Affinity for death mana???

Mesix

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In my last game I found a staff that gave my unit +1 affinity for death mana. What does this mean???
 
Affinity is an ability that ads strength to a unit according to the number of resources that you control.

So, in your case, for each Death Mana you control, your unit will get 1 aditional death-type strenght.
 
Affinity means that the unit will get +X (in this case 1) strength (in the case of Death mana, this will be in the form of Death Damage) for each source of a certain resource (in this case Death Mana) under your control.
 
Thanks for the info...I can see that this could be a very potent item to have. It is a staff, but it can be used by any unit type. It almost seems like it should be a sword or something since its utility seems more suited for a combat unit/hero.
 
I assume you mean the Staff of Souls, which enters the game as a promotion of Barbatos the Lich.

It seems more like something for an arcane unit to me (and It is much more potent in my version. ;))

(I actually just changed it so that the Lichdom Spell is no longer allowed by Death III Sorcery, and it no longer has a limited amount of liches you can have. Instead it requires that the unit have channeling II, be either an arcane unit or a Vampire Lord, and either have this item or be standing in the Broken Sepulcher.

I made a new Death III Sorcery spell that creates a new Accursed Ground feature. A living unit killed on a tile with this improvement tile is resurrected as a Skeleton of equal strength and all its promotions except channeling 1/2/3, blessed, divine, sorcery, summoning, valor, or morale, but also injured, having the enraged promotion, and belonging to the barbarian state (I made Mokka's Cauldron work the same way, except for the enraged and barbarian part. ) Like fallout, this causes negative yields (but only -1, not -3 like fallout) can be removed by the sanctify spell (which I made Good aligned AI's now do even in rival territory. Kael's coding only let AIs sanctify in their own lands.) Of course, casting the Curse the Ground spell causes war.

Then I added another spell requiring the Staff of Souls and Channeling III: Necromastery. This spell converts all undead units within a two tile range to the caster's control, except for units that also have channeling III.

Since I figured I was on a roll, I also changed Hyborem's trident equipment (Gela) to provide 2 Entropy Affinity instead of +2 unholy damage, and to allow a similar spell (also requiring its possessor have heroic strength 2 and your state religion be AV): Dynamis Agares ("The Power/Authority of Agares," in Greek), which allows its wielder to take control of any demon. I can't wait to play a game where I go CoE, send CoE recon units steal this equipment, give it my hero, convert to AV, then convert Hyborem himself to my side, along wtith most of his army, the 4 horsemen, and the Avatar of Wrath. Exploit you say? What Exploit? ;))
 
I keep reading about the mods that you do. Are you planing to share your creations with us?
 
I'm not really sure how to create an installer or even really to upload a folder of my modied python/xml files yet (not that I suspect the latter would be very hard), but once I figure it out I may release a Magister Mod.

I was really wanting to hold off until I figured out how to make a modmod that took advantage of the BtS Espionage System (see details here: http://forums.civfanatics.com/showthread.php?t=258218)in a way thematically appropriate to FfH, but I have absolutely no idea how to implement almost any of my ideas, and no one has responded when I asked how in the SDK/Python forum. It would almost certainly require a level of coding far beyond me.

I also think I'd rather have my first public modmod be with a latter version of Shadow (possibly the next one, .31), since there are a lot of things I want to do with the new Morale Mechanic (which is in the design doc for Shadow, but may or may not ever actually be implemented) and the tech/civ limitations on entering/controlling certain terrains/features/improvements (which Nikis-Knight revealed has been discussed in a private thread and that Kael likes, but which isn't officially even planned yet). I'm also hoping that Kael will add a few xml tags which I recently requested to make a few of my ideas easier.

But, if you really want me too I guess I could go ahead and release a simpler modmod sooner. Just don't expect it to be particularly balanced (I tend to make whichever civ I plan to play next a bit overpowered) or to have a professional style (for instance, I tend to write names, descriptions, ect., right in unit/building/etc 's xml files instead of adding a textkey; nothing I make would be supported in multiple languages (although I have considered making a Latin version...))
 
I'll probably try to upload my modified xml/python files sometime this week if you like. There are still several of things I'd like to fix first.
 
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