[MODULE] Mana Is Shiny

lemonjelly

Modding For Ethne
Joined
Jan 5, 2008
Messages
864
Location
UK
Some Mana Nodes now have an effect on the tiles surrounding them.



The radius of the effects depends on the type of node.

Un-Improved Node
The tile the node is on.
Improved Node

The 8 tiles directly next to the node, and the tile the node is on.
Unique Feature
The 'BFC' around the node.
Fire Mana

  • A random chance of causing New Forest, Forest, Ancient Forest, Jungle in the Mana Node's range to catch fire, causing a Flames to spawn on that tile.
  • Any Haunted Lands in range have a change of turning into Burnt Forests
Sun Mana

  • A random chance to turn tiles into desert.
Ice Mana

  • A random chance to turn land tiles into Ice, and to create Ice on any water tiles.
Nature Mana

  • A random chance to spawn a New Forest on a tile, or to upgrade New Forests to Forests, and Forests into Ancient Forests.
Life Mana

  • A random chance to Sanctify the terrain in range.
  • Heals units in range a little every turn.
Entropy Mana

  • A random chance to turn terrain into its hell equivelant in range.
Enchantment Mana

  • Heals Golems a bit per turn when they're in range.
Death Mana

  • A random chance of causing New Forest, Forest, Ancient Forest, Jungle in range to turn into Haunted Lands

  • Damages units in range a little every turn.
Mind Mana

  • Gives units a little experience a turn while they're in range, to a limit of 20 EXP points.
 

Attachments

Cool idea. Quick question, are the terrain effects temporary? If not, then every node will have a square/BFC of the terraformed type around it by endgame.

Some additions/nitpicks:

Creation mana -> grassland
Spirit mana -> experience (and have mind mana have small chance to grant potency)
water mana -> fresh water source (possible?)
dimensional mana -> chance to teleport nearby units
earth mana -> hills? Too powerful? Maybe grant stoneskin instead
force mana -> heavy promo
air mana -> light promo
chaos mana -> randomize terrain
body mana -> regeneration promo

Is that all of them?
 
Urm, yeah, should be :)
the only problem is, I have to make a copy of each promo to make sure it wears off.
I have some ideas for water, pushing units away, like a wave.
Hills can't be done, changing from ocean-land-hill-peak causes graphical issues. :(
 
the only problem is, I have to make a copy of each promo to make sure it wears off.

I think it's possible to set the duration of promotions in python. I've never done it, I just remember xienwolf mentioning it when he introduced them.
 
I think it's possible to set the duration of promotions in python. I've never done it, I just remember xienwolf mentioning it when he introduced them.

Actually, it's possible to set promotion duration in the XML.

<iPromotionDuration>5</iPromotionDuration>

Puts a neat little number on top of the promotion icon and everything.

And take a look at the "Nature's Bosom" spell. It turns a flat land into hills and works pretty well for me, no graphical glitches.
 
Urm, yeah, should be :)
the only problem is, I have to make a copy of each promo to make sure it wears off.
I have some ideas for water, pushing units away, like a wave.
Hills can't be done, changing from ocean-land-hill-peak causes graphical issues. :(

Could you add promos that increased movmement costs whilst units were in range. The "storm-tossed" could increase movement in water for naval units near Water Mana and the "Pull of the Earth" could increase movement costs for land-based units?
 
Yeah, easy, but if I'm using an existing a promo, it has to be copied to make it have a duration.
But, I like the ideas for Earth and Water, Air could increase the movement of naval units?

I may need to edit something to get mana to spawn in coast/ocean then :)
But that may be a Fallen Ages feature if I can't get it modular, and Air will have to give another thing until then :p

EDIT: Yeah, its not possible to do this as a module, so you'll have to wait for Fallen Ages for mana in water.
 
Actually, it's possible to set promotion duration in the XML.

<iPromotionDuration>5</iPromotionDuration>

Yes but if using python you don't have to clone the existing promotions. Just give the existing promo and set the duration to whatever.
 
Aaw, I really hoped this was a Mod to make mana nodes look all shiny and beautiful. Oh well. I suppose my super-stylish Empire of love and doom will have to wait 'till another day...
 
Two suggestions (didn't have the chance to play with the module yet, though):
- Life nodes should only heal units that are alive and maybe damage undead/demonic units. Death nodes could be vice versa.
- Terraforming effects should IMO not be so harsh, but rather work like the spells (only change a tile by one "step" each time it is chosen to be effected, iE grass -> plains -> desert for Sun node)
 
Two suggestions (didn't have the chance to play with the module yet, though):
- Life nodes should only heal units that are alive and maybe damage undead/demonic units. Death nodes could be vice versa.
- Terraforming effects should IMO not be so harsh, but rather work like the spells (only change a tile by one "step" each time it is chosen to be effected, iE grass -> plains -> desert for Sun node)

I think that it can be done through the climate system now, but I'm not sure, I'll look into it :)
Yeah, life and death need changing, so does enchantment, well, all of them need some sort of changing, I don't think Entropy nodes are working properly either...
 
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