![]() |
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.
|
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?
|
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.
|
Re: Endgame Diversity Mod - Lategame summons, released at last!
Quote:
|
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).
|
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 |
Re: Endgame Diversity Mod - Lategame summons, released at last!
Is there any list of monsters for this mod with all stats, including magic levels?
|
Re: Endgame Diversity Mod - Lategame summons, released at last!
Quote:
|
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. |
Re: Endgame Diversity Mod - Lategame summons, released at last!
Well done on this mod Llamabeast, its exactly what the end game needed, more diversity.
|
All times are GMT -4. The time now is 04:39 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.