Dragonia II Mod

So skulls and firepits for additional nifs.

Wooden pallisade and skulls, we'll see. ;)

Ruins are in the 'to-do' file.
 
The skull cave is here, and a slave pen that winddelay and I worked on together is here. Pic below. Not sure what it really is, but it must have a use. ;)

slavepen0000.JPG
 
ohhh... may i steal that pen for the arda mod?


please?

and that orcish city set, when it's done? :please:
 
You don't have to ask thomas. Please us whatever you can. The orc city has some tweaks to come.
 
How about if you have one in your city all melee units created there have an enslavement promotion? And then all slaves captured in combat can be "sacrificed" (put to work) there for a bump in production or some free hammers?
 
Sounds interesting. Lets expand on it:
  • To enable all slavery features, you need to be using the slavery civic.
  • If you stop using the slavery civic all slavery features are disabled.
  • If you start using the emancipation civic, all slavery promotions are removed, and all slavery pens are destroyed.
  • A unit built in a city with a slave pen gains the slaver promotion (I will call this a slaver unit).
  • A unit victorious in battle has a chance to enslave the defeated unit.
  • If a worker or settler is captured with a slaver unit, it automatically becomes a slave.
  • A slaver unit can attempt to capture slaves from an enemy city. If a slave is captured from the enemy city, its population is reduced by 1. A city with a population of 1 can not be targetted for slave capture.
  • If a slaver unit razes a city, there is a chance of creating 1 slave for each population size of the city. This random chance is attempted for each individual slave.
  • A slave unit can be used as a worker unit, but will work slower than a normal worker.
  • For each slave unit in a city with a slave pen, production is increased by 1 for that city.
  • A slave unit in a city with a slave pen and either a Temple of Gruumsh, Nerullic Temple, Dark Seldarine Temple, or Hextorian Temple can be sacrificed for a culture boost.
  • If slaves are in a city with a slave pen, there is a chance for a slave revolt. The percentage chance depends on how many slaves are in the city.
  • A slave unit in a city with a slave pen can be sacrificed for a production boost.
  • If a slave unit is sacrificed, the chance for a slave revolt increases. This increased chance decays over time.
Any thoughts?
 
I've got a quick question.

Can it be set up so that you can get a quantitative resource from defeating a specific enemy? Like say a dragon scale from defeating a dragon enemy, that you could use to build one unit with superior fire defense.... Because that would be pretty cool.
 
I've got a quick question.

Can it be set up so that you can get a quantitative resource from defeating a specific enemy? Like say a dragon scale from defeating a dragon enemy, that you could use to build one unit with superior fire defense.... Because that would be pretty cool.

It was suggested in the WH mod about a year ago that at the scene of battle a pile of bones would appear as a resource lasting X turns. If a necromancer went to that tile within the X turns then he could create a skeleton or zombie or something.

To partiallt answer your question; in FfH2 there is the Barb king Orthus who when defeated yields his axe that allows for multiple attacks per turn. This promotion is valid until that unit is defeated and so on. So there is a potential for a mechanism you suggest with proper coding.

You could possibly take the dragon scale and use it to rush build a specific building that cannot be built any other way. From there units would recieve this promotion, but unless you made specific National units I'm not sure if you could make it quantitative. There is a thread running around about quantitative resources, but I don't know how far they've gotten.

Sorry to ramble...
 
My thoughts on the slavery stuff Darque are it all sounds good if it can be coded up. :)
 
I've got a quick question.

Can it be set up so that you can get a quantitative resource from defeating a specific enemy? Like say a dragon scale from defeating a dragon enemy, that you could use to build one unit with superior fire defense.... Because that would be pretty cool.

The idea sounds interesting. Taking woodelf's "ramblings" further...Certain units have a chance when killed to give the victorious an item in the form of a unit promotion. That item can be passed from unit to unit. If the unit with that item promotion is in a town with a certain building...it can use that item for a certain effect. I.e. if a unit with a dragon scale enters a town with a armorsmith, then the dragon scale can be used to create a dragon shield. The dragon shield will then be a unit promotion, that can be passed to other units.
 
Not sure if this has a use, but I made it for Ploeperpengel and the WH mod. A courthouse replacement.

Tribunal0000.JPG
 
I do not recall a Nerullic Shrine being submitted.
Description of the Seat of Moradin is in your trac ticket.
Layout for the Temple of Heironeous in post 83. I know you started work on it.
You have completed the Iron Fortress
I still need to provide info on the Tel'Seldarine Temple and the Heironean Shrine
 
I do not recall a Nerullic Shrine being submitted.

I meant using a crypt I made a year ago.

Description of the Seat of Moradin is in your trac ticket.

Cool, thanks

Layout for the Temple of Heironeous in post 83. I know you started work on it.

Yeahhh, now I remember...

You have completed the Iron Fortress

I know I did the Iron Sanctum, but didn't remember the Fortress.

I still need to provide info on the Tel'Seldarine Temple and the Heironean Shrine

Thanks
 
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