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but why?
for 5-15 D gems, you are already getting a pretty good spell.
i mean, i could change flare to be AOE10 and have 50+ Damage. that doesn't mean it should be done...
You're way more right than you know! My apologies if you've ever modded before, and if you have, you can ignore the next paragraph.
The way Dominions modding works, generally, is it doesn't change a unit into a wight by adding a set list of traits to a unit. It changes the unit's ID, and only certain kinds of info are saved across the transformation - I think heroic status, magic paths(including holy) and XP are the only things saved.
What you're advocating for is instead of change unit ID, you want these traits to be flat-out added, which has the potential for nonsensical results.
Consider the example of a Dai Oni given Lichdom:
They start with 5 fear. They gain 1 level of Fear per level in Death magic. This results in Fear 8. If you give them a flat 5 Fear, they get Fear 13, which seems excessive. If you give them Fear 9, they would have fear 17, which is quite silly.
Or consider the combination of a Vampire template with an Atlantean template: Which wins, unable to cross rivers, or amphibious?
There are solutions to this problem. The first and simplest from a technical POV is to manually set up each unit's Twiceborned or Lichformed form.
I would prefer not to do that, personally - for every new "type" of unit, you'd need to add special forms.
The second is setting up a program that runs diff on the unitID of the original unit and the lich|vampire|twiceborn|Whatever form, then adds or trims tags. This would be doable, but it would add a significant chunk of effort to be done under the hood and would still need a manual bypass in case of Illwinter or modders wanting to give certain units special lich|vampire|twiceborn|whatever forms.
Finally, I understand that you don't like that spells are being used in ways you don't like and I respect your right to have an opinion, but that doesn't mean that your opinion should be implemented.
tl;dr, your idea would take a medium-high amount of under the hood effort to implement.
But, although your examples aren't the best (keep in mind, Demons, Undead and Inanimate mages can't be the target of twice born, and I would assume that Lichcraft and Curse of Blood would be exactly the same), you do bring up a good point about fear, and the other benefits.
So perhaps a change is in order, so that units gain a cold resistance up to 25, and the same with poison resistance. And their natural fear gets bumped up to 5 (but doesn't stack with current levels of fear).
And perhaps the Cold Aura could equal Size Plus 1 (if the mage didn't have one already).
This should help with cases like the Niefel Jarl, although it won't help the Dai Oni, which as a Demon, can't be helped at all.
On the other hand, become undead isn't exactly a walk in the park. Suddenly you Niefel Jarl is vulnerable to all sorts of spells and weapons. Holy Scourge is a beast if you have an undead Jarl.
As for your example of a Vampire, I guess you have a point. I would say Vampire Beats Amphibious, and make the spell only castable in outside of water. So, once you cast it, no longer can you got back into the sea. Oh well.
On the plus side, none of the Atlantians have both Death and Blood, so neither of them can cast it natively without a whole lot of work. In which case, you have earned it.
Only the Skratti can any sort of combination of Blood and Death that is a giant. Some giants have Blood, some have death, but only the Gygja and the Skratti are the only ones with both that I could find that wasn't already a demon or undead. And neither of amphibious.
So, I doubt your issues will come up very often.
Perhaps, like Twice Born, both Lichcraft and Curse of Blood should have scaling costs.
Do let me know if you see any other short falls. I'm happy to discuss the pitfalls of my idea and work on ways to solve them.
well, that's just like, your opinion man. but even so, it doesn't negate my point.
I guess I have to disagree. The problem with twice born is that it's a very cheap spell (path wise) and requires custom units and stats for most possible categories, including monsters. In fact, we don't have custom forms for most monsters. If you have a giant monster dog, you can twice born it into a Titan.
It also screws up Trinity gods, as they lose the penalties of being a Trinity when you cast twice born.
So, you need up with half measures. Since my idea doesn't rely on new units, just the same unit gaining new abilities and draw backs, I think it is a better fit.
Like another poster insuated, that may be how you use the spell (and it can be a legitimate use), but that's not how *everyone* uses the spell. Myself, for example, I most often use Twiceborn on old-age cap-only mages, because I'd rather not put 220-odd gold into a Slow-to-Recruit unit only to have them croak from natural causes a few turns later. ;)
I guess my big worry stemmed from the MA Machaka bug. You suddenly had a titan from your Black Sorcerers death. I realize that has been fixed, but we still have the concern that large monsters don't twice born into large monsters, but instead titans and having to have a fix for every single Pretender or monster with Death Magic seems like a lot of work with little gain.
If the goal of Twice-Born is a back up, then it should be the same mage, just undead.
By having it just update the current unit, you no longer have to worry about making individual Wight Chases for each and every monster possible so you don't end up with a Serpent of Chaos, Dog of the Underworld, Linnormr, Sphinx, Devourer of Souls, Hound of Hades and other monsters turning into a Wight Titan.
And of course, Wight Mages wouldn't be lost, because we can simple repurpose them for Lichcraft, which being Death 5, would be much harder for most creatures to cast, and less likely to cause troubles.
Also, its more fitting for Lichcraft, since the goal of Lichecraft is to turn into an undead being of great power, unlike Twice Born, which, again, is just a back up in case you die.
I decided to try to give everything that could reasonably have Death paths a thematic Twiceborn shape. This meant anything with a native D path, along with all the Pretenders, and anything that could be Transformed into using the spell. It didn't require as many new Wight shapes as you might think. I added a quadruped "Wight Beast" in sizes 2, 4 and 6, along with a Necrophidian (Wight Snake) in size 3 and size 6. Finally I added a generic size 4 Wight Giant for cases where a Murmurer or Hag wasn't appropriate, and a DracoWight (using the sprite of the Dracolich).
Most things without hands got the Wight Beast shape closest to their size. Snakes got one of the Necrophidians, and Dragons got the DracoWight. Flying size 5-6 Pretenders I had become a Ziz if twiceborned, and big aquatic Pretenders became a Leviathan. A few units got specific Wight shapes where no others fit - living plants became a Dying Treelord for example.
As long as you are willing to stretch just a little in your expectations, and don't get bent out of shape if a Shedu becomes a 4-legged beast on death, it isn't that much work to assign thematic Wight shapes.
That is awesome work and I hope Illwinter follows suit. I guess it tackles most of the reason for my suggested changes to Twice Born (the lack of appropriate shapes).
I still like my idea more of just taking your mage and applying undead to it. It makes the unit a bit more unique since they are now undead Jarl's instead of Giant Wight Mages with the Appropriate paths, but I can definitely understand that this isn't a pressing issue.