A Little Slice Of Heaven

lemonjelly

Modding For Ethne
Joined
Jan 5, 2008
Messages
864
Location
UK
A Little Slice Of Heaven - Version 1.0


Well, this is a simple mod that effects mana nodes, or more specifically, the terrain surrounding them.

All effects are in these areas.
Spoiler :
Mana without a node
x.x.x
x.o.x
x.x.x

With a node.
n.x.x.x.n
x.x.x.x.x
x.x.o.x.x
x.x.x.x.x
n.x.x.x.n

With a Unique Feature that has mana attached.
n.n.x.x.x.n.n
n.x.x.x.x.x.n
x.x.x.x.x.x.x
x.x.x.o.x.x.x
x.x.x.x.x.x.x
n.x.x.x.x.x.n
n.n.x.x.x.n.n




----- v.1.0 -----
Spoiler :

Nature:
Has a chance to create New Forests surrounding the node.
Has a chance to 'upgrade' New Forests into regular forests.
Has a chance to 'upgrade' regular forests into Ancient Forests.

Ice:
Has a chance to turn all land to snow, and all water to ice.

Life:
Has a chance to sanctify hell terrain.
Heals alive units a small amount.

Entropy:
Has a chance to bring the land (and water) closer to hell.

Enchantment:
Heals golems a small amount.

Death:
Heals the undead a small amount.
Small chance to turn all types of forest into Haunted Lands.

Mind:
0.5xp for all units in range until they have 20xp.

Sun:
Melts Ice.
Turns land to desert.
Adds floodplains to rivers.
Turns forests to scrubs.

Fire:
Sets forests on fire.
Turns haunted lands into Burnt Forest.


----- Installation Instructions -----
Place in
Rise from Erebus\Assets\python

:D A MASSIVE THANKS TO: :D
Coding Help:
ArcticNightWolf
GreyFox
Valkrionn
odalrick

Ideas:
Vermicious Knid
sylvain5477
Viatos
 

Attachments

Version 0.2 is up. This one has been tested. =]

Includes:
Nature,
Ice,
Enchantment,
Life,
Entropy,
Death.
 
Burnt forest is practically useless, whereas Haunted Lands is useful. Death is powerful, so making it reduce forests to useless burnt forests makes the choice of turning Mana into a Death Node a little bit harder =]

Updated again, still 0.2, because I mucked some of the code up.
 
I like the idea, but I agree with Valk on the HL for death mana. I usually dispel death nodes and build something more useful (unless I'm going for ALL death mana...but that is rare). HL spread would stop me from doing that.

Sun could spread desert, if you are interested in expanding this.
 
Hmm... I may change it then, I've never thought of it like that.

And, yeah I am interested in expanding it, but I need ideas =P

I will do sun and fire next, because they are easy. After that though, I've ran out of ideas.

So, in 0.3, Death will turn forests into haunted lands, sun will spread desert and fire will burn everything, like Archeon (the red dragon, I can't spell his name) does.
 
Water turning to swamp is easy :)

EDIT :
Mind could train unit (give some xp until some max)
Shadow could make invisible (for 1 turn every turn)
Chaos could mutate
 
yeah, but water is one of the weaker spheres, so I'd want a stronger, positive effect. Swamps are only really useful for lizards... but, if I don't think of anything else, that will go in =P
 
Burnt forest is practically useless, whereas Haunted Lands is useful. Death is powerful, so making it reduce forests to useless burnt forests makes the choice of turning Mana into a Death Node a little bit harder =]

Updated again, still 0.2, because I mucked some of the code up.

Haunted Lands is useful, but it's also deadly; Unhealth is bad for most civs. Those that don't care about unhealth typically have better ways to get Haunted Lands anyway. :lol:

yeah, but water is one of the weaker spheres, so I'd want a stronger, positive effect. Swamps are only really useful for lizards... but, if I don't think of anything else, that will go in =P

How about having water's effect vary based on terrain and civ/religion?

For example:

  • In desert, the tile the resource is on receives an Oasis, and those around it get a chance for a flood plain. The Oasis can periodically expand.
  • Plains become Grass, small chance for marsh. High chance if one of the Lizards.
  • Grass has a small chance for Marsh, high if Lizard.
  • Tundra - Small chance for Crystal plains if a river tile, otherwise nothing.
  • Ice - High chance for Crystal Plains along a river.
  • Glacier - Nothing. Rivers are already Crystal Plains.

I'd think the Crystal Plains chance would be raised for White Hand civs, other effects would be raised if OO.
 
Haunted Lands is useful, but it's also deadly; Unhealth is bad for most civs. Those that don't care about unhealth typically have better ways to get Haunted Lands anyway. :lol:
Yeah, I forgot it gave you unhealth. :D

How about having water's effect vary based on terrain and civ/religion?

For example:

  • In desert, the tile the resource is on receives an Oasis, and those around it get a chance for a flood plain. The Oasis can periodically expand.
  • Plains become Grass, small chance for marsh. High chance if one of the Lizards.
  • Grass has a small chance for Marsh, high if Lizard.
  • Tundra - Small chance for Crystal plains if a river tile, otherwise nothing.
  • Ice - High chance for Crystal Plains along a river.
  • Glacier - Nothing. Rivers are already Crystal Plains.
All of that I get, and I like, but... I don't get the Oasis bit. Surely you can't build a node on an oasis making that source of mana impossible to get? And, I think it should have something to do with Oceans, but I'm not sure what.
 
yeah, but water is one of the weaker spheres, so I'd want a stronger, positive effect. Swamps are only really useful for lizards... but, if I don't think of anything else, that will go in =P

What about a special effect:

all units not belonging to the civ are pushed 1 tile away from the node every turn (like an existing spell), without declaring war. It would be like waves :), quite powerfull in defense.

What about the other ideas ? like them ?
 
Yeah, I forgot it gave you unhealth. :D


All of that I get, and I like, but... I don't get the Oasis bit. Surely you can't build a node on an oasis making that source of mana impossible to get? And, I think it should have something to do with Oceans, but I'm not sure what.

Oases can be built on in RifE. Was mainly to help the Malakim, but it benefits everyone. Doesn't even look bad, honestly.

For oceans... Maybe a chance of turning land adjacent to coast into Coast? Would mean if you get one near the coast, the water will have a decent chance of pushing into the terrain. Just make sure that resources are removed or replaced by fish.

Possibly give swamp a chance to become a lake, as well, but that would REALLY suck for the lizards. :lol:
 
I love it! Makes water useful!

"Mind could train unit (give some xp until some max)"
I have no idea how to do this in python...

"Shadow could make invisible (for 1 turn every turn)"
For this, I would need to make a XML module as well, unless there is already a promo that expires after one turn that makes units invisible...

"Chaos could mutate"
IIRC, just giving the Mutation promo does this already. It would have to be a very low chance though.

So, I like the ideas, and if I can do them, I will. Can anybody think of a way to give units promotions in python, (easy) but then remove them if the unit goes out of a certain range?

@Valk -> Can you change the environment settings through python? (Arid ect..)
Are Oasis still improvements though?
The water thing seems really powerful... if there is a way to balance things though, I'd like it.
I could change the chances if its in lizards land =P
 
I love it! Makes water useful!

"Mind could train unit (give some xp until some max)"
I have no idea how to do this in python...

Not so difficult. A function of units does it directly (something like setExperience). Check it in the unitInterface.cc

"Shadow could make invisible (for 1 turn every turn)"
For this, I would need to make a XML module as well, unless there is already a promo that expires after one turn that makes units invisible...

No, but can't you add promotion in your module ?

"Chaos could mutate"
IIRC, just giving the Mutation promo does this already. It would have to be a very low chance though.

But you could affect all units, which could be devastating to attacking enemy units depending on luck.

So, I like the ideas, and if I can do them, I will. Can anybody think of a way to give units promotions in python, (easy) but then remove them if the unit goes out of a certain range?

I would do duration limited promos to do so.
You can also use existing promos and throught python change the promo duration once set I think.
 
Other ideas:

Creation : extend duration of duration-limited units by +1 (make them living forever if stay close to the node)
Dimensional : a small chance to teleport any unit/improvement to a random position on the map (may be good for unit, bad for improvement)
Force : all stacks without arcane unit have a small chance of being held once in range of the node
 
Ah, thanks, I'll look. =]
I'd rather not do any XML work at all... Its simpler that way.
Affecting all units would be rather OP, unless I make it like:
L L L L L
L mmm L
L mHm L
L mmm L
L L L L L
L = low chance
m = medium chance
H = high chance (actually on the node)

I was thinking for metamagic, a promotion that increases spell damage while the caster is within the influence of the mana, but I have no idea how to do it.
 
"Creation : extend duration of duration-limited units by +1 (make them living forever if stay close to the node)"
That is good, and do-able =] but, not too sure whether Creation is the right sphere.

"Dimensional : a small chance to teleport any unit/improvement to a random position on the map (may be good for unit, bad for improvement)"
Improvement... I'm not too sure about but units should be do-able.
 
@Valk -> Can you change the environment settings through python? (Arid ect..)
Are Oasis still improvements though?
The water thing seems really powerful... if there is a way to balance things though, I'd like it.
I could change the chances if its in lizards land =P

I'm not entirely sure if you can affect it via python atm. Give me a few minutes to check if it's defined. :p

As for Oases, no. They've never been improvements, they're Features. Which really makes me question why you couldn't build on them to begin with....
 
Ah, than I can do it. The Oasis growing thing I don't get... and, I think it was because Cottage on Oasis would be OP (When cottage grows to town) or something like that =]
 
Ah, than I can do it. The Oasis growing thing I don't get... and, I think it was because Cottage on Oasis would be OP (When cottage grows to town) or something like that =]

By 'Oasis growing' I just meant it could periodically flood it's banks; A lore reasoning for floodplains to be around an Oasis. :lol:
 
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