![]() |
Quote:
Quote:
I'm not really a advocate of wacky randoms, but they might make sense in this context. Quote:
Although I kind of disagree on the Archangels being superior to Spentas. Their combat stats are pretty similar, Arch Angles have somewhat higer awe and better average hitpoints, but all Spentas get full item slots (3 of the archangels have restricted slots). Spenta of Sky and Metals is clearly better than any of the archangels and Spentas diversify their respective nation more (3 of the six spentas get you to N and also 3 get you to higher E), they also get 5's in some paths for some good global casting action. Only two of the archangels diversify (Glorifier and Healing) and other angels only give high paths on paths you already have good access to. I'd say that they are pretty much equal as summons and I'd say that CBM Spentas are a bit overpriced in relation to how difficult they are to get for Caelum (besides, as astral summons they have to be competetive with RoS and RoW). Quote:
|
Re: Pythium, the Second Empire (v.0.7)
Does this overwrite MA pythium then? I'd prefer to see it behave like Ulm Reborn or Jomon Broken and be able to act alongside them, to play out mirror universe / civil war style conflicts.
I don't care about stuff it interferes with in other ages tbh, since I like the ages to be clearly divided. |
Re: Pythium, the Second Empire (v.0.8)
Okay, I made a new version to quickfix the Theurg Artisan and the Theosis summon. I also wanted to get the Cultist intoruduced as soon as possible.
I'd like to hear feedback about two things though that concern me about this mod. They might be abusable. 1) Pyrotes. Although they sometimes fail comically they can really bring things down fast. Could they be abused in MP? The obvious counters to them would be fire magic (duh) and fire resistance and they could kind of be countered with combat summon spam (phantasms, skellies, swarm) becuase the more they have to attack, they more chances they have to fry themselves or their allies. 2) The holy communion spells. The biggest concern for me at the moment is the H8 "Divine Wrath", which is basically renamed "Ark" effect. If you really wanted to, you ceould kind of get it fast with the prophetized Emperor, PoS and 8 communion slaves. The thing about the ark is though that if you don't want it fry you, you can only use Battle Vestals with the communion which makes the whole army kind of fragile. Perhaps I should make it researchable, like the "Calling of the Seventh*"? * Has anyone tried it out? I made it researcable because you can get it out pretty fast if you want to and dealing with Michael is pretty hard in the early game, especially because he will most likely eat any awake SC pretenders/early thugs alive very easily. CHANGES FROM 0.7 TO 0.8 Code:
-> Theosis made more expensive and harder to cast Quote:
Quote:
I also really like the fact how it uses absolutely minimal modding slots, especially with the increasing amount of mod conflicts people are getting nowdays. If someone really, really wants to see some real Pythium vs Pythium action, they can make the mod for it themselves (it's pretty simple). That kind of matchup would be pretty dumb anyways, because this nation is a lot weaker than the orginal, so the outcome would be pretty clear. The orginal nation has higher astral (mind duel anyone?) and better communions (better masters for them), so it would really just be a slaughter. Actually using this mod would actually boost regular Pythium with the boosted angel summons this mod provides. Quote:
|
Re: Pythium, the Second Empire (v.0.8) - Updated 24.3.2010
In my test game I can't recruit battle vestals. Are you sure they're there?- If so, I'm probably experiencing a conflict with another mod.
Also I can recruit varangian cap. as a unit. |
Re: Pythium, the Second Empire (v.0.8) - Updated 24.3.2010
Quote:
Do you have any other mods enabled than CBM? Also, it might cause odd behaviour if you enable this mod before enabling CBM (I have a warning about that in the OP, but it can be easy to miss). So, when enabling this mod, enable CBM first and after that the "Pythium, the Second Empire". This is because the mod overwrites mmany CBM changes so it has to be enabled last so that the game reads it last. |
Re: Pythium, the Second Empire (v.0.8) - Updated 24.3.2010
Yes, I enabled the mod after CBM.
I have diversity and sprites mods on as well, I'll try w/o them. |
Re: Pythium, the Second Empire (v.0.8) - Updated 24.3.2010
Quote:
Now that I think about it, I could just combine this mod with CBM. I will simply take the CBM mod, put this mod at the end of it. That "combination mod" should be pretty much clash free. I'll make that version once I get home. |
Re: Pythium, the Second Empire (v.0.8) - Updated 24.3.2010
Yeah. I made sure to enable your mod after CBM. Since 1.6 is so common now it sounds like a great idea to make your sure your mod lives in peace with it. Thanks!
|
Re: Pythium, the Second Empire (v.0.8) - Updated 24.3.2010
It should be living in peace with it anyway provided CBM was enabled first, so I'm confused.
|
Re: Pythium, the Second Empire (v.0.8) - Updated 24.3.2010
I can send my system spec, game files etc. if it helps. Don't know what's more effort, to put this mod after CBM or try to debug strange conflicts like I have.
|
All times are GMT -4. The time now is 03:23 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.