 1/2.

_Wish: major experience overhaul to make troops more useful early on. Three ideas where 2 of them might be easy to mod (see spoiler):

Idea #1 - Elite Rarity - Troops are unable to gain elite status through battles (999xp req?) so, it's only 'heroism' (combat-only), crusade/warlord/altar of battle. This idea requires buffing all regular units and making war college cheaper. If modifying the 120xp requirement affects heroes, this idea can't work.

Pros: Rarity of elites gives a slight incentive of picks I find to be weak (charismatic/famous) as you can buy elites. It also solves early abuse of 'heroism', makes units somewhat less dependent on reaching elite status yet keeps 'warlord' as good due to more accessible 'war college'.
Cons: Altar of Battle might be overpowered. Neutral cities might be hard to conquer.

Idea #2 - XP Bonus Tweaking - Troops get difference bonuses when earning experience. Regular and especially Veteran will become more useful. (regular: +1 sword/armor/resistance, Veteran: +1tohit/armor/resistance, Elite: +1sword/armor/resistance, ultra-elite: +1tohit/heart/resistance). given that this is the proposed idea for catnip, I imagine it feasible. War college cost & maintenance increased by 25-50%

Pros: More gradual experience process where Veteran matters a lot. Elite with 2 more armor but 1 less heart benefit low-figure troops and lessen impact of +1heart for multi-figure units.
Cons: Works better with unit stats from my mod (balance and speed) and catnip as it involves more 2hp units instead of 1hp.

Idea #3 - Heroes of Might and Magic Style - It would tweak xp requirements to make it (almost) impossible to level up (say 333xp reg/666 vet/999 elite). Instead, Fighter's Guild and War College (available to all races) are expensive but the way to recruit better units (in addition to alchemist). Experience bonuses will be more dramatic for regular/veteran to bring the Heroes of Might and Magic spirit.

Pros: Heavy emphasis on city economy to allow enhanced units and pump out troops ready to fight. Less pain when losing troops (oh no! I lost an elite to cracks call, gotta reload!). This may bring better troop/summon balance throughout the game.
Cons: There may be frustrating overemphasis on building too much before recruiting units. An important RPG element of MOM will be lost.
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Klackon farmers generating 3 food, like Halflings.

I'd mod it in myself, but I can't find the values for food production anywhere. I've looked over Klaas van Aarsen's documentation and made a bunch of other changes (and checked for food production capability in Joel Schlecht's race/building editor), but that one eludes me.
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Pax Empyrean Wrote:Klackon farmers generating 3 food, like Halflings.

I'd mod it in myself, but I can't find the values for food production anywhere. I've looked over Klaas van Aarsen's documentation and made a bunch of other changes (and checked for food production capability in Joel Schlecht's race/building editor), but that one eludes me.

You got me wondering why it wasn't in there, so I looked it up in the executable code.

Turns out that it is hardcoded that Halfling farmers produce food as if there is an animist's guild (3 food per farmer).
If you want Klackons to do that, change the byte at offset C01EAh in WIZARDS.EXE from 6 to 9.
Halflings are identified by the number 6, while Klackons are 9.
Of course, if you do, Halflings will no longer produce 3 food.
--I like ILSe
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I've just release version 0.2.2 of the MoMTweaker in which you can tweak all food bonuses as far as the executable allows it (section EXE:Miscellaneous).
There are a number of other changes as well.

In the tweaker thread you can find the download location in the top post and the latest changes in the last post.
--I like ILSe
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Awesome, thanks for the info. I'll take a look at the tweaker and see what I can do with it.
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Another thing I think would be cool is a terraforming ability for engineers. Basically just a duplicate of the Change Terrain spell.
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Pax Empyrean Wrote:Another thing I think would be cool is a terraforming ability for engineers. Basically just a duplicate of the Change Terrain spell.

How would they do that ? They're engineers, not terraformers from Sid Meier's Alpha Centauri. MoM is a low tech game.
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Magineers. wink
--I like ILSe
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