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Namely all altering of existing rituals, especially probabilities, effects, number of summons, are usually not possible; only replacing with new rituals would be a solution.
The mod commands are more tailored towards creating new classes instead of modding the existing ones.
Many of the other stuff might require creative workarounds.
For example currently there are no commands for event modding, so no command for "get 100 gold extra at start". The complicated workaround would be to create a unit with stationary, hp2, loner1 and gold 1 and give 50 or 100 of those units as start units.
Result would be these units generating on first turn 100/50 gold, then on next turn 1 (if loner damage happens before gold income from unit) or 50 (if happening after, then you give 50 units) and then 1/1 (cause 1 of the loner units always survives). That would give effictively about 100 "start" gold with the side effect of 1 extra income (though mybe one could make the loner unit also diseased; or make it non-stationary, stupid and horrormarked, then it would be killed after some months).
So when thinking about what to alter, its always good to think about what is actually possible.
Below I've pasted in two rituals that only the Barbarian Leader can perform,
Gather The Horde allows the Barbarian Leader to recruit units from Tent Villages for the cost of 40 gold, this ability destroys the Tent Village but the units gained are very cost efficient, possible too cost efficient what do you guys think, should I tone it down a little?
Raiding allows the Barbarian Leader to Raider Villages and smaller settlements, it gives you 25 gold and reduces the size of the settlement. I feel like this may be too powerful but also just sits so well with the barbarian theme.
Anyway I also want to add something similar to how the Baron can Transform into the King perhaps by the Barbarian destroying the King's Castle and becoming the Barbarian Lord/King with some better unit gathering abilities or perhaps freespawn
newritpow
newritual "Gather the Horde"
descr "The Barbarian Leader can recruit the inhabitants of Tent Villages into their murderous Horde with a sum of treasures."
level 1
cost 0 40
summoning
addstring "2d4+2*Barbarian Warrior & 2d4+2*Barbarian Bowman & 1d4+1*Barbarian Swordsman"
addstring "1d6+1*Barbarian Lancer & 1d6+1*Barbarian Cavalry"
addstring "2d6+3*Barbarian Swordsman"
addstring "1d4+1*Barbarian Werebear"
addstring "1d4+2*Barbarian Warrior & 1d4+2*Barbarian Bowman & 1d3*Barbarian Swordsman & 1d4*Barbarian Lancer & 1d4*Barbarian Cavalry"
apcost 2
terr 109
destroyterr 109
newritual "Raiding"
descr "The Barbarian Leader can raid Villages and smaller settlements for gold, the settlement has its population permanently decreased"
level 1
cost 0 -25
apcost 3
terr -8
reducetown
newritual "Lesser Ritual of Mastery"
level 1
newrit 1
soundfx 57
cost 0 1
free
selectmonster "Barbarian Leader"
allrit -1
power 0 1
mastery 1
You should estimate with such rituals which cost something in the short run and gain something in the long run or viceverse the rate of return of investment/the interest rate and compare it to other similar rituals in the game.
"Raiding" gives 25 gold now and has an interest rate of 0.5 to 1 gold (depending on "latitude" and exact lines of snow), so one is in plus for 25-50 turns and goes into minus afterwards. (Also, i presume no gold bonus from kings castle etc.)
"Gather the Horde" cost 40 g now and has an additional interest rate of 1 to 2 g (closer to 1, as barbarian settlements often are rather far north) and one gains troops worth
- 125 g, 5 i;
- 112.25 g, 11.25 i;
- 71.43 g, 14.29 i;
- 87.5 g (with additional advantage that werebears are actually seldom available, so this result should be estimated higher, maybe 25-75% and werebears are pretty good, 25 is a true deal for them, so maybe about 150 g); and
- 141.08 g, 9.11 i, so on average and presuming 1 i=1g about:
127.94 g.
So one gains 88 g for an interest of about 1 to 2, so is in plus for about 44 to 88 turns.
Hence, it seems gather the horde might be somewhat better; which would be ok, considering one has to invest 40 g and barbarian huts are more seldom than settlements in general; the raiding might be used very well offensively by suiciding into enemy territory and destroying income sites, one cannot hold anyway (i think maybe some increased movement cost might be good, otherwise that barbarian leader can be real havoc, if unchecked in one's own territory - though maybe thats intentional).
50 turns till change from minus to plus or viceversa is not unusual for game, e.g. imperial statues cost 100 g and give a permanent awesome defense (maybe worth about 50 g when compared to enchanters guardians costing 20 g and 10 i), so it has a return of investment of about 50 to 100 turns ( depending upon whether the defensive capabilities are useful or just wasted cause it stands in a save corner of the map).
One could also compare for example to necromancer, markgraf and high priestess with their site reducing rituals and check whether they have similar time frame for plus turning into minus, just to avoid having complete outliers in one or other direction compared to similar rituals.
Xelos, that's not actually something I'm very fussed about I'm more interested in adding new aspecs to the classes like all the abilities that I've added to the Barbarian because I found them the most boring class to play.
Now I'm releasing an alpha and tbh I think I may gone too far with what the Barbarian can do now.
{LINK REMOVED}http://www.mediafire.com/download/9d36jb32bw9t8w2/ClassEnhancementMod.zip
List of additions:
Misc Changes:
Shed, Amphiptere and Rocs were given rearpos so they don't suicide nearly every fight, they are still frontline troops and I'm considering doing this for a few other flying creatures to make them less suicidal.
Baron:
Added Royal Merchant.
Royal Merchants have a 10% chance to be recruitable each turn. They produce up to 3 extra gold in locations they are in, like how animated tools work. They can also turn Villages into Market Villages and have 20% chance each turn to spawn a Merchant Guard (Copied Caravan Guard.)
Senator:
There is now a 20% chance for the Senator to be able to recruit Retiarius Mercinaries each turn. These are the Gladiators with Tridents and nets.
Barbarian:
The Barbarian Leader gains the following abilities:
Gather The Horde
Allows the Barbarian Leader to summon barbarians from a Tent Village, this consums the tent Village and has a cost of 40 Gold and 3 AP
Raiding
Allows the Barbarian Leader to gain gold by destroying Villages or smaller settlements, the settlements will try to defend themselves so beware! You gain 40 Gold for Raiding, this will initiate combat with the defenders and cost you an aditional 3 AP
Plunder Castle
Allows the Barbarian Leader to plunder the loot from a castle, they gain 125 Gold and some effigies but turn to Castle into an old Ruined Castle.
Barbarian King
Allows the Barbarian Leader to crown himself the Barbarian King of Elysium by destroying the Kings castle. The Barbarian Leader becomes the Barbarian King and you gain 300 Gold and some effigies.
Become the Lord of War
Allows the Barbarian Leader to become the divine Lord of War in the Captial and costs 1000 gold.
Become the Lord of Slaughter
Allows the Barbarian Leader to become the terrifying Lord of Slaughter in Damned Captials and costs 1000 gold.
Barbarian King:
In additon to the Barbarian Leaders abilities they gain the Great Moot ability.
Great Moot
The Barbarian King can call a Great meeting of creatures of Elysium and persuade them with his riches to join his ever growing horde. This costs 300 Gold and must be cast in an Old Castle Ruin and consumes the Old Castle Ruin. This can give the Barbarian King a large varity of troops to aid his conquest of Elysium.
Lord of War:
The Lord of War is a powerful demigod with many abilies.
Join my Legion:
The Lord of War takes some time to train mortal men to be a part of his army. This takes permanent resisdents from their homes and reduces the size of settlements. This costs 2 AP.
Monument to my Greatness:
The Lord of War demands a monument to his greatness, he drafts all the able men in a town or city to his army and trains them as his Legionaries. He then forces the remaining people to build a great statues of himself that he brings to life with his divine will, these statues wander the world trying to fight the Lord of War's battles. This costs 6 AP
Lord of Slaughter
The Lord of Slaughter is a powerful demigod with many abilies.
Oath of War
The Lord of Slaughter can make humans swear their soul to him in exchange for power. However those who refuse are slaughtered mercilessly. This costs 2 AP
Lord's Generals
The Lord of Slaughter can sacrfice part of a town or city to call a Demon General for his armies. This costs 6 AP.
Onyx Amazon had Slow Removed.
All Amazon Sorceresses now enable the recruitment of an Elite Amazon Unit.
Crystal Amazon Pegasus Rider
Jade Amazon Serpent Rider
Garnet Amazon Gryphon Rider
Onyx Amazon Nightmare Rider
End
Anyway I'd love some feedback opinions etc. As I said before I think I went a little overboard espcially with the Lords.
{LINK REMOVED}http://www.mediafire.com/view/7z80vy282tnef0l/beastpreview.jpg