Crystallized Mana nodes: Conquerable Nodes

deadliver

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This guy's mod mod was just awesome man. I'd love to see his idea continue on someway in FF.

http://forums.civfanatics.com/showthread.php?t=290161

The gist is that some of the mana nodes are do not spawn as simple raw mana nodes, instead as a specific mana type. Also the nodes tend to spawn magical nasties that can rampage across the map.

This would be a cool optional choice for custom scenarios IMHO.
 
I love this idea.
Sounds like it would add a new layer of strategic depth.

Maybe it could be made as a gameoption? "Preset Mana Nodes"
 
I love this idea.
Sounds like it would add a new layer of strategic depth.

Maybe it could be made as a gameoption? "Preset Mana Nodes"

Exactly. This mod mod taught me how to actually defend my cities, it is like raging barbarians on 'ROIDS!

It also makes metamagic mana a little more useful (it is cool already course) and there could even be an option to make the conquerable nodes equivalent to explorable lairs like in MoM.
 
I also really like this idea, would definitely add a new depth of strategy to picking your expansion areas. And danger.
It would be really nice as a game option or a modmodmod(mod?).
 
That is great as a modmodmod but looks like it is out dated. Last update was for 042 :(
 
I certainly would. :D

Right? And not just that, but I've always imagined mana spawning very similar to how the original modmod author engineered(or intended to, not sure if he did) it. Fire mana by the equator, water by coastal regions, earth on hills, etc. With unrefined being relatively rare.
 
Hmm... If I were to update this, would people use it? It's always bugged me that there aren't any refined mana types at game start... You'd think a few had survived from the age of magic.

Sure valkrionn, in fact I have just finished the first of the terrain xmls and was about to start the Improvement infos update. However, I gotta go to work soon...Feel free to use the attached file if it is useful. I copied it directly over from Orlanth's old work.

Maybe as an additional game option the mana nodes could spawn creatures (they do already in the base game). Also would it be possible to make the nodes explorable w/o risk of losing the actual node?
 

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This would be a great addition to Orbis too. Great, another other other other project :lol:
 
Sure valkrionn, in fact I have just finished the first of the terrain xmls and was about to start the Improvement infos update. However, I gotta go to work soon...Feel free to use the attached file if it is useful. I copied it directly over from Orlanth's old work.

Maybe as an additional game option the mana nodes could spawn creatures (they do already in the base game). Also would it be possible to make the nodes explorable w/o risk of losing the actual node?

Haha, that was the pain the ass one... Really wishing I checked here before doing it. :lol:

Right now, I'm doing an exact port, just setting up Creation, Force, Dimensional, and Ice to work the same way. Once I get THAT working, I'll be doing a complete revamp... Reverting most of the changes, and handling the different mana types via python. It'll let me make it a game-option. And exploring a mana node shouldn't ever destroy the mana, if that's what you mean.
 
This would be a great addition to Orbis too. Great, another other other other project :lol:

Really it should have been included in base FFH2 considering many people consider them MoM's successor. However, Kael did help Orlanth a lot with this little project.
 
...And exploring a mana node shouldn't ever destroy the mana, if that's what you mean.

Sweet! MOAR! I wonder if there could be a mana node specific goody you can try to pick up when exploring. in MoM it could be anything from a hero, an item or even just mana crystals (the currency used for casting spells).
 
Well if Valk or anyone else decided to make the mana nodes "explorable" like lairs (if it isn't already so, haven't played the mod) then maybe instead of goodies you can have a chance to randomly learn a spell from that sphere? Just an idea.
 
Valkrionn, if a metamagic node spawns a gnosling (who I think has Metamagic affinity) does that mean the gnosling will have the extra strength because there may be other nodes "owned" by whichever faction spawned him?

I was going to use Agares, not sure if that was more appropriate than Bhall or Cernunnos (who would have been my second choice).
 
No, barb units do not receive affinity bonuses unless it is actually connected to a barb city... Even then, they don't have a capital so I don't know if they can get the mana.

I ended up using agares for the majority of the spawns.... Only spawn I actually changed was Nature -> Guardian Vines, and allowed Fawns for Creation since I couldn't think of anything else. Just put up a new thread for it though. :p
 
You certainly won't mind if I use what you've done and apply it to Orbis, would you? I would have to think about refined mana though. I don't know if Mechanos can use already used mana to create refined mana... They would need bare mana, then.

BTW, it could be nice to set some flavour for civilizations starting area according to mana, wouldn't it?
 
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