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-   -   Mod: Horror Scourge. (http://forum.shrapnelgames.com/showthread.php?t=31981)

Amos May 13th, 2007 10:45 PM

Re: I need test subjects.
 
Version 0.17

Added another Horror - the "Spinner", and its summoning spell.
Changed sprite for Lesser Horror.
Added age to Temptation.

Folket August 25th, 2007 07:28 AM

Re: I need test subjects.
 
The dread really needs a nerf. Three wail attacks and good defence. They are worth at least 25 slaves at lvl 3. For nine slaves you have no problem to push out 10 a turn.

Given their cost they should not be more powerful then devils.

Amos August 25th, 2007 10:11 PM

Re: I need test subjects.
 
I didnt have time for Dom lately. Is 15 slaves more appropriate for the Dread if I lower its protection to 0?

Amos August 26th, 2007 10:45 AM

Re: I need test subjects.
 
Dreads protection lowered to 0 and def 10. Its cost raised to 14 slaves.

jutetrea September 29th, 2007 12:24 PM

Re: I need test subjects.
 

Finally tried out this mod, plays really well. Terrible early game, but with a rainbow pretender and some lucky indy shots it can do almost anything anyone else can. Research was really really slow till I got some boosters up, upkeep gets pretty brutal if heavy hunting.

Once mid game (or late early) hits and you've got dousing rods and nightmares it completely changes and they start to dominate easily.

I like the doom horror heroes, really help out on early expansion...then poof gone. Got umor and rarku(?) this last game, got me at least to keeping up with the AI until my blood economy started flowing.

My game was a bit odd, played the inf. sands map with tons of wastelands, which were great for hunting. Not a furious income but less of a hit to shut one down. Also made my smaller elite armies more viable. The biggest impact was probably finding the 40% blood site right next to my cap. Unfortunately now I've got all apaths covered, good income on all gems and nice armies....its too easy http://forum.shrapnelgames.com/images/smilies/frown.gif

The summons are pretty overpowered imo. Even the knight at 7 slaves will take out indy's no prob. 1 or 2 of almost any of the summons above the first will act as huge thugs for a small army, allowing them to take out much larger armies even without battle magic. Don't get me wrong, I like the idea of powerful summons I just think they should cost more.

Is there something wrong with the keda beast summon? I couldn't move mine at all.

Amos September 29th, 2007 03:11 PM

Re: I need test subjects.
 
Quote:

Even the knight at 7 slaves will take out indy's no prob.

I removed protection and added 5 HP to the Knight. Should be more balanced.

Quote:

Is there something wrong with the keda beast summon? I couldn't move mine at all.

There was a mistake with the Beast. I tried to make it unique but made it immobile in the process. Its fixed now but lost its uniqueness.

Amos January 29th, 2008 12:15 AM

Re: I need test subjects.
 
Version 0.18

- Lowered cost for "Black Legionnaire";
- Fixed multihero error;
- Gave "Keda Leader" darkvision;
- Gave darkpower to Dreads and Nightmares.

Sombre January 29th, 2008 04:39 AM

Re: I need test subjects.
 
Just so you know Amos, you can make a unit unique with the only side effect being either regeneration or stealth 0.

If you're interested I'll tell you how later.

Endoperez January 29th, 2008 10:11 AM

Re: Uniques
 
I'd be interested, and it should probably be posted into some kind of a modding guide somewhere. I'm not sure if any exist that cover summon spells and how unique creatures work with them.

Amos January 29th, 2008 11:56 AM

Re: I need test subjects.
 
I'm very interested. Keda Beast gets on my nerves every time I play "Horror" mod.

Amos February 3rd, 2008 09:28 PM

Re: I need test subjects.
 
Keda Beast made unique (tnx to Sombre for showing me the uniques with the fewest number of attributes).
Raised blood price for some of the spells.

Amos September 2nd, 2008 10:26 AM

Re: Horror Scourge.
 
Version 0.19

- Gave all Horrors (except for Keda Beast and Kurgi) stormimmune;
- Fixed "Night Terror" stats and added bloodvengeance 1, leper 2 and a raised cost of 44 gems;
- "Keda Beast" got barbed tail weapon;
- "Rift" got bloodvengeance 3.

Darkwind September 2nd, 2008 07:18 PM

Re: Horror Scourge.
 
Great mod! I haven't went to the endgame yet with this, but I'm sure I'll be in for some fun surprises when they do. The Rift particularly sounds fun with its summoning of hordes of Horrors and such to kill, well, everything not a Horror.

On a side note, how did you get Blood Vengeance? I didn't see any command for it in the manual, so I just sort of assumed it wasn't moddable.

Amos September 2nd, 2008 07:56 PM

Re: Horror Scourge.
 
#bloodvengeance is a command that came with the new version.

rdonj September 2nd, 2008 11:36 PM

Re: Horror Scourge.
 
Just curious, has anyone else noticed when playing this mod that when you have multiple horrors in an army they'll attack each other as well as the enemy?

Amos November 12th, 2008 04:12 AM

Re: Horror Scourge.
 
Version 0.20

Added domunrest 1 to the nation.


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