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-   -   Mod: MA -Myconos- Last of the Fungi (http://forum.shrapnelgames.com/showthread.php?t=47618)

militarist September 29th, 2012 11:49 AM

Re: MA -Myconos- Last of the Fungi
 
How many turns does it take to mutate ticks turn into blood eggs for example? Why If I have 20 eggs, some turns 1 mutates, some -zero?
Do other intermediate forms like those looking like worms maturate faster if they fight? Do they maturate reliable or can maturate or not maturate (this experience with ticks, not of which were mutated to eggs).
So it would be good to understand all mechanics.
GFSnlhas made a greate picture of mutations, but it doesn't include intermediary forms. So when I see an egg or other intermediary form, still confused -what kind of what can be from it.
Does parazite alwasy survives when its master killed?

militarist September 29th, 2012 12:05 PM

Re: MA -Myconos- Last of the Fungi
 
Mortar Podidea is very interesting (in the beginning even predicted it to be overpowered, basing on experience of combination of poison slingers+ scorpion beasts).
But after testing don't realy found it effective. Tried to understand the difference in Edi's DB with slingers. Can't compare, as in poison sling weapon description in |effect| column, where I was hoping to check if it's weak poison or not, it doesn't show any effects. I din't really tested this massively, just a feeling after several tries.

Korwin September 29th, 2012 12:21 PM

Re: MA -Myconos- Last of the Fungi
 
Quote:

Originally Posted by militarist (Post 811756)
How many turns does it take to mutate ticks turn into blood eggs for example?

they dont mutate at all. If they die (in battle or because of illness), their secondform (in an battle you will see that wormthing) mutates.
How long the blood eggs etc. need to mature I dont know off hand, but should be easy enough to Test.

militarist October 2nd, 2012 08:54 AM

Re: MA -Myconos- Last of the Fungi
 
I think they mutate (eggs have incubation period, right?)

militarist October 2nd, 2012 10:43 AM

Re: MA -Myconos- Last of the Fungi
 
Though the second form of queen is immortal, when my queen is killed in my dominion, I loose it. tested it 2 times.

GFSnl October 2nd, 2012 11:07 AM

Re: MA -Myconos- Last of the Fungi
 
Quote:

Originally Posted by militarist (Post 811885)
Though the second form of queen is immortal, when my queen is killed in my dominion, I loose it. tested it 2 times.

The Alpha Parasite claims a new body as host after death.
So the queen comes back in a new form.
A Bandar, Moose, Wyvern, Stag Centaur, or a Spider.

There will be one last major update on this nation with some more summons. A revision which units auto-commune and a couple of other tweaks.

militarist October 2nd, 2012 01:34 PM

Re: MA -Myconos- Last of the Fungi
 
Do I understand properly that all mages I buy are masters and all mutated at stages 2 and 3 are slaves? What Voland and Duke casts?

GFSnl October 2nd, 2012 01:50 PM

Re: MA -Myconos- Last of the Fungi
 
There will be a major revision in the next update but for now it's like this:

Automatic Slaves:

- Myconid commanders
- The mages that grow out of the Magick Mushrooms (Fly Amanita, etc.)

Automatic Masters:

- City Guard Commanders
- Elder Council mages
- All the Tier 3 mutants (Celestial Bandar, Wyvern, etc.)

militarist October 4th, 2012 06:35 PM

Re: MA -Myconos- Last of the Fungi
 
And what about Magick mushrooms - are they also autoslaves or no masters and no slaves?
What about Tier 2 mutants?

militarist October 5th, 2012 03:46 PM

Re: MA -Myconos- Last of the Fungi
 
Can't find onebattlespell id's used in mod in online spell DB.

Could someone explain what is :

onbattlespell 815 (monster 3789)
819?

Maybe some other spells as well with strange numbers, didn't check all the mod till the end.
But these numbers in an online database looks more like summon firebird, summon rusalka, rather something really reasonable.

Is it a mistake or these spells are redefined somewhere? Where I can see what spells with these numbers really do?

militarist October 5th, 2012 04:25 PM

Re: MA -Myconos- Last of the Fungi
 
Plsea ignore last question, answer was found

Soyweiser October 5th, 2012 04:33 PM

Re: MA -Myconos- Last of the Fungi
 
For completion, these numbers are modded spells later in the file. Battlespells can only reference already existing spells.

militarist October 7th, 2012 03:38 AM

Re: MA -Myconos- Last of the Fungi
 
Wouldn't D2N2 guy seem more logical with D2E2 paths?

It looks like creatures, which can hide in woods, but still reasonable in open or on the edge on woods and open D2E2l.

militarist October 7th, 2012 02:39 PM

Re: MA -Myconos- Last of the Fungi
 
And make them being generated in the field, not forest (switch with B anf B/N guys)

GFSnl October 8th, 2012 03:36 AM

Re: MA -Myconos- Last of the Fungi
 
Quote:

Originally Posted by militarist (Post 812157)
Wouldn't D2N2 guy seem more logical with D2E2 paths?

Actually, the Stag beetles were supposed to have N2. Then the D2N2 would have made sense on the Centaurs as all the tier 3 morphs would gain an extra path from the one the tier 2 morphs have.

Any reason you like E better then N on the Centaurs?

militarist October 8th, 2012 11:47 AM

Re: MA -Myconos- Last of the Fungi
 
I remember, that it was supposed to be N but now - E. I keep it in mind.
The reason why I think Centaurs should be E based rather then N is that it will be just more logical and intuitively clean. Also steppe-based centaurs are not less logical then wood centaurs. I'm sure histiry knows both versions.

And then it's logical tie them to plain terrain switching them with B2s and B2N2s.

Nothing else, really. If not to count that E is in general more useful then N for non-communion use (E2 summon earch power->E3-> skelespam with some reinvig for example or anything else..E3 is much better then N2).

militarist October 11th, 2012 10:13 AM

Re: MA -Myconos- Last of the Fungi
 
Blood egg I've got from City guard commander have paths of city guard commander instead of B2.
Is it how it's intended to be?

GFSnl October 11th, 2012 11:59 AM

Re: MA -Myconos- Last of the Fungi
 
Quote:

Originally Posted by militarist (Post 812377)
Blood egg I've got from City guard commander have paths of city guard commander instead of B2.
Is it how it's intended to be?

Yes. Once magic paths have been assigned to a unit you can't change them by transformation. Not intended but not much of a choice either.

militarist October 11th, 2012 12:28 PM

Re: MA -Myconos- Last of the Fungi
 
So when blood egg will transform to a 3d form, it will still be paths of initial city guard commander?
Soundy not very nice. But when you transform second form to 3d, you change paths, right? What's the difference here?

GFSnl October 11th, 2012 01:27 PM

Re: MA -Myconos- Last of the Fungi
 
I don't change the paths from 2nd to 3rd form. I just give them a boost. (Or remove a penalty). So the Beetle already has a Death path but at zero and only once he becomes a Centaur he gets a +2 boost in that path.

rdonj October 11th, 2012 01:35 PM

Re: MA -Myconos- Last of the Fungi
 
I've had something funny happen testing this mod. I was using the 110g sacred mage commanders to possess some t3 units, and I noticed that at least sometimes, but maybe not all of the time, I would get 2 lives out of those mages allowing them to possess another unit. After the second life, they would stay dead. I only seemed to notice this after I put up gift of health, but I wasn't doing as much possession before then either and it seems unlikely that GoH should interact at all with the possession spell.

GFSnl October 11th, 2012 01:46 PM

Re: MA -Myconos- Last of the Fungi
 
Hmm...

I'm using the 'Thorough Kill' spell from CBM to kill the unit after casting. In CBM it's used for the LA Ulm/Bogarus Possession spell and the Machakan Spider spell.

Have no idea what could cause this phenomenon.


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