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-   -   Endgame Diversity Mod - v1.2 released (http://forum.shrapnelgames.com/showthread.php?t=45056)

Micah March 9th, 2010 04:10 PM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
Opposition doesn't do damage though, and can be MR resisted, plus I think it takes S3 to cast and has short range. Not incredibly hard to pull off, but it's not "any astral at all will kill you dead" either.

BigDaddy March 9th, 2010 05:25 PM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
arcane bolt is pretty stiff, it has decent ranger (35) and an10+ and and 3 prec. 2 paths and 20 fatigue. So a 1s mage could cast it 5 times with 5pearls. It's level 1 evo, which is something most people could have by then. Opposition is lvl 6 enchantment, which is probably later.

With arcane bolt though, you're probably talking about specifically sending someone to kill the thing while you're still using conventional armies... and needing more than one guy (probably) and pearls (most likely). And that spells pain in the butt guy all up in my stuff. He'd be most useful if you surprised them and crippled his forces. He'd probably be fine with a horror helm and some black steel stuff. I'll admit, however, that I only made him on SP, and used him more decked out... but, he was using horror helm and blacksteel. I gave him a brand though.

Sombre March 9th, 2010 05:44 PM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
Quote:

Originally Posted by Micah (Post 734832)
Isn't arcane bolt a missile spell? Those are pretty easy to shut down.

I do mean arcane bolt not opposition. I don't think it counts as a missile (you're thinking storm?), I could be wrong though. Haven't seen air shield have any effect on it.

If arcane bolt fails, there's always control of course, but frankly arcane bolt is the main thing that makes S nutty good against magic beings in cbm. Obviously it's not an instant I win button, but being AN, long range and extremely accurate and cheap, easy to research, it's an awesome counter right up there with the very best in the game, imo. Of course if it does have missile limitations, that's interesting and changes it a great deal.

Stavis_L March 9th, 2010 05:46 PM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
Quote:

Originally Posted by llamabeast (Post 734370)
Four of the resulting summons are modified versions of base game pretenders or monsters...

Currently you're using nation slot 93 to get around the issue of copystatting pretenders. I wonder (haven't tried) if you could use nation 23 (independents) or 24/25 (special monsters) to avoid consuming a nation slot?

Sombre March 9th, 2010 05:53 PM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
Quote:

Originally Posted by BigDaddy (Post 734865)
arcane bolt is pretty stiff, it has decent ranger (35) and an10+ and and 3 prec. 2 paths and 20 fatigue. So a 1s mage could cast it 5 times with 5pearls. It's level 1 evo, which is something most people could have by then. Opposition is lvl 6 enchantment, which is probably later.

With arcane bolt though, you're probably talking about specifically sending someone to kill the thing while you're still using conventional armies... and needing more than one guy (probably) and pearls (most likely). And that spells pain in the butt guy all up in my stuff. He'd be most useful if you surprised them and crippled his forces. He'd probably be fine with a horror helm and some black steel stuff. I'll admit, however, that I only made him on SP, and used him more decked out... but, he was using horror helm and blacksteel. I gave him a brand though.

No, it's 22+AN damage and 10 precision in cbm.

'It's something people will probably have by then' is a strange thing to say. GoR + research to get the magic being, versus a super low level spell that they'll have anyway because they'll have gone for arcane probe. No 'probably' about it. If it's midgame and you use a magic thug against them, they can research it in a turn if they haven't.

If you send S2 mages to cast arcane bolt and the magic being isn't there, they'll switch to numerous other awesome spells against the regular army no matter what's scripted. It isn't like stellar cascades paralyze and mind burn suck against regular troops.

I don't think magic thugs should even be considered against astral nations tbh.

mehrunes_dagon March 10th, 2010 01:02 AM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
Quote:

Originally Posted by Sombre (Post 734872)

I don't think magic thugs should even be considered against astral nations tbh.

And how many astral bolts are needed to kill Ember lord who has 160 health? And if he wears lead shield and anti-magic amulet?

Graeme Dice March 10th, 2010 01:16 AM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
Quote:

Originally Posted by mehrunes_dagon (Post 734921)
And how many astral bolts are needed to kill Ember lord who has 160 health? And if he wears lead shield and anti-magic amulet?

About 8 if he doesn't have a shield. More than that if he does. It's 20+ armor negating damage that doesn't require a MR roll.

kianduatha March 10th, 2010 01:19 AM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
The main problem with Arcane Bolt is that shields can parry it--a guy with a Shield of Gleaming Gold is effectively immune to the things. On the other hand, it's not MR-negates so it'll hit regardless of their antimagic amulets and so on.

Graeme Dice March 10th, 2010 01:54 AM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
That's also why nether bolt sometimes seems to be more reliable than nether darts.

Sombre March 10th, 2010 05:56 AM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
Are you sure it can be parried? Because while I haven't tested it, anecdotally it doesn't seem like it can be.

Illuminated One March 10th, 2010 03:19 PM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
I think all no aoe spells without 100 prec can be parried. At least they often fail to do anything.

kianduatha March 10th, 2010 04:29 PM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
I did some fast testing--I gave a Mechanical Giant two shields (parry 9 and 11)and threw a good ~40 arcane bolts at him point-blank. Not a one hit.

Even with just his baseline shield it took a good 10 arcane bolts to bring down the Mechanical Giant, between the spell missing(despite high precision and low range) and shield parry.

All that said...I still probably won't use Mechanical Giants unless I'm like playing Ulm.

BigDaddy March 10th, 2010 05:15 PM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
There you go, lumber construct very early, but expensive for what you get, thug SC thing. Maybe not SC in the traditional sense...

Aethyr March 10th, 2010 09:14 PM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
Llama, great job! I'm looking forward to testing these in MP soon. :)

LDiCesare March 11th, 2010 04:40 PM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
I made a small experiment and had a cyclops+aesir nation vs. a tartarian nation. Cyclops come out faster, which may allow to get artefacts earlier on the way but their price is such that they don't get spammed as tartarians are. Of course, GoR has a price, and takes some time, but naked (non blind) tartarians can be pretty strong. When I got 1 fully kitted cycops killed before being able to buff himself by 3 tartarian monsters who flew upon him from afar, I realised my initial assessment was certainly wrong.
So I'd say the 35 gems cost looks quite balanced, although it may in fact be a bit expensive considering earth gems can be used to forge all kinds of good stuff.
The aesir is probably more affordable given air gems aren't all that useful imo, and she comes with a nice armor.

Adept March 12th, 2010 06:56 AM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
This looks way OP. not for me. Nice use of the balrog miniature though.

Raiel March 12th, 2010 11:44 AM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
Quote:

Originally Posted by Adept (Post 735292)
This looks way OP. not for me. Nice use of the balrog miniature though.

Do you mind expounding upon the reasons behind this assessment?

Many members of this gaming community want an endgame alternative to spamming Tartarians, and it would be ideal for a mod such as this to achieve (something akin to) universal acceptance...

Zeldor March 12th, 2010 02:23 PM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
llamabeast:

I hope you release fixed version compatible with CBM soon, so we can test it in MP :)

Zeldor March 12th, 2010 03:59 PM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
So Treant has forestshape? But only +20hp and +2strength in a forest?

Jack_Trowell March 13th, 2010 03:07 AM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
From what I see in the mod file, he also gain stealth, and its immobile form is better

pyg March 13th, 2010 09:37 AM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
1 Attachment(s)
Quote:

Originally Posted by Zeldor (Post 735338)
llamabeast:

I hope you release fixed version compatible with CBM soon, so we can test it in MP :)

Here is a quick fix for CBM compatibility (#newweapons are 800-813). Please use llamabeasts's official version in the first post after he fixes it.

llamabeast March 16th, 2010 06:57 PM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
Hello everyone!

Apologies for my silence - real life suddenly got busy again! I will probably not have time for an update for a week or two (which is ridiculous as it would only take an hour, but there we are). When I do I will post some extensive reaction to comments here, modify some summoning costs and replicate pyg's CBM fix (thanks for that by the way).

Thanks very much for the feedback, it will be very helpful. LDiCesare, your comment about actually getting the different units fighting each other was great - if anyone else has similar experiences they would be really helpful. In fact any comments will be helpful, and certainly very carefully read (quiet as I have been, I've read this thread through several times - I often read it on my sparkly new iPhone, from which I can not face typing replies).

nordlys March 17th, 2010 11:12 PM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
The monster slots seem to heavily overlap with the Avernum mod (unless I edited it earlier not to overlap with something else :)

What we need is some public table for extension modders, tracking the availability of slot resources so the mods would eventually be compatible without extensive editing on end user's part.

Frozen Lama March 17th, 2010 11:20 PM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
See Gregstrom's mod compatibility index. he's put a lot of work into that kind of thing.

nordlys March 17th, 2010 11:39 PM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
Something like that, yes, but going from numbers rather than mods (i.e. something for modders to guide themselves by rather than for end users). Like, #newmonster table: 2500 - free, 2501 - free, 2502 - taken by mod X, 2503 - taken by mod X AND mod Y, etc.

Gregstrom March 18th, 2010 03:36 AM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
Feel free to take a good look at the Compatibility Index and start typing, then.

Sombre March 18th, 2010 06:35 AM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
I have a spreadsheet that does that for my own mods and some others.

Loren March 18th, 2010 09:55 PM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
1) The Ember Lord is too big. His image causes the selection target to be way too big when you try to select him from a bunch of commanders.

2) I don't know if it's a conflict or a bug: I put as many EA races as possible on a large map (SP game)--and one of my opponents was named "Endgame Diversity Mod". I never saw him, though--he was dead before I got there.

Gregstrom March 19th, 2010 03:29 AM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
2) is no bug - it's described in the OP.

Rytek March 20th, 2010 11:50 AM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
While playing with this mod I noticed that Heavy Calvary and Knights have been given a Shishi claw attack. This was in a MA game im running. The Shishi claw is dam 2 X2 vs demons with 2 attacks and counts as magical.

Graeme Dice March 20th, 2010 12:23 PM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
Are you using Pyg's quick fix version? That will be required not to have overlapping attacks.

militarist March 24th, 2010 07:52 PM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
Is there any information about these summons? How to know their magic paths? Could someone post it here?

Graeme Dice March 24th, 2010 08:00 PM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
The early era nation called "Endgame Diversity Mod" included with the mod shows all of the magic paths for the units as recruitable commanders.

grimogre April 10th, 2010 07:00 PM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
Quote:

Originally Posted by llamabeast (Post 734370)
http://www.llamaserver.net/diversityPreview.gif

Here at very long last is my long-muttered-about Endgame Diversity Mod.

The purpose of the mod is to give a greater range of choices in the lategame. Hopefully, no longer must even Tir na n'Og aim to get death magic and Tartarians. Instead they can battle Ermor's Tartarians with Treants and Aesir, while the Abysians unleash the power of the Ember Lords, and Atlantis fields great krakens from the the deeps.

This mod adds 13 new summon spells to the game. Four of the resulting summons are modified versions of base game pretenders or monsters, while the other nine are original. They are quite variable in power level. The unique True Firebird is quite feeble in itself, but situationally may be very powerful. The Grendelkin is probably the strongest creature in the game physically, but has no magic. The Wendigo starts off weak but eventually becomes formidable. The Ember Lord is probably the most powerful.

The thing I am most uncertain of is the costing for the summons. I am fairly satisfied with their stats for the most part (though comments are welcome). However, I really struggled to choose the research level, path requirements and gem costs, so input there would be very welcome. Until I have had a chance to process such feedback, this should probably be considered a beta version.

The spells added are:

"Quest for the Firebird" - F4, Conj 6, 20 gems
"Awaken Zmey" - F4, Conjuration 7, 30 gems
"Awaken Ember Lord" - F6, Conjuration 9, 60 gems
"Summon Shishis" - A4 - Conjuration 6, 30 gems
"Summon Roc" - A4 - Conjuration 7, 25 gems
"Awaken Aesir" - A5 - Conjuration 8, 35 gems
"Mechanical Giant" - E5 - Construction 7, 25 gems
"Awaken Cyclops" - E6 - Conjuration 8, 35 gems
"Great Kraken" - W4 - Enchantment 7, 30 gems
"Call Grendelkin" - W3E3 - Enchantment 8, 40 gems
"Curse of the Wendigo" - W3D3 - Thaumaturgy 7, 35 gems
"Wild Ettin"- N3E2 - Enchantment 7, 25 gems
"Awaken Treant" - N5 - Enchantment 8, 40 gems

I have added an additional nation in EA, called "Endgame Diversity Mod, Testing Nation". It is able to recruit all of the new units. The idea is that it will be easily possible to see the stats and magic randoms of the new creatures without having to do lots and lots of research. However, if you enjoy surprises, don't look at the testing nation and wait till you summon the creature!

I hope people enjoy the mod, and look forward to some comments!

A mod that's hard to live without.

Globu April 10th, 2010 09:42 PM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
I had a thought that it might be a good idea to separate the sample nation into a separate .dm, to avoid the sample nation being unintentionally included in random-nation picks (unless I'm mistaken and that won't occur for some reason).

Frozen Lama April 13th, 2010 09:33 PM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
I do not believe that llamabeast ever updated the .zip file in the OP. so use pyg's fix on page 8 of the thread.

llama- please update! thanks

militarist April 18th, 2010 06:47 PM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
Is there any list of monsters for this mod with all stats, including magic levels?

Sombre April 18th, 2010 07:05 PM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
Quote:

Originally Posted by Graeme Dice (Post 737069)
The early era nation called "Endgame Diversity Mod" included with the mod shows all of the magic paths for the units as recruitable commanders.

militarist: Read the thread next time.

Lingchih April 28th, 2010 12:32 AM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
I finally tried it out tonite using the built in nation with the recruitable SCs. Wow, what a blast. It's really nicely done Llama. And it's so fun to crank the AI up to max, and still just beat the stuffing out of them.

I geared all my SCs out, using the Debug mod. I think by the time you get most of these, you would be gearing them out pretty well anyway. I think the Ember Lord is probably my favorite. Great sprite, nice paths, full slots. Nice Aoe fire. What's not to like. Truly a Balrog.

Second fave would be the Grendelkin. Sure, no magic, but with the right gear it's still a very good SC. The attack skill is good from the start. I wouldn't send one out late game without gear though.

I like the Treant, but it took me a while to figure out why the change shape command wasn't doing anything. I thought it was bugged. Ahh... he's rooting when he changes shape, got it now. And indeed, he becomes quite powerful rooted. Nice slots... he's all that the Treelord should have been.

The Zmey is one of the coolest looking sprites, but I got mine wounded quite a lot going it alone. Low Protection and the lack of magic makes him like a Dragon with no magic. Impressive, but vulnerable. Anyway, I put three Spirit Helms on him, with bracers, regen ring and luck ammy, and now he's all set to kill and maim like crazy.

The Wendigo is probably the coolest idea of the whole mod. Mine got super powerful, but maybe it was in part due to the fact that I made him my prophet. And yeah, I noticed the size bug, but I guess that's already been covered. Very cool idea though... you just have to keep him moving, so he doesn't eat everyone, much like Hinnom. I guess some growth scale would tame that.

I didn't try out the Pretender units. I already know them pretty well. I'm at a bit of a loss as to how to use the True Firebird, though a +50 fortune teller is nothing to scoff at. The Shishi's as well, I'm not sure how to use, though they look like awesome castle defenders.

As for costs, I'll let you guys figure that out. I'm not really good at judging that sort of thing.

PS: Now I just need to find an MP game where I can actually use these guys.

Meglobob April 28th, 2010 06:15 AM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
Well done on this mod Llamabeast, its exactly what the end game needed, more diversity.

BigDaddy April 28th, 2010 08:39 AM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
I'll probably ask for this if I play another MP. It looks like it give all the nations a more domestic place to go.

Aethyr April 28th, 2010 10:40 PM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
I agree, it's one of the best things thats happened in a long time.

Ragnarok-X May 7th, 2010 02:32 PM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
I dont see the use behind the Phoenix and the spell that summons those 2 large air-bears. Phoenix isnt immortal, has only 19 HP or what and costs 20 firegems ?

Zeldor May 7th, 2010 05:12 PM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
Firebird autocasts Solar Brilliance and has 50% fortune teller.

Shishis have anti-undead/demon attacks and can cloud trapeze.

llamabeast May 7th, 2010 05:44 PM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
Yep, thanks Zeldor. Ragnarok, all your questions are answered if you just read the descriptions.

In addition to what Zeldor said, the Firebird also has the brings-good-luck attribute from one of the pretenders, so it actually brings good events as well as preventing bad ones. This attribute doesn't have an icon, so I guess people may not realise it's doing it.

Also, they are not air bears. They are air lions, at worst. I find they're quite vicious once they've cast mistform, and they're super fast both in battle and on the strategic map.

Also also, I've pretty much finished an update. No new content or anything, but some beneficial tweaks I think. Should be released tomorrow or Sunday morning at the latest.

rdonj May 7th, 2010 05:52 PM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
Quote:

Originally Posted by Ragnarok-X (Post 744847)
I dont see the use behind the Phoenix and the spell that summons those 2 large air-bears. Phoenix isnt immortal, has only 19 HP or what and costs 20 firegems ?

The shishis are super cool, both as raiders and as anti-demon SC thugs.

WraithLord May 8th, 2010 05:26 AM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
Can we have a few unique vampire "super" lords?- Like the forefathers of the vampire race, the pure bloods etc.

Also some lovercraftian ubber monster summons for R'lyeh might be nice.

Soyweiser May 8th, 2010 08:21 AM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
Quote:

Originally Posted by WraithLord (Post 744912)
Also some lovercraftian ubber monster summons for R'lyeh might be nice.

You could steal Ubbo-Sathla (a sort of uber shoggoth, creates more smaller spawn) and Cthulhu from Mytheology.

And a unique kain like supervamp would be nice.

WraithLord May 8th, 2010 10:05 AM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
Nice suggestions :)

llamabeast May 8th, 2010 10:45 AM

Re: Endgame Diversity Mod - Lategame summons, released at last!
 
No vampires or Lovecraftian things from me, since (a) I don't really fancy doing them, and (b) I think D and S already have plenty of late game options so they wouldn't be filling quite such a niche. However, I would always encourage people to have a go at making something they fancy seeing!


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