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Re: Mytheology Pretenders 3
Indeed, and if I ever get non-lazy enough I'll do something about some of them. Although I've never created a spell, and I suspect getting the monkey king's clones working would take a #onebattlespell.
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Re: Mytheology Pretenders 3
You'd be right to suspect that.
Someone who actually makes use of mytheology should update it, really. I see it being linked to a fair bit on the forums. Gandalf has expressed interest in it quite a few times, maybe he'll update it. |
Re: Mytheology Pretenders 3
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I made an update to the Mytheology 3.07r mod. I have been bold and renamed my version 3.08. A lot of pretenders now work again. And I tried to make some balance changes. (Nerfs mostly). There is still a lot wrong, and I could have done more. These are the changes so far:
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- Moved some code around. Performed some cleanup. changelog.txt (the above) holyspells.txt (the removed not working spells) numbers.txt (the used monster, weapon, etc numbers). There is still a lot to test. And also a lot of different things to fix. But if anybody has some remarks. Post them here. |
Re: Mytheology Pretenders 3
The style of a lot of the mod is not really to my taste for the most part, but I might take a look at it again with your update -- thanks, Soyweiser.
And just a note on the holy spells part -- I know we've discussed it elsewhere, but for the sake of reference I thought I'd note here as well that the Revelation spell does and has worked fine for me, playing on the newest version on Dom3, for a long time. For me, it's just [m]onthly casting the spell that breaks it. Though I should note, in case it matters, that I did copy the code for the Revelation spell out of the Mytheology mod and stuck it in my house .dm file, since I don't play with the mod. It probably doesn't make a difference, but just in case. |
Re: Mytheology Pretenders 3
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Re: Mytheology Pretenders 3
Revelation as writen doesn't works for me with the last patch, but I used it as a template to create my own revelation spells, one for each magic type. (and thanks for the base effect by the way :))
Revelation: cloud reading (A1H2, Thaum 2, cost 2 air gems) Revelation: lore of the ancestrors (D1H2, Conj 3, cost 2 death gems) Revelation: holy brazier (F1H2, Thaum 2, cost 2 fire gems) Revelation: secrets of Gaia (N1H2, Thaum 2, cost 2 nature gems) Revelation: reading the entrails (B1H2, Blood 2, cost 3 blood slaves) and so on ... Depending on which nation I play (like Gandalf, I usually play solo, playing more against the map that the AI), I copy/past the appropriate spell(s) in a mod, sometimes with a small change (like maybe reducing the holy level to 1 for some nations) As long as holy is not the main type and it cost normal gems the spell works fine, I can even use monthly casting. Of course the main problem is that some nations do not have any mage-priests, and the only way to then cast those spells is empowering a priest or making a prophet from a mage. :( |
Re: Mytheology Pretenders 3
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Just press thanks on the first page of this thread ;). |
Re: Mytheology Pretenders 3
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Re: Mytheology Pretenders 3
Without downloading it, can someone please tell me which weapon and armor # are used by this mod ?
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Re: Mytheology Pretenders 3
Personally I love this mod, and never considered it to be an effort at balance. If anything it was rather on my list of mods going the other direction. Games with Mytheology, both heroes mods, magic sites mod, cpcs for more spells, and single age. In fact, the only one I havent found yet is a mod for adding more equipment to the game
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