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Mushroom Kingdom(Version 1.01)
1 Attachment(s)
To go with the previously uploaded Mario pretender, I present a new MA nation: The Mushroom Kingdom! (It was a request. I do have an idea or two for serious ones, but this was a good warm-up at any rate.)
Other features of this mod include... -12(!) new recruitable units, including my personal favorite, the Pirahna Platform. -Three national heroes -7 recruitable commanders -'Italian Plumber' national pretender comes packaged in -6 national summons (Three of which are combat summons, but they are different units from the rituals.) Any critique or suggestion is encouraged, if anybody actually downloads this. |
Re: Mod: Mushroom Kingdom
This is an entertaining mod! I got a few chuckles out of it.
Here are a couple strange things in no special order: 1. The priests are powerful (H3), not weak (H1). 2. The bone piles still fight. They should have #immoble (I think off the top of my head...) 3. The yoshi knights don't seem to have a tounge attack. 4. Awesome mario pretender! I managed to get mine killed, but he's still cool. The units all seem really powerful, but I don't think you were going for really close balance to what is already out there. Good work! Thanks for releasing this! |
Re: Mod: Mushroom Kingdom
yes, but do they glow in the dark?
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Re: Mod: Mushroom Kingdom
Fun Mod! I can't wait to see your serious ones.
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Re: Mod: Mushroom Kingdom
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2. The bone piles still fight. They should have #immoble (I think off the top of my head...) I didn't give them any attacks... Do they automatically get 'fist'? 3. The yoshi knights don't seem to have a tounge attack. And I was actually keeping balance in mind, but I had trouble comparing them to other units. If nothing else, most of the units' Protection suck. Thanks for the feedback, all. I'll definitely keep it in consideration. EDIT: I did a brief update. Protection for Koopas decreased accross the board, (I don't even know how it got that high) and rcosts decreased for a few units where it would make sense. |
Re: Mod: Mushroom Kingdom
Theres a problem with bonzai bill. My mages wouldnt cast it and when i finally got one to summon him(e11 cyclops with 30 gems equipped) it said he cast it but in the same turn(straight after) he cast weapons of sharpness and no bill appeared.
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Re: Mod: Mushroom Kingdom
I'll look into both the Bonzai Bill and the Pile of Bones issue shortly, but casting the spell was so difficult because there's no way to boost the gem cost without boosting the fatigue cost. I'm also beginning work on my next nation mod.
And to give you something to look forward to on the Bonzai Bill front, it's as fast as a Bullet Bill, size 4, and has trample. http://forum.shrapnelgames.com/images/smilies/evil.gif EDIT/UPDATE: It seems I forgot to give Bonzai Bill a morale attribute, and screwed up his spr path. He also wasn't nearly as tough as I thought he would be, so I decreased his research level to 7 and now he costs only 3 earth gems. His pathlevel also decreased to 4. This, along with fixing Dry Bones, marks the debut of Mushroom Kingdom v1.01 |
Re: Mod: Mushroom Kingdom
From my(not very extensive) play-testing bonzai bill(even with reduced cost) isnt really worth it(id take 15 bullet bills over him any day)as, from my tests, he only tramples on 1 or 2 squares a turn..
Putting his health up to 55, his speed up to 45 and making him cost 5 gems might make him a bit more worth it, keeping the speed and 40 and adding flight could also work ps: some summonable, permanent bills would be nice but this is a great mod anyway, keep it up. |
Re: Mod: Mushroom Kingdom
I considered permanent Bills, but they're much too easilly abused that way. One of their main drawbacks at the moment is you either need to risk a mage on the frontlines, or give them a turn or two to do their damage. Then you consider how easilly they're massed and their effectiveness at Attacking Rear, and they would be vastly overpowered. And I really don't want to nerf them.
After a bit of thought I am planning on making Bonzai a ritual, though. I thought his AP determined what he tramples, but that doesn't seem to be the case. |
Re: Mod: Mushroom Kingdom
If you were making bonzai bill's summonable i would suggest(with their current abilities) a cost of 12-15 earth gems as he is less tough than a cave drake who costs 8 but more dangerous and much faster
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Re: Mod: Mushroom Kingdom
this is the best mod out yet, keep up the good work! http://forum.shrapnelgames.com/images/smilies/happy.gif
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Heh, crossing genres here...
I'd find a Star Control II-derived Hierarchy of Battle Thralls mod entertaining, but then I'm an oddball who'd be amused by low-morale Spathis (fire and flee, or just flee...), stealthy Ilwrathi, and sniping Druuge perhaps led by a renegade Dynarri (enslave mind, mind blast, ooh) acting as pretender.
I don't know if one could properly model the Yehat shields (can't mod a unit to pick any ol' spell as an innate ability, AFAIK -- Invulnerability would be appropriate). Pity. :p |
Re: Heh, crossing genres here...
This mod is not competiable with 3.08. They units are just added to that of Eiru.
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Re: Heh, crossing genres here...
Very easily fixed, just change the nation id number.
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Re: Heh, crossing genres here...
I have to say this, this is THE silliest mod I have ever witnessed and I was going to make a mod based on global warming.
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Re: Heh, crossing genres here...
" I was going to make a mod based on global warming``
!!! |
Re: Heh, crossing genres here...
It is a nice mod, but it has some balance issues.
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Re: Heh, crossing genres here...
That's why it will be allowed in the "everything goes" mod game that's coming up.
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Re: Heh, crossing genres here...
theres a mod mp game coming up?! I gotta get in on this!!
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Re: Heh, crossing genres here...
I'd love to play Mushroom kingdom in a MP game.
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Re: Heh, crossing genres here...
Juzza we've already had two MP mod games: Neo Xenkinima (sp?) and Mods Over Europe. They attempted to be balanced and made use of the Conceptual Balance Mod.
The next mod game, from what I understand, will be 'anything goes' and will not attempt to be balanced (at least not by me). It will include Amos' mods and anything else that people would like, including Mushroom Kingdom. It's not going to be a good game to try a balanced nation in though, because they'll get squished by the overpowered ones. |
Re: Heh, crossing genres here...
oh... well, I'm never aware of anything, but yeah, that doesn't really appeal to me, I like a kind of balance.
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Re: Heh, crossing genres here...
That does sound like a bizarre game.
Hopefully I will be in on the mod-game-after-next, which will of course have Tomb Kings in it! http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Heh, crossing genres here...
I'm sure a third CBM balanced mod game won't be too far away either, so you can reserve a spot in that if you like.
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Re: Heh, crossing genres here...
Ooh cool, I'd like to reserve Ulm Reborn! I shall banish those mummies back to their tombs.
I'm sure lch will look here before starting the game http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Heh, crossing genres here...
He'll have to talk with me in the IRC channel before starting it. They're a joint effort really. So I'll let him know.
It will be Ulm Reborn's third mod game. They're very strong in the first one, but looks like they'll be first to die in the second one. |
Re: Heh, crossing genres here...
Oh, man... At least make the overseers capitol only. They have the possibility of getting a flying A6! From a recruitable! This mod is otherwise awesome.
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Re: Heh, crossing genres here...
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