Majesty Gold HD

Majesty Gold HD

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New Wizard Towers
   
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814.158 KB
12 Jul, 2021 @ 11:07am
7 Oct, 2021 @ 2:16am
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New Wizard Towers

Description
This mod adds new 4 Wizards Towers: Fire, Frost, Lightning, Poison.

Each tower has increased hp, damage and unique ability.

Ordinary Wizard Tower has:
base damage: 10. Actual damage to target is random based on this.

Fire Tower:
- base damage 25. Moderately decreased rate of fire. Has 15% chance to deal x2 damage.

Frost tower:
- base damage 12. Decreased rate of fire. Slightly decreased sightrange. AOE damage. Has 10% chance to freeze unit for 10 seconds.

Lightning Tower:
- base damage 15. Increased sightrange. Slightly decreased rate of fire. Has 15% chance to cast Chain Lightning.

Poison Tower:
- base damage 8. Increased rate of fire.Slightly increased sightrange. Has 10% chance to poison target.


Should be compatible with most other mods.
Popular Discussions View All (1)
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19 Feb, 2022 @ 10:28am
s
Samonius1
18 Comments
Vas 9 Oct, 2021 @ 4:47pm 
Alright then. :P
Enerril  [author] 9 Oct, 2021 @ 9:21am 
at the start of the game one has to create a function in the entry point that checks whether building requirements are met. If they are then enable building. For original content this is hardcoded. You can tie this check to any building for example wizard guild but then any mod that changes wizard guild logic won't be compatible with this mod. If I tie this to palace then this mod won't work with my AI mod and so on.

These towers are situational. All of mod stuff is. Their sheer damage output is not scaled only by price. fire and poison tower best for trading posts/outposts, frost agains huge waves, lighting as a defender etc. I'm trying to keep things as balanced as possible. And to keep compatibility with other mods.

Mod is in good state as it is. Changing unnecessary stuff like build rate will lead to changing many other stuff that depend on this build rate. And the result really won't matter that much. So I say don't touch what works okay :P
Vas 9 Oct, 2021 @ 5:43am 
But what do you have to modify to make the towers require the guild? Thats what confuses me. I thought the building simply had something in it that told it what was required to exist first. I feel that for the price you pay for these towers, they are rather weak. If only you could make their magic build method slower, like 1 HP instead of 5, then you wouldn't need to increase the price so much.
Enerril  [author] 9 Oct, 2021 @ 4:31am 
more buildings/more heroes, majestic majesty, some ivas mod, something else. But really it depends on the activation order in the mod menu. The last mod activated would override any functionality with the same signature like function name or data.
The problem is that there is a single point of entry for modders to check some stuff at the beginning of quest/mod. And that entry is overriden by last activated mod or quest.
Vas 9 Oct, 2021 @ 2:18am 
What mods would break if you made them require the wizard guild? :P
Enerril  [author] 9 Oct, 2021 @ 1:54am 
Yes, they are. To make it work like original would break the compatibility with other mods. Therefore higher price and you still can't enchant without lvl 2 guild. The cost is somewhat as if you'd build wizards guild close to enemies to cast magic.
Vas 8 Oct, 2021 @ 10:14pm 
These are buildable without wizard guild and have no range restriction on them it seems. :P I have a castle level 1 on a new start and noticed that they are buildable even then.
Vas 7 Oct, 2021 @ 6:04pm 
Ah, so that mod works with this one too? That'll work too.
Enerril  [author] 7 Oct, 2021 @ 4:35pm 
Because some people would want just the increased duration without having new unbalanced wizard towers in their game :)
Vas 7 Oct, 2021 @ 3:50pm 
Why separate though? Just curious. Since I know options are a thing and all.