Magellan und E3A
Aus Eressea
E2K9 erfordert einige Änderungen an Magellan. Diese können aufgeteilt werden in
- Änderungen an der Regeldatei e2k9.cr (bisher eressea.cr)
- Neue Icons (Turmschild, Stall, Streitross, Repetierarmbrust
- Änderungen in GameSpecificStuff
- Erweiterungen am eigentlichen Magellan-Code
Miscellaneous
- To reduce the amount of units required, there is no more perception or stealth, and likewise, no stealing.
- All money-making commands (BUY/SELL/TAX/ENTERTAIN/WORK) have been removed.
- The TEACH command has been removed.
- The SABOTAGE command has been removed.
- The SPY command has been removed.
- The DELIVER command has been removed. Use @GIVE to achieve the same result.
- The SIEGE command has been removed.
- -->alles Regeldatei, OrderParser
- You can no longer give items or people to other players with the GIVE command.
- Wie kann man das in Magellan verhindern? Genügt Anpassung von OrderParser?
- Captains receive a +1 bonus to their ship's range for every 7 levels of sailing skill (7 = 1, 14 = 2, 21 = 3)
- erfordert Anpassung in EMapDetailsPanel bzw. Auslagerung in .gamebinding
- Hunger does not stop long orders.
- ist auch für Eressea nicht implementiert
- Faction stealth and demon's ability to hide their race have been disabled.
- Regeldatei, OrderParser
- Expensive skills cost 500 silver (instead of 200). The cost of learning magic does not change.
- Regeldatei
Alliances
- There is no HELP GIVE option
- There is no HELP COMBAT option
- OrderParser
- There is a new ALLIANCE command to form an alliance.
- You can only be in one alliance at a time.
- All members of an alliance have an automatic HELP COMBAT status towards each other.
- Each alliance has an admin, usually the person that created the alliance.
- ALLIANCE KICK <faction-id> removes a faction from the alliance (admin only)
- ALLIANCE LEAVE leaves the current alliance
- ALLIANCE COMMAND <faction-id> makes another faction the admin (admin only)
- ALLIANCE NEW creates a new alliance with you as the owner
- ALLIANCE INVITE <faction-id> invites another faction to your alliance for this turn (admin only)
- ALLIANCE JOIN <alliance-id> joins another alliance (if you got an invitation in the same turn)
- Erfordert Anpassungen im Regionsbaum, FactionPanel, OrderParser
Races
- Every faction has a main race that can be recruited for $100/person, and a secondary race for $500
- Valid race combinations are (with secondary race): human(elf), halfling(dwarf), goblin(demon), orc(troll)
- There are no cats, insects, aquarians
- Humans can not get migrants (see GIVE).
- bisher kein Problem
- To recruit the secondary race, specify the race, e.g. RECRUIT 10 TROLL. Units can not be mixed-race.
- Überprüfung erfordert Wissen über Rassenkombinationen. Ist aber erstmal weniger wichtig
- Goblins cost only 6 silver maintenance
- Humans get shipcraft +2, sailing +2
- The familiar races get shuffled around a bit
- Trolls cannot ride
- All races start with 20 hitpoints except for goblins who start with 16.
- All daemons begin their life with Stamina 6. Trolls begin with Stamina 2.
- Hunger can no longer kill a fully rested unit.
- Orcs no longer start life with weapon skills.
- Halflings receive a +1 defense bonus
- Orcs learn combat skills a little faster, but economic skills a little slower than other races.
- alles kein Problem
- Dwarves get to build and use a new item, the tower shield (Turmschild): It greatly reduces the chance of being hit by archers, has an AC of 2 and costs 2 iron to produce at weaponsmithing 6.
- Only dwarves can use tower shields
- Only elves can use elven bows
- Regeldatei und evtl. Anpassung der Anzeige?
Region ownership
- The faction with the biggest castle or watch (see below) in a region is the owner of that region.
- kleine Anpassung von Reader, Region und EMapDetails
- A new building, the watch, exists in two sizes: 1-4: guard house, 5-10: guard tower. To build it, use MAKE WATCH (MACHE WACHE). Cost is 1 wood per size.
- The owner of a region gets 1-2% of the region's silver in taxes every month.
- The tax money is given to the owner of the biggest castle.
- Taxation happens after working.
- Region ownership is recalculated after taxation.
Magic and Alchemy
- There is no astral space
- There are no wormholes (yet)
- Only the secondary races (demon, dwarf, elf, troll) can learn magic.
- Evtl. OrderParser
- The alchemy skill is gone. Important potions will be replaced by magical artifacts.
- Water of Life is not one of those.
- There are only 4 magic schools, with reorganized spell-lists. Tybied gets removed.
Combat
- You will no longer get a skill bonus added to your damage.
- halberds and greatswords no longer give a bonus when used on horseback.
- Horses give no benefit in combat excpet 10% increase in the chance to flee.
- We introduce a new type of horse: The charger (dt.: Streitross). Chargers can be produced in a stables, with a Training skill of 4, 1 iron, 200 silver and a horse for each. See also combat changes above.
- Chargers (war horses) give a bonus of riding*3/2-3 to the combat skill and 20% increase in chance to flee.
- Heroes have 3 attacks per turn, not 10.
- Only monsters and the corpses of your own army provide loot (no loopholes for the removed GIVE)
- Alles kein Problem
Economy and Morale
- Peasants in every region have an initial morale of 2.
- When a region loses its' owner, morale falls to 0.
- For every 10 turns under the same ownership, a region's morale rises by 1 point.
- A region's taxes are a percentage of the peasants' wealth equal to the region's morale or the size of the biggest castle or watch, whichever is smaller.
- Kleine Anpassung an Reader, Region, EMapDetails, Replacer
- A new building, the market, replaces trade and herbalism.
- With a market, factions can receive herbs and luxury goods produced in the region and its 6 adjacent regions.
- Each region can only have one market per faction (further markets are ignored).
- Markets need to have a size of 10, with each size-step costing 1 wood and 1 stone.
- Market upkeep is 200 silver/turn.
- Markets only allow buying, not selling of goods.
- Evtl. Anpassung von Reader, EMapDetails
- Herbs and Luxury items are used as spell ingredients.
- Herbs do not rot.