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-   -   Mod: Insectoids (http://forum.shrapnelgames.com/showthread.php?t=33553)

Aezeal May 19th, 2008 07:52 PM

Re: New Mod: Insectoids
 
So why the death 1?

Zentar May 20th, 2008 12:44 AM

Re: New Mod: Insectoids
 
Quote:

Amos said:
Quote:

Do you get more insects for free when the population dies?


The higher your dominion the more insects you get in the province.

Yes, dominion effects the amount of insects that you get.... but again why would you choose death when you need blood slaves to buy nationals. You can not use gold and resources - you convert population to blood slaves then to queens. So killing off the population with Death-1 or worse Death-3 must have some benefit and I can not see it. If you harvest but don't sow where will you future harvest come from? Do you expand so rapidly that there is always a new green pasture? Does a dying population provide rotting corpses that attract insects providing more workers/soldiers?

When I played this mod, I trashed order and production (chaos3 / sloth3). And then I even took -2 in magic. It seemed that Growth +3 not death made the most sense (and some luck taking advantage of more random events). Then I read that the players were suggesting death-3 over death-1 and now I am totally lost.

Help, I really don't get it. Even though I have no idea what I am doing, I still loved your mod.

Amos May 20th, 2008 04:19 AM

Re: New Mod: Insectoids
 
Quote:

So why the death 1?

Death 1 because the insects eat the population.

Quote:

So killing off the population with Death-1 or worse Death-3 must have some benefit and I can not see it. If you harvest but don't sow where will you future harvest come from? Do you expand so rapidly that there is always a new green pasture?

The insect hordes grow so fast that they cant think about future harvest. They expand or die from hunger.
Death 3 was proposed as an offensive strategy.

Amos September 2nd, 2008 10:54 AM

Re: Insectoids
 
Version 0.13

- Gave all Nest and Hive insectoids stormimmune, because even the Nest fliers can borrow and move through underground tunnels;
- "Nectid Queen" got beckon 15 and stealthy 25 so that you have even more reasons to summon her.

HoneyBadger September 2nd, 2008 02:03 PM

Re: Insectoids
 
Amos, has the Pretender had her 'Holy' removed yet?

Great mod, by the way.

Amos September 2nd, 2008 03:13 PM

Re: Insectoids
 
Quote:

Amos, has the Pretender had her 'Holy' removed yet?
Why would I do that? The holy is thematic.

HoneyBadger September 2nd, 2008 05:12 PM

Re: Insectoids
 
Because, dear Amos, it doesn't actually work on a Pretender. Or atleast not on that particular Pretender. When I could still play the game, I always had to change it in the DM file to get it to work. I'd otherwise get the 'No Holy' error. And this was a fairly late version of the mod.

Amos September 2nd, 2008 06:26 PM

Re: Insectoids
 
I'm sorry you got this problem, but it always works for me, and I have played every version of that mod. Is there any solution you can offer that doesn't include removing holy from the pretender? Maybe adding another non-holy version as well for those who has this problem? Or, it can cast "Divine Blessing" as the #onebattlespell, which will not require it to be holy. That will solve this inconvenience for this mod at least.
I'll test the onebattlespell and report back.

Amos September 2nd, 2008 06:36 PM

Re: Insectoids
 
It didnt work :(

HoneyBadger September 2nd, 2008 07:23 PM

Re: Insectoids
 
If you could do a non-holy Pretender version of the mod, that would help a lot :)


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