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-   -   Mod: Mytheology Pretenders (http://forum.shrapnelgames.com/showthread.php?t=32821)

Psientist April 13th, 2007 07:51 PM

Re: Mod: Mytheology Pretenders (update v1.60)
 
1 Attachment(s)
OK, I decided to rush the next version, since I realized that some of the spells in v1.52 were still set in "playtesting" mode (e.g., dirt cheap).

Version 1.60 fixes the spell research, fatigue and casting levels for Trap Visitor and Shards of Hastur. It also adds the Blood spell (and unit) "Bind Toad Demon" (per my previous post).

HoneyBadger April 15th, 2007 01:30 PM

Re: Mod: Mytheology Pretenders (update v1.60)
 
Just a suggestion: You might consider naming him something a little more "latiney" instead of just calling him a "demonic cane-toad" just to give it that extra demon-feel. Not that there's anything wrong with "demonic cane-toad", it's just a bit anti-climactic, maybe?

Psientist April 15th, 2007 03:31 PM

Re: Mod: Mytheology Pretenders (update v1.60)
 
lol, I considered that, but was drawing a blank. Since the demon toad isn't a strong unique like the heliphagii or the archdevils, I thought a "generic" name (e.g. "fiend") would be sufficient. If inspiration strikes, I'll rename!

Sombre April 16th, 2007 11:17 PM

Re: Mod: Mytheology Pretenders (update v1.4)
 
Although I haven't tested this, looking at the TGA files in the most recent update many of them don't have magneta shadows and aren't on black background. Do they actually show up properly in dom3? I would have thought that a white background would make them look like walking 2d paintings.

Psientist April 17th, 2007 06:18 PM

Re: Mod: Mytheology Pretenders (update v1.4)
 
well, as long as the sprites have been properly alpha masked, the only difference the background would make is what the foreground edges were antialiased against (and even then, not so much depending on how the masking was done). I like to use grey as a neutral background so that it gives minimal artifacts against either white or black or color terrain backgrounds, but I guess it's up to the players to let me know if my theory worked.

As to the shadows... I purposely left out the ground shadows on a couple of units, but I might have just missed some by error I guess. My default method for the shadows is to not have any foreground color for them, but just a 50% alpha mask where the shadow is supposed to be, so that whatever the terrain background is gets partially darkened. Again, that was my theory, it seemed to work out in the few tests I specifically looked for it. Let me know if not though.

Psientist June 30th, 2007 02:20 PM

Re: Mod: Mytheology (update v2.0)
 
OK, I've uploaded major update to my Mytheology mod. Changed the version # to 2.0, because the latest version includes a whole bunch of new spells and a bunch more new gods. The game notes / description are all up on the beginning of this thread, as well as the file for download.

Psientist June 30th, 2007 02:39 PM

Re: Mod: Mytheology Pretenders (update v2.0)
 
1 Attachment(s)
Special special thanks to DrPraetorius for his spell bitmasking efforts. His work made most of my mod possible.

At any rate, here are some gifs of a couple of the new pretenders added in v2.

http://www.shrapnelcommunity.com/thr...0-tbirdegg.gif

Sombre June 30th, 2007 03:29 PM

Re: Mod: Mytheology Pretenders (update v2.0)
 
Simply an excellent mod -thumbsup-

Endoperez June 30th, 2007 03:41 PM

Re: Mod: Mytheology Pretenders (update v1.4)
 
Monkey King, and probably many other old pretenders, have two heads. This is due to a bug whose effects were noticed (halved head protection), but the fix only worked to make the problem more apparent. You'll have to rework the bodyslots numbers to fix this.

Also, at least for me, the Monkey King (of MA Bandar Log and LA Patala) has wrong graphics. It seems to use the attack sprite of one of the new units in 1800s. It is also missing its description. Tarrasque of EA Marverni is also using the same mis-sprite, but it appears to have its description intact. The bug/problem appears to be linked to copying player-made units. Also affected are MA Caelum Great Egg and Thunderbird.


Some pretenders are horribly overpowered. Fallen Angel of LA Marignon has F4D3S3B3 AND Holy 2. It costs just 150 points... Giving Baphomet the same levels of magic costs 62 points MORE, and Baphomet is immobile and starts with two of the four paths Fallen Angel has... And Baphomet isn't flying, immortal flier with all slots available either! Not to mention that the Fallen Angel can bless itself! Symbol of Unchallenged Victory indeed! And the Djinn... Any pretender that can give Marignon five level 9 blesses is overpowered. F9A9S9E9 X9 takes all your points, but it shouldn't be possible. You can have F9A6E4S4 with an awake pretender and net positive scales!
On the other hand, Desire is useless. 18 hp on a seducer/assassin unit ensures her death. I didn't check out her summons, or if she has a temporary second form but she CAN'T be used as a seducer as per her primary form's stats. It'd be suicide.

Speaking of suicides, I gather Lord of the Plague Wind is supposed to only be used as either dormant or imprisoned...



EDIT: Also, the mod descriptions doesn't work because several pretenders use #description instead of #descr. The latter is for monsters, the former for the whole mod. #description works, because Dominions interprets it as #descr, some unnecessary stuff, "description of the unit" AND #description "description of the unit" at the same time.


EDIT2:

I'd like to add that I like some pretenders. Pantokrator might not be balanced, but I like the idea, and the outcome isn't too far from what I'd imagine myself. The Great Egg is excellent. It's just that there are many, many problems with the mod...

jutetrea June 30th, 2007 04:07 PM

Re: Mod: Mytheology Pretenders (update v1.4)
 
Love this mod,

Can't wait to try out the spells (which all sound great btw)

Yes there may be probs (haven't tried out this new version yet), but all in all its a fantastic mod. I'd love to see a version balanced for MP eventually as well.

I'll update when I get a chance to test it out.

Psientist June 30th, 2007 11:47 PM

Re: Mod: Mytheology (update v2.0)
 
Thanks Endo. Most of the pretenders I haven't tested on 3.08 (only on earlier versions), and I hadn't seen any of the bugs you mentioned. I'll take your advice, however, and post a fix as soon as I can, probably next week (deadlines loom!).

Quote:

On the other hand, Desire is useless. 18 hp on a seducer/assassin unit ensures her death. I didn't check out her summons, or if she has a temporary second form but she CAN'T be used as a seducer as per her primary form's stats. It'd be suicide.

Part of that is intentional, I thought it would be theme-appropriate that a goddess of beauty isn't well suited for battle. She can summon Priestesses with lesser levels of her powers, which while also frail, made an interesting addition to battles in my tests.

Quote:


Some pretenders are horribly overpowered. Fallen Angel of LA Marignon has F4D3S3B3 AND Holy 2. It costs just 150 points...

This is my biggest design weakness. I have a hard time getting the point / power balance down for MP, and MP play is what I've always had in mind. Mostly, i rely on feedback from others in the forum to help balance that out, I'm really open to any and all balancing suggestions. I've seriously increased the point costs of both the Pantokrator and the Grim Reaper due to posts on the forum. If there was some sort of general "formula" for cost/magic/special ability assignment, I'd be all over it. Something like
  • total magic levels x20
  • plus 40 x each special ability (summons, gems, etc)
  • plus 1 for each attribute point (HP, strength, prot, etc.)
  • = recommended Pretender cost, rounded up

Or some such (I haven't really worked out the numbers obviously).

Endo, thanks for the constructive feedback. Jute, Sombre, ditto for the compliments.

Endoperez July 1st, 2007 11:18 AM

Re: Mod: Mytheology (update v2.0)
 
Level 3 in one path: 50 points
levels 2 in one path: 25 points
level 1 in one path: 10 points
no magic: -50 points

dominion 1: - 10 points
dominion 2: 0 points
dominion 3: 20 points
dominion 4: 50 points

pathcost 10: 30 points
pathcost 20: 20 points
pathcost 50-60: 0 points
pathcost 80: -25 points

size 2 body (10 hp, etc): -30 points
size 3-4 body (Virtue, PoD): 0 points
size 5-6 body (Asynja, Titans): 60 points
monster body (Dragon, Wyrm): 80 points

full slots: 0 points
extra slots: 20 points/slot
missing one or two slots: -30 points
missing most slots: -50 points

immortality: 30 points
special abilities (immunity or 2 50% resistances, regeneration, amphibious, flight): 10 points /ability
negative abilities (old age, magic being): -10 points/ ability
inanimate: -30 points and no body cost


Phoenix: Fire 1 (10 points), Air 1 (10 points), size 2 body (-30 points), immortality (30 points), flight (10 points), fire immunity (10 points): 40, 50 in game


Forge Lord: Fire 1 (10 points), Earth 1 (10 points), size 6 body (60 points), fire immunity (10 points), forge bonus (10 points), dominion 3 (20 points): 120, 125 in game

Dragon: fire 2 (25 points), monster body (80), flight (10), immunity (10), fear (10 points), restricted slots (-50), dominion 1 (-10), new paths 80 (-25 points): 50 points, 50 in game

Virtue: size 3 body (0 points), dominion 4 (50 points), air 2 (25 points), 2x 50% resistances (10 points), flight (10 points), awe (10 points), magic being (-10 points), newpath 80 (-25 points): 70 points, 50 in game

Great Enchantress: Earth 1 (10 points), Astral 1 (10 points), makes gems (10 points), pathcost 10 (30 points), human body (-30 points), dominion 1 (-10 points): 20 points, 55 in game

Master Druid: Nature 1 (10 points), stealthy (10 points), vine man/ogre summon bonus (10 points), pathcost 10 (30 points), human body (-30 points), dominion 1 (-10 points): 20 points, 35 in game

Crone: Death 1 (10 points), pathcost 10 (30 points), human body (-30 points), dominion 1 (-10 points), old age (-10 points), extra slots (2x20 points): 20 points, 0 in game

My formula doesn't work for rainbows.

Nataraja: size 6 body (60 points), extra slots (2x20 points), missing slots (-30 points), dominion 3 (20 points), pathcost 50 (0 points), no magic (-50 points): 40 points, 40 in game

Manticore: monster body (80 points), flying (10 points), poison immune (10 points), fear (10 points), pathcost 50 (0 points), no magic (-50 points), dominion 2 (0 points), missing most slots (-50 points): 10 points, 0 in game

Wyrm: monster body (80 points), amphibious (10 points), regeneration (10 points), poison immune (10 points), fear (10 points), dominion 3 (20 points), new paths 50 (0 points)no paths (-50 points), missing most slots (-50 points): 40 points, 50 in game

Solar Disc: Fire 3 (50 points), fire immunity (10 points), heat 13 (10 points) (lesser heat isn't good enough to count as an ability), flying (10 points), size 4 body (0 points), dominion 3 (20 points), new paths 50 (0 points), missing few slots (-30 points): 90 points, 75 in game

Prince of Death: Death 3 (50 points), cold immunity (10 points), fear (10 points), poison immunity (10 points), undead (-10 points), flying (10 points), size 4 body (0 points), dominion 3 (20 points): 100 points, 75 in game

Lord of the Sky: Air 3 (50 points), size 6 body (60 points), shock immunity (10 points), flying (10 points), dominion 3 (20 points): 150 points, same in game

it seems level 3 in a path is even more expensive I thought. 75 points for level 3 in one path.



This is a 5-minute guideline. Destroyer of Worlds - Nataraja difference of 125 points isn't here. Many size 5-6 pretenders with lesser magics are much cheaper in the game than this formula would make them cost.

Any way, let's check out some of your pretenders:

Pantokrator:
hps of a size 5 body: 60 points
Astral 3: 75 points
Water 2: 25 points
Fire 1, Air 1, Earth 1: 30 points
amphibious, flying, awe, fire shield, mapmove 4: 40 points
immortal: 30 points
old age: -10 points
dominion 3: 25 points
pathcost 20: 20 points
270 or 295 points, depending on if one uses the original or the corrected cost of level 3 path. Because the corrected gives almost the same result you had given him(295 and 300), it seems to work.

Grim Reaper:
Death 3: 75 points
amphibious, fear, poison immunity, etherealness, stealthy, blind, flying, mapmove 4, soul scythe: 90 points
immortality: 30 points
undead: -10 points
dominion 1: -10 points
pathcost 80: -25 points
150 points, your choice: 220
Your higher price is better, because he is ethereal, stealthy, enc 0, immortal flier with mapmove 4. He can kill any and all armies without specialized anti-Azrael mages anywhere near the capital in two turns, at max. He needs 10 gems of equipment, at most (body armor, perhaps amulet of luck). As for how the formula could be corrected to prevent such mistakes, etherealness is such a powerful ability that it could be given a price of 30 points as well.


Fallen Angel:
Fire 4: at least 75 points, perhaps 100
Death 3, Astral 3, Blood 3: 3x75 points
fear, fire immunity, sacred, flight: 40 points
recuperation: immortality also grants this, so free
immortality: 30 points
demon, magic being: -20 points
dominion 3: 25 points
pathcost 60: 0 points
375 or 400 points, depending on the cost of Fire 4. You've priced him at 150.


Morpheus:
size 2 body: -30 points
pathcost 30: perhaps 15 points
Air 4, Astral 4: 150 or 200 points, depending on if level 4 magic is 75 or 100 points
awe, glamour, precision 30: 30 points
magic being: -10 points
dominion 3: 25 points
180 or 230 points, depending on magics' price. You've priced him at 105.

Teratos Rex:
monster body: 80 points
fear, trample, berserk, siege bonus, recuperation, Crushbite: 60 points
Blood 1: 10 points
pathcost 70: -25 points
dominion 2: 0 points
total: 125 points, your price at 100
Crushbite is hideously powerful. It always hits (18 attack +10 weapon) and always deals 45 points of armor-piercing damage. Other monster pretenders don't have similar kill-em-all weapons of god destruction, and he also tramples all being he can't bite. It's not too bad because size 4-5 thugs and SCs can take him down.

Monkey King:
size 2 body: -30 points
dominion 1: -10 points
Air 1 Earth 1: 20 points
pathcost 20: 30 points
stealth, recuperation, mapmove 4, red feather cap, golden chain mail, gold band staff, copies: 70 points
total: 80 points, your price: 100 points
He's much tougher than normal humans, but not quite on the level of Virtue or PoD, so his body would be worth perhaps -10 points instead of -30. All his equipment is hideously powerful! +14 defense from both his helmet and his armor, and a ranged weapon with 8+str points of AP damage at range 50! 20 points of AP damage at that range for no fatigue is about as good as an Acid Bold: two targets instead of AoE 1, both are unresistable, both have special ability weakening the target (armor destruction/weakness). Very good in the beginning, less so after initial expansion, but still good against SCs in late game.

Saulot July 1st, 2007 01:28 PM

Re: Mod: Mytheology (update v2.0)
 
Have to say, excellent and well-though post Endoperez. Your effort is appreciated, though I'd still like to hear from JK/KO, if they actually have a design & cost structure format. I have/saw somewhere a dom 2 modding guide for unit/commanders/mage costs, but something more comprehensive would be nice.

Psientist July 1st, 2007 02:49 PM

Re: Mod: Mytheology (update v2.0)
 
Endo - that was very detailed. I had started making a spreadsheet to be consistent about all these things, and I'll incorporate your examples and post it to the forum tomorrow.
Thanks

Endoperez July 5th, 2007 02:47 PM

Re: Mod: Mytheology (update v2.0)
 
Quote:

Saulot said:
Have to say, excellent and well-though post Endoperez. Your effort is appreciated, though I'd still like to hear from JK/KO, if they actually have a design & cost structure format. I have/saw somewhere a dom 2 modding guide for unit/commanders/mage costs, but something more comprehensive would be nice.

AFAIK, there's no official pretender cost formula.

I'm glad that my quick formula seems to hold up. I just made some educated quesses and corrected it against few examples of various pretender classes, all directly to that post I made.

Psientist July 5th, 2007 04:25 PM

Re: Mod: Mytheology (update v2.0)
 
1 Attachment(s)
Woot! I just got promoted to "sergeant".

Endo and all, check out my thread:
http://www.shrapnelcommunity.com/thr...o=&fpart=1

Hopefully I've created a consistent tool that incorporates your suggestions, plus a lot of additional detail.

I've used it to recost all my pretenders. i've also fixed all the bugs in the mod you guys pointed out. I think the 3.08 patch caused some new bugs (surprise), since the "messed up sprite" just showed up since 3.08, and had nothing to do with the actual Pretender's attributes.

Strangely, it seems to have something to do with some high-number pretender units that I think are in the new Tuatha nations, that seem to be "reserved" for some purposes.

For example, if I numbered my pretender's #shapechange alter to one of those numbers, the pretender wouldn't load. If, however, I changed the alter's unit number to something much higher... it would work. Even though the number is NOT in conflict with any other unit in my mod, and I don't have any other mods running.

Also, some pretenders would insist on showing that wierd titanic tuatha-looking warrior sprite no matter what until I changed the unit number for something very different. since it was a trial-and-error thing, it was very irritating to make it work.

At any rate, I also added a couple new pretenders and another new spell to my mod while I was going through the trouble, ending up with a pretty significant overhaul:

http://www.shrapnelcommunity.com/thr...23-dragons.gif

Psientist July 5th, 2007 04:59 PM

Re: Mod: Mytheology (update v2.0)
 
Oh yeah, all my custom magic armors - which worked fine before - now cause crashiness. I have removed them for now. Will post the update shortly.

Psientist July 5th, 2007 07:08 PM

Re: Mod: Mytheology (update v2.0)
 
1 Attachment(s)
Oh, by the way, here is the picture of the unknown dude who likes to substitute for my pretenders. As Endo hinted, alot of the problems were caused by when I tried to #copystat a new modded pretender... but not all of them.
http://www.shrapnelcommunity.com/thr...oisthisguy.gif

Psientist July 5th, 2007 07:17 PM

Re: Mod: Mytheology (update v2.0)
 
1 Attachment(s)
I've uploaded 2.01 (go to the first post in this thread to download). It includes the following fixes / changes:

- new spell, Sea of Scarabs.
- redone sprite for the Shah of Djinn and Ifritt (below), which I was never happy with before.
- new pretenders: Black Dragon, Gold Dragon, Shadowcat
- repaired pretenders (never worked): Carrion Lord
- fixed pretenders (broken by 3.08 patch): Monkey King, Great Egg, Thunderbird, Grim Reaper, Treelord (now Yggdrasil)
- Weakened Fallen Angel and Shah of Djinn and Ifritt, which were stacking up magic levels from the original unit I was copying.
- Re-costed and rebalanced ALL PRETENDERs.
- Repaired Shards of Hastur... made it stronger (more battlefield affected), and fixed transposition which made it a water spell instead of astral. Oops.

http://www.shrapnelcommunity.com/thr...6-newdjinn.gif

Psientist July 5th, 2007 11:46 PM

Re: Mod: Mytheology (update v2.02)
 
1 Attachment(s)
Hey, I'm on a roll. Found another small bug due to "reserved" numbers, fixed it, and added five new spells which I think will add some interesting dimensions to the game: Runestone of Fortune, Runestone of Courage, Runestone of Faith, Runestone of Growth, Runestone of Peace (all self explanatory, pretty much).
http://www.shrapnelcommunity.com/thr...dingstones.gif

Maybe if I come up with some great ideas, I'll add to the list of potential standing stones, and maybe give them some slightly different shapes so they start looking sort of like a stonehenge in your army lineup!

Endoperez July 6th, 2007 03:35 AM

Re: Mod: Mytheology (update v2.02)
 
What do the runestones do? Fortune - prevents misfortune as a Fortune Teller, or generates good events as Lady of Luck/Jade Emperor? Peace - Order?

I guess Faith increases dominion like Juggernaut, Growth increases Growth and Courage has a huge Standard effect.

Saulot July 6th, 2007 04:30 AM

Re: Mod: Mytheology (update v2.02)
 
I just tried downloading v2.02 from the first post, and somehow I got v2.00 again.

Psientist July 6th, 2007 10:13 AM

Re: Mod: Mytheology (update v2.02)
 
Hmm, OK, shall re-upload it.

Psientist July 12th, 2007 03:45 PM

Re: Mod: Mytheology (update v2.03)
 
1 Attachment(s)
Version 2.03 uploaded.

New updates include 3 new pretenders (the Great Eyes), and much better-balanced and performing Menhirs (Runestones) as spells, and of necessity, as pretenders as well. Also added the Father of Medicine pretender, which although was a quicky I am very happy with!

The most recent version is downloadable from the first post in this thread.

Here are the pictures of the new pretenders. There are only 3 "Great Eye" pretenders (earth/water, air/fire, astral+astral), which actually look much better in the game than they do here; the Great Eyes can shapechange between forms.

And yes, I was of course influenced by the Eye of Sauron in the designing of the Great Eyes, although surprisingly (I suppose) Sauron wasn't the origin of the idea.

http://www.shrapnelcommunity.com/thr...35879-eyes.gif

Frostmourne27 July 12th, 2007 10:12 PM

Re: Mod: Mytheology (update v2.03)
 
Great mod!

I've looked at all the pretenders, and a couple of things stand out. The Angel of Death is precision 30. If I'm not mistaken, that's the highest in the game. Is that deliberate? I'm not quite sure why he'd be all that good an archer. Scythe swinging seems more his style. Most of the other pretenders are pretty cool. I can't seem to get the holy-requiring spells though. They simply don't show up anywhere, except for revelation, which shows up as a battle spell. I'm pretty sure its not supposed to be. They do however, sound pretty cool from the mod descriptions. One other thing: what happens if somebody summons a unique summon that has a similar/identical pretender?

Shovah32 July 12th, 2007 10:52 PM

Re: Mod: Mytheology (update v2.03)
 
The two great eyes that start with no magic have to buy fire/air or earth/water to get any advantage in their changed forms which is a little annoying(2x30 starting path cost for a start).

jutetrea July 13th, 2007 12:06 AM

Re: Mod: Mytheology (update v2.03)
 

Just want to chime in, I'm really digging the new spells.

Psientist July 13th, 2007 11:51 AM

Re: Mod: Mytheology (update v2.03)
 
Frosty said:
Quote:

Great mod!

I've looked at all the pretenders, and a couple of things stand out. The Angel of Death is precision 30. If I'm not mistaken, that's the highest in the game. Is that deliberate? I'm not quite sure why he'd be all that good an archer. Scythe swinging seems more his style. Most of the other pretenders are pretty cool. I can't seem to get the holy-requiring spells though. They simply don't show up anywhere, except for revelation, which shows up as a battle spell. I'm pretty sure its not supposed to be. They do however, sound pretty cool from the mod descriptions. One other thing: what happens if somebody summons a unique summon that has a similar/identical pretender?

Thanks!
Precision 30... hmm, maybe a typo, I can't imagine why GR would need that. Not even very theme-consistent. I'll drop it on the next revision.

Most of the holy spells I've added are set up as rituals, and they show up in the commander menu. At least in my test games! I"m betting you are not seeing them because (a) your commander doesn't have enough Holy juice (most require Holy 2+), or they haven't been researched yet. I decided to make a number of those Holy spells, unlike the default (which are not rituals), researchable instead of research level 0, to make them show later in the game. "Revelation" would probably be safe to show immediately, however...

Regarding summons...
On my Menhirs (which are technically pretenders too, for a few, since I'm copystats-ing a couple pretenders to get their special effects). Gametesting shows no problem summoning multiple versions.

For "Trap Visitor".. Kind of cool actually. If you have the Visitor, and somebody casts the spell... they "steal" the Visitor from you.

Regarding the other summons, like Queen of the Sea / King of the Earth... Hmm. Good question, I haven't playtested casting the spell when the summons Pretender is in play. I *presumed* it would behave like when you cast "summon queen of the sea" too many times... e.g., nothing, the uniques are already in play. Anybody have any guesses?

Psientist July 13th, 2007 11:55 AM

Re: Mod: Mytheology (update v2.03)
 
Shovah32 said:
Quote:

The two great eyes that start with no magic have to buy fire/air or earth/water to get any advantage in their changed forms which is a little annoying(2x30 starting path cost for a start).


Dang, i never thought of the cost consequences of that; I merely thought of it as "bonus". however, as you state, to take minimal advantage of the bonuses you may as well just add 60 to the cost of the pretender. I guess that's another little tweak to add to the next revision.

That's kind of the problem with having a "work in progress" mod. Every time I have a playtested revision to put out, with all the little tweaks and fixes and balances to make the mod "just right", I usually come up with a few great ideas for new spells or pretenders and add them in at the same time. Which adds a new set of minor "irks" which require more fixes and tweaks and balances...

Maybe I should just declare "no more additions" at some point!

Psientist July 13th, 2007 11:56 AM

Re: Mod: Mytheology (update v2.03)
 
Quote:


Just want to chime in, I'm really digging the new spells.

Hey, thanks for the props. Feedback is what keeps me modding!

Frostmourne27 July 13th, 2007 05:25 PM

Re: Mod: Mytheology (update v2.03)
 
Quote:

Psientist said:

Most of the holy spells I've added are set up as rituals, and they show up in the commander menu. At least in my test games! I"m betting you are not seeing them because (a) your commander doesn't have enough Holy juice (most require Holy 2+), or they haven't been researched yet. I decided to make a number of those Holy spells, unlike the default (which are not rituals), researchable instead of research level 0, to make them show later in the game. "Revelation" would probably be safe to show immediately, however...


Yeah, I saw that. For whatever reason however, they don't show up in the research tree that I can see. I can cast them now though, so I'm betting it was a lack of research. Does anyone know if spells with holy as the primary path show up in the spells list?

One other thing: the Fallen Archangel's description say it has daeth magic, but it has astral instead, and it's armed with a fist, and the sprite, well - its definitely _not_!

Psientist July 13th, 2007 07:16 PM

Re: Mod: Mytheology (update v2.03)
 
haha!
I'll double check the FA's magic.
The "fist" weapon is a holdover from the #copystats, which acts a little funny about giving weapons to the new unit. I think I had figured a workaround, however, for getting rid of that "fist" problem.

Frostmourne27 July 14th, 2007 03:58 PM

Re: Mod: Mytheology (update v2.03)
 
I don't really object to the FA having fist as a weapon, its good enough as it is, but the sprite just doesn't go with fist as a weapon -- it looks like its wielding a wraithsword or a baneblade or something... Further FA problem: it's size two. I don't think its supposed to get trampled to death by minotaurs...

Endoperez July 15th, 2007 04:33 AM

Re: Mod: Mytheology (update v2.03)
 
Dark Fire Sword of the Fallen Angel of the Reascendance, most probably.

The one workaround is to copystats unit, give it #weapon "nothing", then copystats the once copystatted unit.

Taqwus July 15th, 2007 04:57 AM

Black Dragon slots
 
Black Dragon in v2.03 appears to keep all standard-humanoid slots in dragon form. That's a good bargain for 20 design points. http://forum.shrapnelgames.com/images/smilies/wink.gif

Psientist July 15th, 2007 04:03 PM

Re: Black Dragon slots
 
Endo, I've found that when you #copystats a custom modded unit, sprites problems sometimes arise. I've had to go back and redo all my custom units since the last patch because of that.

keep those bug reports coming!

Saulot July 16th, 2007 02:22 AM

Re: Black Dragon slots
 
I've refrained from commenting earlier, even though I've followed this mod through it's every draft, because I'm generally opposed to strongly shifting the game balance of the whole game in subtle ways that I don't fully understand all the consequences of, when I haven't yet mastered the vanilla game and all it's secrets. (I don't use CB for the same reason.)

Nonetheless, I think you deserve to hear that I think it's a very good mod, the graphics are quite nice and vivid, and some of the units are rather creative. The spells are interesting as well. (While I haven't actually played with it, I've looked at every sprite and read pretty much every line in the modfile.) http://forum.shrapnelgames.com/image...ies/tongue.gif

Frostmourne27 July 21st, 2007 03:37 AM

Re: Black Dragon slots
 
Well; here's a little info on making pretenders out of unique summons. When nobody takes them as pretenders they seem to work fine, not sure what happens if someone does. They also don't get the pretender ability, which is good. However, they can no longer gain heroics, which isn't so nice. http://forum.shrapnelgames.com/images/smilies/frown.gif, unless of course that is a DOm3 change (I can't recall reading about it anywhere, but it seems possible)

llamabeast July 21st, 2007 12:44 PM

Re: Black Dragon slots
 
That is indeed a dom3 change I think.

Sombre August 31st, 2007 01:53 PM

Re: Mod: Mytheology Pretenders (update v1.4)
 
http://www.shrapnelcommunity.com/thr...o=&fpart=1

This guy has a problem with the feeding frenzy spell, but he posted in the wrong place, so I'm linking.

Valandil August 31st, 2007 08:37 PM

Re: Mod: Mytheology Pretenders (update v1.4)
 
Hey. The gold dragon has full slots, like the black dragon.
Furthermore, "Summon Toad Demon" creates a Gold Dragon.
Aurora Warriors is really really hard to cast- you need astral 10! And 10 pearls!

The Conj. 9 angel of death group summon doesn't have a commander, so they all rout immediately. Mortis Hora works fine though.

The Vastness pretender is maybe a bit TOO powerful...

Psientist September 1st, 2007 09:18 PM

Re: Mod: Mytheology Pretenders (update v1.4)
 
Ah, see that. Didn't come up as a morale issue in my playtesting; it should be modelled very closely to the summon dragonflies default spell, so I am not sure why "fish spam" should pose any more of a problem than "dragonfly spam"... but I'll give it a close check before I release my next update.

Tyrian September 2nd, 2007 12:48 PM

Re: Mod: Mytheology Pretenders (update v1.4)
 
Thank Sombre

Zargen October 3rd, 2007 01:16 AM

Re: Mod: Mytheology Pretenders (update v1.4)
 
I can't seem to find the fallen Archangel in the list for late marignon.

Humakty October 4th, 2007 06:30 AM

Re: Mod: Mytheology Pretenders (update v1.4)
 
Zargen, I found him in mid marignon.(??)
I couldn't find the gold dragon anywhere.

jutetrea October 4th, 2007 10:04 AM

Re: Mod: Mytheology Pretenders (update v1.4)
 
One spot the gold dragon shows up is the 77 blood slave frog summons. I think it was supposed to be a W3 or W4 mage (which would be great) but a naked, mundane dragon shows up.

Good stats, no magc, full slots....

Valandil October 4th, 2007 10:14 PM

Re: Mod: Mytheology Pretenders (update v1.4)
 
Its also a tien chi pretender (EA?)

Psientist June 20th, 2008 03:18 AM

Re: Mod: Mytheology Pretenders (update v2.05)
 
1 Attachment(s)
Sorry I've not been on the board in ages. Work.
Fixed the Toad Demon thingy and the dragons' slots. Did a bunch of game balancing, added a couple of major spells, and more pretenders, "the empress of assassins", Cthulu.

Here's what the new pretenders looks like; Mother of Assassins, Cthulu, and the Wraith King (also a summons):
http://www.shrapnelcommunity.com/thr...pretenders.jpg
http://www.shrapnelcommunity.com/thr...pretenders.jpg

Psientist June 20th, 2008 03:21 AM

Re: Mod: Mytheology Pretenders (update v2.05)
 
1 Attachment(s)
And here is the actual mod. Enjoy!


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