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-   -   Mod: Agartha summons (http://forum.shrapnelgames.com/showthread.php?t=44011)

Swan October 25th, 2009 05:28 PM

Re: Agartha summons
 
The mod is now released for playtest

kianduatha October 25th, 2009 07:51 PM

Re: Agartha summons
 
Manawyrms are grossly overpowered. Nobody should be able to summon something that powerful so early and cheaply. Maybe at 30 death gems, Conj 7. Alternately, you could change it to something like Feast of Crows, but for Earth gems? Can you do that?

Spiders are cool but probably underpowered/too expensive for where they are. Maybe make them the research 1 2+ for 2 gems.

The tank does not have any graphics and crashes the game when it is created.

Killermole also crashes the game when you try to look at the battle, and apparently does not do anything.

Ancient Moss has a hatchet attack.

Raise Cilosyb is an in-combat spell that does not appear to do anything.

Swan October 26th, 2009 02:54 PM

Re: Agartha summons
 
Quote:

Manawyrms are grossly overpowered. Nobody should be able to summon something that powerful so early and cheaply. Maybe at 30 death gems, Conj 7. Alternately, you could change it to something like Feast of Crows, but for Earth gems? Can you do that?
well, i don't think they are overpowered, as they can only search, with their research penalty and 300 encumbarance.
I'll wait for someone else opinion.
but i'll remove the gem generation and create the mamawyrm for it.
Quote:

Spiders are cool but probably underpowered/too expensive for where they are. Maybe make them the research 1 2+ for 2 gems.
done 2+ for 2 gem
Quote:

The tank does not have any graphics and crashes the game when it is created.

Killermole also crashes the game when you try to look at the battle, and apparently does not do anything.
ouch, i have no idea where the problem may be, i'll look at that.
Quote:

Ancient Moss has a hatchet attack.
fixed.
Quote:

Raise Cilosyb is an in-combat spell that does not appear to do anything.
That should be a ritual.

kianduatha October 26th, 2009 03:30 PM

Re: Agartha summons
 
They didn't have a research penalty and only 10 encumbrance. And they had full slots, meaning you had access to every ritual spell/global in the game with minimal effort. And even if they had 300 encumbrance...wouldn't they be able to get off a single spell? Like, I dunno, Fog Warriors or Fire Storm or something similar.

Swan October 26th, 2009 03:43 PM

Re: Agartha summons
 
Argh, i forgot to save! they should have research penalty, no slot, 300 encumbarance.

Swan November 10th, 2009 06:09 AM

Re: Agartha summons
 
1)snakefish's sprite and weapons are fixed, now the snakefish is holy
2)fixed killermole spell and sprite
3)now manawyrm can't cast in battle

those fixes are not released yet

Swan November 15th, 2009 09:20 AM

Re: Agartha summons
 
released new version, now should be bug free.
you can find it in the first post

Swan November 21st, 2009 07:43 PM

Re: Agartha summons
 
a)I don't want to look cocky, but i'm shamelessy bumping this, hoping to see it in the mod list.
b)On the useful side, next week a new version will be released, with a farsummon spell and some seals spell(h3, national spells, was thinking something like"seals o' blood"(i'm so original), seal o' dark fire(why the "o'" instead of "of"? dunno, it has a nice sound)[name may change, at least i hope to find something better.]
c)ok after mushrooms, moss, spiders, worm and giant snake, what else do you associate with"dark, but very dark, cave, where a race of 2 feet pink worm-like things live"?[no demons if possible]

HoneyBadger November 22nd, 2009 02:33 AM

Re: Agartha summons
 
bats?

Swan November 22nd, 2009 01:43 PM

Re: Agartha summons
 
and bats are!
1hp, darkness bonus, battle summon.
there is a way to mae this spell castable only during darkness?
p.s. manawyrm gem generation will be removed, is too strong


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