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Byzantine Pythium - hype/brainstorming thread
For a very long time, I've had very special beef with MA Pythium. You see, Pythium is the closest thing to Byzantine in this game and I'm really into ancient Byzantine lore. But, MA Pythium has a lot of things that I dislike, which prevent me from really enjoying from playing with them:
1) It's really, really powerful. Way beyond the powercurve of nations I like to play. 2) I know that KO was trying to his own thing, but Hydras don't belong here. It's the second rome! 3) The absolutely random and no way explained extra gem income from capitol. It's a small thing, but from a design standpoint it just boggles me. Why pythium? Why have it as the *single* deviation from the norm? It does not help that it has been bugging me since Dom:PPP. 4) Those old mages, although really powerful, are really micro intensive and just annoying. So what I'm going to do is to alter the basic Pythium. How? http://forum.shrapnelgames.com/pictu...&pictureid=423 Commanders Imperial Alchemist -> Cap only, 1F1W (110% F/E/W), +1 research, 10% chance of starting with an affliction (alchemy is dangereous). Ambassador -> Spy, nothing else special Varangain Captain -> Cap only, very good stats, sailing, high leadership Theurg Artisan -> Cap only, -1 research, 10 forgebonus, 1?1H 100%F/E/W/S/A. Those with fire are glassblowers, air is singer, earth is sculptor, astral is canthor, water are painters. Divine Emperor -> Starting commander, not recruitable/summonable. S4H3, automatic communion master. Units Varangian Guard -> Northern mercenaries that have become a part of normal military with time. Cap only, good stats, especially high morale, forest survival. Pyrote -> Cap only, expensive in resources, fire AoE melee attack, negative fire resistance. Kataprakhtoi -> Noble cavarly, good stats, but are hampered by less than optimal equipment (no plate, only light lance, use maces instead of broadswords) Verdanriotai -> Northern mercenaries that have become a part of normal military with time. Composite bows, waste/forest survival. New Spells -> H1 communion slave (note that this will not work on pure H1 priests, only those who have an actual magic pick -> this piece of data is from my Holy War modding days) -> H2 communion master -> F2W1 "Greek Fire" combat spell, likely a fireball that leaves a small "Fire Cloud" behind. -> Awesome H5,6,7 and 8 combat spells -> "Theosis", Conj level 7, 40 gems, W3S4 (the caster paints an icon so masterful that it allows him to contact the celestial plane and ask for the help of an archangel.) The Archangels; Note that these are the archangels of Orthodox Christian tradition, so they may differ from what you know. Statwise, all of them are close to regular Archangles, expect where otherwise stated -Gabriel "Man of the Lord" -> Divine messenger and warrior S3A3H3, stealth, high mapmove, higher combat stats, wields a mirror of green jasper* on his left hand. -Barachiel "Blessing of the Lord" -> Leader of all Guardian Angels and holds dominance over lightning, A4F2H3, lighting attacks, can summon "angels of the host", wields a white rose on his left hand* -Uriel "Light of the Lord" -> F4A2H3, higher combat stats, extra holy fire attacks but only one hand slot since he always wields the orb of fire* -Jegudiel "Glorifier of the Lord" -> Patron Saint of all labour and arts. S3E2F1H3, reinvigoration, forgebonus, high leadership, lower combat stats, wields a crown on his right hand* to represent the rewards for spiritual labour. -Raphael "Healing of the Lord" -> Patron saint of medicine and sciences. S3N3H3, healer 100, reserachbonus, recuperation, regeneration, lower combat stats, wields a jar full of medicine in his left hand* -Selaphiel "Prayer of the Lord" -> Patron saint of praying. S4F1A1w1E1H4, very high researchbonus, attack value 0, no melee attack, greatly lowered combat stats, domsummons angels of the host, automatic communion master. -Michael -> He will be a unique combat summon from one of the holy 5-8 spells. No magic (since he would then just spam smite or something equally lame). Extremely good combat stats, wields a very powerful holy lance and can banish people to hell (like the artefact "Hell Sword") * In classic orthodox iconography, this angel is often painted with that item. I might give the item a "dom3" function, depending if I come up with something awesome for it. Changes to base Pythium -> Starting commanders to Ambassador and Divine Emperor -> Battle Vestal no longer cap only -> Description edits -> Starting gem income to: 1F 1A 1W 2S -> Arch Theurgs will be multiheroes and only slightly old age, magic changed to S3 3? H3 (F/A/W -> linked random) -> Theurgs - not old any more, magic changed to S2 2? H2 (F/A/W - linked randoms), gold cost increase -> Theurg Acolytes get an additional 10% F/A/W random. -> Following units no longer available; Hydra, Hydra Hatchling, Hydra Tamer, Scout, Emerald Lord, Lizard Catapharact, Lizard Lord, Gladiators, the Master of Games multi-hero Angel Summon Changes (will affect Marignon too) Contact Harbringer (OLD, level 6, S4, 25 pearls) -> NEW: level 5, A2 S3, 27 air gems Angelic Host (OLD, level 7, S5, 50 pearls) -> NEW: level 7, F2S4, 55 fire gems) Others left as they are. This change is so that the player might occasionally *use* these spells. In vanilla it's just better so save up your gems for Angels of Fury or Seraphs. Of course, if you like the basic Pythium this won't likely be your mod. What I'm aiming for here, is to bring a breath of fresh air into a power nation that has been played to death. Perhaps allowing for a option for those who want the glorious "second rome" instead of just endless Hydras. |
Re: Byzantine Pythium - hype/brainstorming thread
I like the idea of this mod, it is like a fusion of pythium and pure unadulterated AWESOME. Sweet. Being another person who is not really into power nations, and has a certain fondness for byzantium (though not quite so much as the author), I am looking forward to this.
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Re: Byzantine Pythium - hype/brainstorming thread
I'm sorry, but I really like the Arch Theugs, and can't believe the old powerful communion priest have to go. I always thought that they were the most fitting thing for the nation. I wondered about the assassins and the hydras. I don't mind loosing the lizard cataphracts. Spies might be appropriate but obviously unnecessary. Certainly more appropriate than assassins.
Maybe its the power of the arch threurges that bothers you, rather than the flavor. |
Re: Byzantine Pythium - hype/brainstorming thread
Sounds fantastic -- I look forward to seeing it!
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Re: Byzantine Pythium - hype/brainstorming thread
I very much love the idea! I'm unfamiliar with Pythium, but had the same thoughts when I tried them.
Hit the nail on the head with the vikings. The Varyags of Miklagaard isn't just a good song, they were a potent force through much of their history! And the origin of the current day 'Swiss Guard.' Food for thought: in later years they hired from other tribes than the Swedes. The Rus *were* also a major factor for the Byzantines; if they hadn't of left, the Turkic cousins of the Mongols might not have conquered 'The City' so easily! It seems that Pythium is like Byzantium mixed with Sarmatian/Scythian influences. BigDaddy may have a point... maybe a new nation, not a replacement, is warranted? Just a thought, I like your idea just fine Burnsaber. Love the idea, and would like to offer any support or help I can! |
Re: Byzantine Pythium - hype/brainstorming thread
When doing this mod, you should read "Röde Orm" by Frans G. Bengtson if you haven't already. It is a very nice viking story. Historically accurate and a substantial part of it also takes up the subject of vikings fighting for middle eastern powers.
No idea if you know swedish, but it is available in english as "the long ships". |
Re: Byzantine Pythium - hype/brainstorming thread
Some spies and assassins of various effectiveness would certainly add to byzantine flavour.
Maybe some corruptor/seducer type commander - the Byzantines certainly had a knack for getting neighbours to change their allegiances on a fairly regular basis. |
Re: Byzantine Pythium - hype/brainstorming thread
I think flamethrowers were only used in naval warfare, or maybe some siege, so having a unit for these in Dom seems a bit strange.
What about chariot racer heroes? Having only wizard priests sounds quite thematic, though, with all the byzantine religious bickerings, many priests should be hired by Byzantine rulers. |
Re: Byzantine Pythium - hype/brainstorming thread
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I was thinking of a cap-only, heavily armored, high-resource cost infantry unit that can once throw a inaccurate blast of fire to a very close range and have a flaming melee attack with it. Quote:
I'll have to warn everyone though that this nation won't be that historically accurate. More like a fanboyish wet dream of what the Ancient Byzantine was like. (It is pretty certain that my version will likely present as very goody-goody although the reality was vastly different). |
Re: Byzantine Pythium - hype/brainstorming thread
digression: kennydicke, varyags have *nothing* to do with the swiss guard, who derived from the swiss pikemen mercenaries. Technically, the swiss guard is the last swiss mercenary troop in existence, although they are hardly mercenary now.
back on Topic: Burnsaber, this sounds really cool. I definitely support toning Pythium down, and I like the idea of flamethrowers =). I'd give them more than 1 shot so they have tactical uses rather than being a curiosity. Maybe make the sprite have 2 men (1 carrying the fuel supply!) and make the unit size 3. 3-5 shots seems reasonable. It would be sort of like recruitable fire drakes for range, but without the beefy hps. |
Re: Byzantine Pythium - hype/brainstorming thread
The Swiss Guard as in the Pope's army? That is the longest standing army still in existence, so, yes, not really mercenaries.
I think the army of the Roman empire may have stood longer, but I do not know. The Swiss Guard is certainly on of the longest standing armies to ever exist. So, I suppose if you take that position into account those Emeral Guards which are one to one better than most countries best command unit is OK. Still, there is a balance problem to that... it follows through the serpent cataphract. |
Re: Byzantine Pythium - hype/brainstorming thread
I agree with squirrel, having one attack is probably not enough. It's really hard to make one, non-massable shot count. Something like 2 or 3 would be much more workable. I suppose it also depends on how expensive they are and how effective they are in melee... if they're something like principes with flamethrowers it might just barely be workable.
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Re: Byzantine Pythium - hype/brainstorming thread
Theurgs are actually quite thematic for Byzantium-style nation. I always thought of them as of a fantasy parallel to the neoplatonic "theurgy" mysticism which was mainstream in Eastern Roman Empire in time of Julian the Apostate.
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Re: Byzantine Pythium - hype/brainstorming thread
Flamethrowers could be units armed with an item that casts Burning Hands. They could be reasonable-cost, non-cap commanders, if that would make the programming easier.
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By the standards of the middle ages, anyone who fought for money was a mercenary. I assure you the swiss guard gets payed, and I assure you there is continuous history from the swiss mercenaries of the middle ages to the swiss guard in the vatican today. They are certainly derived from a mercenary company, and are arguably still technically mercenary. (What else would you call foreign nationals who perform military service for pay?) |
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Carry on. :) |
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*Yes, the lizard king does rock, but he needs equipment, and, while size 2, he isn't actually human. |
Re: Byzantine Pythium - hype/brainstorming thread
Okay, my current unit line up:
New Units -> Rus Horse Archers (forest/waste survivals, fast, composite bows*) -> Heavy Cavalry - Can't remember the accurate name right now (somewhat along the power level on basic knights) -> Varangian Guard - (forest survival, two-handed axes, elite stats, cap only) -> Flamethrowers* - (see below, cap only) * not historically accurate, but whatever Old units that go away Serpent Catapharacts Gladiators Hydra Hatchlings Hydras New Commanders & Changes -> Ambassador - (Spy) -> Varangian Guard Captain - (Sailing, very good stats, cap only) -> Imperial Alchemist - F1W1 (110% F/W/E), minor researchbonus (1), cap only -> Theurg Artisan (iconographers, sclulptors, architects, etc..) - 1? H1 (100% F/A/W/S), forgebonus 10, minor researchmalus (-1) (they like to create, not sit in front of books), cap only -> Theurgs - not old any more, magic changed to S2 2? H2 (F/A/W - linked randoms achieved through #magicboost commands), gold cost increase -> Arch Theurgs - multi-heroes, only slightly old, magic changed to S3 3? H3 (F/A/W -> linked randoms achieved through #magicboost commands) Old commanders that go away -> Serpent Lord -> Hydra Tamer -> Arch Theurgs -> Scout New Spells -> Angel summons to competetive no-clam prices -> H1 communion slave (note that this will not work on pure H1 priests, only those who have an actual magic pick -> this piece of data is from my Holy War modding days) -> H2 communion master -> F2W1 "Greek Fire" combat spell, likely a fireball that leaves a small "Fire Cloud" behind. -> Awesome H5,6,7 and 8 combat spells As for the flamethrowers, I've gotten a nifty idea. I'll sort of make like them like "reverse salamanders" - good fire AoE attack, but they would cost a lot of resources instead of gold and have massive negative fire resistance. I'll probably ditch the ranged attack, since it's unlikely that they could fire with those cylinders very far. Quote:
I'm going to make Arch Theurgs multi-heroes and slighly reduce the magical power of Theurgs (but make them not old). Then I'll give the Byzantium Pythium a bunch of national holy spells (a H5 spell, a H6 spell, H7 spell and a ridicilious H8 spell). It's pretty obvious that those spells can only be really reached through communion and PoS -> You have priestly communions. Quote:
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Burnsaber - Sounds good :) I'm not sure that theurgs need to cost more if you're making them weaker, but I'm pretty ambivalent on that issue. So they'll keep battle vestals as their sacred? |
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Re: Byzantine Pythium - hype/brainstorming thread
Oh, looking at them you actually did make them MUCH better. Yeah, the price hike is definitely warranted.
I'm actually not sure how much different a bless would be for angel SCs and battle vestals. Pythium has solid units to absorb missile fire, and one of the best blesses for battle vestals would be w9... which certainly angels wouldn't mind either. Maybe add on an e4+ bless for the angels and theurgs. Still, I don't think that's a problem, I for one certainly haven't seen battle vestals being used much in the past. |
Re: Byzantine Pythium - hype/brainstorming thread
If you want to see battle vestals used, they have to not be cap only. They're too weak as a unit to make blessing them worthwhile when you can only hire from one fort each turn. Like flagellants, this is a sacred that would need to be used in truly massive numbers to make a blessing sensible. I, for one, will gladly use whatever the principes equivalent is instead of BVs to save the pretender design points with the way things are now.
Basically, its not that hydrae kept BVs from being used, its that they're a cheap disposable sacred which isn't capable of being hired in numbers suitable for 'cheap and disposable' to be an advantage. |
Re: Byzantine Pythium - hype/brainstorming thread
You wouldn't even go with a blessing aimed at angels or theurgs and use them as a side unit if the blessing happens to be useful? They're cheap and not very resource-intensive, so it's not too hard to justify buying them.
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Re: Byzantine Pythium - hype/brainstorming thread
Re: proposed mage changes
I dunno, that'll make Pythium's mages quite weak for MA. S2X2H2 as recruit anywhere is decent, but then there's no capital-only mage for heavier mage power, and that's a pretty weak mage as your top tier mage. And of course, moving arch-theurges to being multiheroes means you're dependent on Lk scales, may or may not get any year 1, 2, or even 3 or later, and need to hope you only get arch-theurges. And of course, old age is even more annoying because if you *do* lose one to disease you can't replace him. |
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Battle Vestals are a joke stategically. They're fine thematically good, although I don't see why they aren't recruitable everywhere, except that Pythium really doesn't need a 'bless strategy...' other than a nice one for mages. |
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I was also thinking of "twidling" with the angel summons. It's pretty stupid that they all use astral pearls. This particularly quarantiees that they players are only going to use the strongest one. This will affect Marignon too, but IIRC they could use the small boost that this will provide. Harbringer could easily be a A/S summon and Angelic Host be an F/S summon. (Also, it would make sense for Marignon to be better at summoning Fiery smiting archangels than the more "artistic" harbringers, since they have that "heavenly wrath/ inquisition" thing going on) Quote:
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I agree, but your reasoning (apparent) is humorous. |
Re: Byzantine Pythium - hype/brainstorming thread
i've not read the 4 pages of this topic, but what about adding some ship summons in construction?
aquatic unit, high upkeep, gluttony(you have to feed the sailors), fire vulnerability. they can have some diversification, like a heavy one for battles, a "commerce" one which brings you money and/or supply. |
Re: Byzantine Pythium - hype/brainstorming thread
As the battles in Dominions are fought over land or under water I personally would find any sort of sailing ships mostly hillarious.
That actually just gave me a new nation idea though. Drowned sailors being reanimated by ancient evil. The actual drowned ones would be amphibians, but there'd also be a potential for huge masses of poor amphibian standard undead with more scimitars "newly drowned". A sunken magically moving ship would be cool as hell, but I don't really know if you can make it big enough and if I can actually draw a decent looking sprite for one. For land castles they'd have "shoredrowned" poor amphibians to recruit too. Some of them might be better armored, ie knights and heavy infantry who have fallen to rivers in the middle of battles etc. |
Re: Byzantine Pythium - hype/brainstorming thread
One other thing about Pythium that amuses and slightly bugs me is that LA Pythium's mythical sources are earlier in history than MA Pythium. All the mystery cults are more reminiscent of the Eastern Roman Empire circa AD 1, while the powerful Theurgocracy is reminiscent of the Byzantines.
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Re: Byzantine Pythium - hype/brainstorming thread
I'm working on the mod. Just yesterday I made the graphics for 6 units (no preview though, I'm going to get all of them done before I show them off). Now I only need graphics for Theurg Artisans, Divine Emperor and the seven Archangels (Michael is going to be tough thought, his graphic will take a while since he needs armor and no dom3 angels have that, so I need to draw it myself).
@Squirrel Sorry, it really took me a while to get at what you were going after. Yeah, S2F2A2W2E1 is not that great magic access for forging and so forth, especially because you don't get any air/fire boosters and no access to Crystal Coin. I think I'm going solve this by changing their starting commander to "Divine Emperor" with S4H3 that can get you RoS and RoW with only Crystal Cap, so that you don't need to force S and E on your pretender. Quote:
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Re: Byzantine Pythium - hype/brainstorming thread
http://forum.shrapnelgames.com/pictu...&pictureid=423
Commanders Imperial Alchemist -> Cap only, 1F1W (110% F/E/W), +1 research, 10% chance of starting with an affliction (alchemy is dangereous). Ambassador -> Spy, nothing else special Varangain Captain -> Cap only, very good stats, sailing, high leadership Theurg Artisan -> Cap only, -1 research, 10 forgebonus, 1?1H 100%F/E/W/S/A. Those with fire are glassblowers, air is singer, earth is sculptor, astral is canthor, water are painters. Divine Emperor -> Starting commander, not recruitable/summonable. S4H3, automatic communion master. Units Varangian Guard -> Northern mercenaries that have become a part of normal military with time. Cap only, good stats, especially high morale, forest survival. Pyrote -> Cap only, expensive in resources, fire AoE melee attack, negative fire resistance. Kataprakhtoi -> Noble cavarly, good stats, but are hampered by less than optimal equipment (no plate, only light lance, use maces instead of broadswords) Verdanriotai -> Northern mercenaries that have become a part of normal military with time. Composite bows, waste/forest survival. New Spells -> H1 communion slave (note that this will not work on pure H1 priests, only those who have an actual magic pick -> this piece of data is from my Holy War modding days) -> H2 communion master -> F2W1 "Greek Fire" combat spell, likely a fireball that leaves a small "Fire Cloud" behind. -> Awesome H5,6,7 and 8 combat spells -> "Theosis", Conj level 7, 40 gems, W3S4 (the caster paints an icon so masterful that it allows him to contact the celestial plane and ask for the help of an archangel.) The Archangels; Note that these are the archangels of Orthodox Christian tradition, so they may differ from what you know. Statwise, all of them are close to regular Archangles, expect where otherwise stated -Gabriel "Man of the Lord" -> Divine messenger and warrior S3A3H3, stealth, high mapmove, higher combat stats, wields a mirror of green jasper* on his left hand. -Barachiel "Blessing of the Lord" -> Leader of all Guardian Angels and holds dominance over lightning, A4F2H3, lighting attacks, can summon "angels of the host", wields a white rose on his left hand* -Uriel "Light of the Lord" -> F4A2H3, higher combat stats, extra holy fire attacks but only one hand slot since he always wields the orb of fire* -Jegudiel "Glorifier of the Lord" -> Patron Saint of all labour and arts. S3E2F1H3, reinvigoration, forgebonus, high leadership, lower combat stats, wields a crown on his right hand* to represent the rewards for spiritual labour. -Raphael "Healing of the Lord" -> Patron saint of medicine and sciences. S3N3H3, healer 100, reserachbonus, recuperation, regeneration, lower combat stats, wields a jar full of medicine in his left hand* -Selaphiel "Prayer of the Lord" -> Patron saint of praying. S4F1A1w1E1H4, very high researchbonus, attack value 0, no melee attack, greatly lowered combat stats, domsummons angels of the host, automatic communion master. -Michael -> He will be a unique combat summon from one of the holy 5-8 spells. No magic (since he would then just spam smite or something equally lame). Extremely good combat stats, wields a very powerful holy lance and can banish people to hell (like the artefact "Hell Sword") * In classic orthodox iconography, this angel is often painted with that item. I might give the item a "dom3" function, depending if I come up with something awesome for it. Changes to base Pythium -> Starting commanders to Ambassador and Divine Emperor -> Battle Vestal no longer cap only -> Description edits -> Starting gem income to: 1F 1A 1W 2S -> Arch Theurgs will be multiheroes and only slightly old age, magic changed to S3 3? H3 (F/A/W -> linked random) -> Theurgs - not old any more, magic changed to S2 2? H2 (F/A/W - linked randoms), gold cost increase -> Theurg Acolytes get an additional 10% F/A/W random. -> Following units no longer available; Hydra, Hydra Hatchling, Hydra Tamer, Scout, Emerald Lord, Lizard Catapharact, Lizard Lord, Gladiators, the Master of Games multi-hero Angel Summon Changes (will affect Marignon too) Contact Harbringer (OLD, level 6, S4, 25 pearls) -> NEW: level 5, A2 S3, 27 air gems Angelic Host (OLD, level 7, S5, 50 pearls) -> NEW: level 7, F2S4, 55 fire gems) Others left as they are. This change is so that the player might occasionally *use* these spells. In vanilla it's just better so save up your gems for Angels of Fury or Seraphs. |
Re: Byzantine Pythium - hype/brainstorming thread
The Green Jasper mirror could have a 'halt sacred' effect on any enemy sacred that attacked the wielder. That would be kind of thematic.
It would also be interesting if the Divine Emperor was immortal but had a chance to get Lost in Time and Space, representing how there was always an Emperor, but sometimes he was imprisoned/exiled/killed and eventually replaced by another one. |
Re: Byzantine Pythium - hype/brainstorming thread
25% of alchemists will have water and fire. Making this THE acid nation. So, we have early game legionaires, mid game acid casters, and late game angel summons.
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Re: Byzantine Pythium - hype/brainstorming thread
Umm, are you planning on anyone recruiting varangian captains? cuz its not gonna happen. Also, kataphraktoi were absolutely covered in armor, it makes no sense for them to have crappy prot in-game.
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Re: Byzantine Pythium - hype/brainstorming thread
They might hire one (varangian captains) for an initial sailing adventure.
And you're saying the cavalry should have heavy armor. Ussually need some pretty high encumbrance to make a nerf comparable. |
Re: Byzantine Pythium - hype/brainstorming thread
nothing wrong with having good heavy cavs, they don't need a special nerf. Res cost alone ensures that you don't see a great deal of knights/heavy cavs usually.
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*Full chain instead of full plate is what -3 prot? Also, it means decreased resourcecost ** About on level with MA Man Knights Quote:
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Re: Byzantine Pythium - hype/brainstorming thread
Look promising, I can't wait to try this mod for my next single player game.
(hopefully we will have a first version released soon ? ;)) |
Re: Byzantine Pythium - hype/brainstorming thread
One more thing about the katphraktoi armor is to tie it to the EA Ermor cavalry and the orginal empire that this is supposed to be a spinoff from
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Re: Byzantine Pythium - hype/brainstorming thread
Working on the mod. Got the archangel summon to work, behold the results:
http://xs.to/image-0EB3_4B8ED785.jpg As for the other news, here are my current plans on the national holy spells, all of will be modded to be techically "self buffing" spells, so if a communion master casts the spell, it will be casted by all slaves too: H5: "Heavenly Power" -> Caster gets "Summon Airpower", "Summon Waterpower" and "Summon Firepower" - effects and the "Earth Might" (AoE 5 str boost)spell is casted centered on the caster. H6: "Heavenly Protection" -> Caster gets stoneskin and improved mr. "Battle Fortune" (AoE 5 luck) spell is casted centered on the caster. H7: "The Seventh" -> Casts the "Demon Cleansing" BF enchantment and summons Michael, the seventh and the most glorious Archangel. H8: "Heavenly Shield" -> Caster gets resistances to all elements and Astral + Fire Shield. Also summons one Guardian Angel (a'k'a Angel of the Host) |
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I'm curious - how did you get a "one spell summons a random member of a small collection of unique entities" effect to work? Or are you just using a separate summoning spell for each archangel? Perhaps you modified the Lords of Civilization spell from EA Hinnom and then overwrote the Grigori units? Please tell! |
Re: Byzantine Pythium - hype/brainstorming thread
From what I heard on IRC, he was indeed planning on using the Lords of Civilization spell. It sounds as though he has succeeded.
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As for the Angel I showed in the pic, I know that there are some typoes in the description (and they have been fixed), I just noticed after taking the screenie and coudn't be bothered to take a new one. Also, that whole "his brother was Ezekiel" isn't real Orthodox canon, I just made up to make it fit better in Dom3context. There is some base for it though. Sometimes this archangel, "Barachiel" is confused with "Baraqiel" (meaning "Lightning of God"), who was one of the Grigori mentioned in the Book of Enoch. One unfortunate thing about the overwrites is that he can never face his brother in-game, which would be pretty epic even if extremely unlikely (since he is actually overwriting him). |
Re: Byzantine Pythium - hype/brainstorming thread
Seems like a nice mod.
I like Pythium, but I also like the Byzantine Empire a lot, probably more than I like Pythium. Since the first iteration of Pythium I have been bothered by stuff. The lack of Varanginians is one such bother. Mods are nice as they lets you have the cake and eat it. I think I will eat this cake :) (if I start a dom3 game in the forseeable future). |
Re: Byzantine Pythium - hype/brainstorming thread
A KO post! :shock: Does this mean that the mysterious project is near completion?
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