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Endgame Diversity Mod - v1.2 released
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March 2011: Version 1.2 released. Assuming no bugs have been introduced, this is a stable version and no changes are anticipated for some time. I'll leave version 1.1 available for people who may need it to sub into old games etc. Note that EDM 1.2 is integrated into CBM 1.83, so this mod should only now be needed for games using no CBM or earlier versions of CBM. Changelog for version 1.2: - Moved ID numbers around so mod is compatible with all of the nation mods in Sombre's [MC] Mod Catalogue (see other forum), as well as CBM 1.6. - Roc now has "Roc beak" attack which is armour piercing - Roc gained powerful one-use AOE 1 "Aerial Dive" attack. - Zmey much cheaper: 25 gems (was 35) - Mechanical giant cost increase to 20 gems (16) - Cyclops cost increase to 35 gems (30) - Grendelkin cost decrease to 35 gems (40) - Asynja randoms reduced from 210% AEDB to 160% AEDB - Treant: cost reduced to 30 (40). Research level to 7 (8) - Ettin: Cost reduced to 14 (18). Research level to 5 (7). - Ettins gained 50% shock resistance, cold resistance and poison resistance. - Asynjas gained good Enchanted Sword and Weightless Shield items. - Kraken magic: Previously was W3E1B1 in EDM, W1, 150% WEN in CBM. Now W2B1 + 50% W + 50% E + 50% N in both. - Kraken: Cost 30 gems in EDM, 16 in CBM. Now costs 20. Changelog for version 1.1 (stable version): - Reduced Roc's gem cost to 18 (25) (no longer that powerful since its magic was reduced to A2 in the last version). - Increased Roc's patrol bonus to 60 (50) (eagle-eyed!). - Reduced Kraken's research level to 6 (7) (so it can actually be helpful in underwater wars, which tend to be over by the truly late game). - Increased Firebird's research level to 6 (5) (don't want people annihilating Ermor with the little bird *too* early). - Moved all weapon numbers into the 900s (800s), to make it easier for Sombre to make combo mods. Let's hope I didn't make a mistake! Changelog for version 1.04: - Reduced Roc's magic to A2 (was A3). This is to control access to powerful air magic for non-air nations - summonable A3 opened up Air too much. - Roc stat changes: shock resistance 100 (was 175), defence 14 (11), precision 16 (12) (eyes of a bird of prey after all), patrol 50 (40), siege bonus 40 (30), hp 80 (70). - Reduced Grendelkin's strength to 38 (was 45), purely on thematic grounds; he remains easily the strongest creature in the game (apart from the Maker of Ruins). - Shishi attack reduced to 12 (15 with quickness), a reduction of 5. - Kraken goes to 180 hitpoints (140), 20 strength (18). - Significant changes to Kraken magic: has lost linked sorcery random, is now always the same: W3E1B1. I know the blood is odd, but it is a thematic thing that I like, so there. - Rooted treants are no longer immobile. They still have map move zero, but can move very slowly in battle. This is to prevent aggravating situations/tactics like teleporting an oracle to fight an attacking treant, so that the treant dies from the turn limit (unable to walk to the oracle). - Treants gained mapmove 2 in forests. - Updated treant description to add clarity to forest bonuses. - Zmey strength brought back to 24 (28), firebreath is first weapon (hence always fires; a buff), tail got -4 to attack (makes big difference to repel). - Fixed issue zzcat spotted with Zmey, whereby the 2-headed form had itself as a #firstshape and would therefore gradually heal afflictions. - Updated spell list (below and at the top of the mod code). Changelog for version 1.03: - Incorporated pyg's changes to give compatibility with CBM. - Summon Roc reduced to research level 6 (was 7), since his use is rather niche - Cost of ettin reduced to 18 gems. - Description of ettin slightly changed to explain they are the strongest of their kind. - Most of ettin's stats slightly improved. - Firebird is Conjuration 5 (was 6) - I would like to highlight that the Firebird actually brings good events as well as preventing bad ones (this is not a change) - Modified description for final wendigo state to indicate that it will grow no more. - Wendigo cost reduced to 24 gems (was 30) and researchlevel to 6 (was 7) on account of the time it takes to become useful. - Wendigo's size stat actually now changes over time (starts at 2, increases to 6). - Cost of mechanical giant reduced to 16 gems (was 25). - Large stat boosts for Zmey: protection 22 (was 18) strength 28 (24) attack 18 (14) def 14 (12) fire breath damage 14 (10), all forms +20 hit points - Zmey gained a tail attack, which is effective for parrying - Zmey is Conjuration 6 (was 7), 35 gems (was 30) - Asynja renamed to Awakened Asynja to avoid confusion with the pretender. Additionally her description has been modified a bit to fit with the name. - Asynja gained glamour and stealth. - Asynja randoms changed to 210% AEDB. - Ember Lord lost 100% ED random (just has 10% FED now). - Cyclops: Magic changed to E3F1 (was E3 + myriad randoms). - Changed cyclops name ("Granite Cyclops") and description to distinguish it from the pretender - Changed cyclops stats: higher att, def, prec, prot, slightly lower hp - Cyclops only needs E5 and 30 gems to summon now (was E6 and 35 gems) - Cyclops is now less "purple" following numerous purpleness complaints - Grendelkin's attack reduced from 16 to 12 - Shishis got +1 to attack - All treant forms got +20 hp Original post: Here at very long last is my long-muttered-about Endgame Diversity Mod. The purpose of the mod is to give a greater range of choices in the lategame. Hopefully, no longer must even Tir na n'Og aim to get death magic and Tartarians. Instead they can battle Ermor's Tartarians with Treants and Aesir, while the Abysians unleash the power of the Ember Lords, and Atlantis fields great krakens from the the deeps. This mod adds 13 new summon spells to the game. Four of the resulting summons are modified versions of base game pretenders or monsters, while the other nine are original. They are quite variable in power level. The unique True Firebird is quite feeble in itself, but situationally may be very powerful. The Grendelkin is probably the strongest creature in the game physically, but has no magic. The Wendigo starts off weak but eventually becomes formidable. The Ember Lord is probably the most powerful. The thing I am most uncertain of is the costing for the summons. I am fairly satisfied with their stats for the most part (though comments are welcome). However, I really struggled to choose the research level, path requirements and gem costs, so input there would be very welcome. Until I have had a chance to process such feedback, this should probably be considered a beta version. The spells added are (updated for v1.1): "Quest for the Firebird" - F4, Conjuration 6, 20 gems "Summon Zmey" - F4, Conjuration 6, 35 gems "Awaken Ember Lord" - F6, Conjuration 9, 60 gems "Summon Shishis" - A4 - Conjuration 6, 30 gems "Summon Roc" - A4 - Conjuration 6, 18 gems "Awaken Aesir" - A5 - Conjuration 8, 35 gems "Mechanical Giant" - E5 - Construction 7, 16 gems "Awaken Cyclops" - E5 - Conjuration 8, 30 gems "Great Kraken" - W4 - Enchantment 6, 30 gems "Call Grendelkin" - W3E3 - Enchantment 8, 40 gems "Curse of the Wendigo" - W3D3 - Thaumaturgy 6, 24 gems "Wild Ettin"- N3E2 - Enchantment 7, 18 gems "Awaken Treant" - N5 - Enchantment 8, 40 gems I have added an additional nation in EA, called "Endgame Diversity Mod, Testing Nation". It is able to recruit all of the new units. The idea is that it will be easily possible to see the stats and magic randoms of the new creatures without having to do lots and lots of research. However, if you enjoy surprises, don't look at the testing nation and wait till you summon the creature! I hope people enjoy the mod, and look forward to some comments! |
Re: Endgame Diversity Mod - Lategame summons, released at last!
Good god how shall I repay you?! :O
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Re: Endgame Diversity Mod - Lategame summons, released at last!
Wow! Looks great!
I'm inserting it into my ongoing late SP games now to try 'em out. Will give feedback from that perspective. |
Re: Endgame Diversity Mod - Lategame summons, released at last!
Wow. This is a really excellent mod and I look forward to playing many games using it. Thank you for this.
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Re: Endgame Diversity Mod - Lategame summons, released at last!
Looks interesting! I'll try it out when i get a chance. The end game could surely use more diversity.
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Re: Endgame Diversity Mod - Lategame summons, released at last!
I'm most concerned about the grendelkin right now, actually. With their stats and full slots, those are downright dangerous little monsters. Not that the path combination is terribly common... what can actually summon these other than patala's naga mages?
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Re: Endgame Diversity Mod - Lategame summons, released at last!
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Re: Endgame Diversity Mod - Lategame summons, released at last!
Wow, I'll really have to go over the top to get a balrog sprite to beat that one when I do them for my next mod...
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Re: Endgame Diversity Mod - Lategame summons, released at last!
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Great work all around, Llamabeast. I do wonder if maybe the Wild Ettin should be made slightly cheaper - he's quite vulnerable to swarming with low def and prot, as well as a low MR. Bringing him up to par with most of the other summons will require a significant gem/time investment - and nature gems typically have many other uses. I suspect that without equipment on either side, three Sleepers (CBM cost) would make short work of him, but I haven't tested it. Finally, summoning him has a cross-path requirement. I wouldn't be against the Shishis having 0-enc (since they auto-cast quickness and have limited slots), but I understand that there's an undead/construct theme going for most such units. I feel the Firebird could auto-cast Phoenix Pyre without tipping him out of balance. I instinctively related him to the phoenix mentally, so if that doesn't fit his theme please pretend I didn't post that last sentence. Amusingly enough, I was least impressed by the units modelled after pretenders. (This is not a criticism - your custom work just impressed me that much.) |
Re: Endgame Diversity Mod - Lategame summons, released at last!
Nice work!
I am not entirely sure the price on the Wild Ettin and Tree-ants is fine. Compare for example the price of Tree-ant to summoning a tarrasque and GoRin that, or the price of summoning a couple Sleepers compared to the price of the Ettin. |
Re: Endgame Diversity Mod - Lategame summons, released at last!
Huzzah!
I vote for more pretender style units going in as generic lategame summons. I would like to see titans for instance, for air. |
Re: Endgame Diversity Mod - Lategame summons, released at last!
It could be a way to actually SEE dragons in a game (the pretender versions) if they were offered as late-game summons.
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Re: Endgame Diversity Mod - Lategame summons, released at last!
I have long thought that summon Shedu would be a great spell.
He isn't the greatest pretender, with questionable end game value, so maybe level 3 or 4 and 12 gems. |
Re: Endgame Diversity Mod - Lategame summons, released at last!
I wonder if Unique affects gods? Hmmm.. wouldnt do what I want though. Something where a unit could be summoned but ONLY if it isnt a pretender in the game. Id love to see some of them as summons or heroes. Kindof a "well no one bought the idea of me being a pretender so here I am offering myself to your cause".
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Re: Endgame Diversity Mod - Lategame summons, released at last!
Looks interesting, but it will need playtesting. I like the Zmey. Funny bugger. The treants look interesting too and an alternative to tartatians. The true firebird is really situational as you said.
I haven't looked the Asynja or cyclops yet. I'm dubious about the mechanical soldier. He's cheap, but I don't think he's going to be very durable if he doesn't heal. Unless MA Agartha can heal them? |
Re: Endgame Diversity Mod - Lategame summons, released at last!
Anyone can heal them in a lab.
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Re: Endgame Diversity Mod - Lategame summons, released at last!
I GoR'd a Lumber Construct and it worked just fine (made of wood, 70hp, all slots). But, yes, you'll occasionally need to choose between going on or going to a lab, and it can't build a lab without being empowered.
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Re: Endgame Diversity Mod - Lategame summons, released at last!
I would like to vote to change the name of the wendigo to the winedigo. obviously it is a creature that is much better after being aged to perfection
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Re: Endgame Diversity Mod - Lategame summons, released at last!
Unfortunately lumber construct, in cbm at least, is toast against anyone with even a bit of astral.
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Re: Endgame Diversity Mod - Lategame summons, released at last!
You can work around it, with the right equipment, plus you can get it nice and early (lvl 4 and lvl 3 spells one of which is IN construction).
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Re: Endgame Diversity Mod - Lategame summons, released at last!
I've taken just a quick look at this for now, but it looks *great*. Awesome job, llama!
Just a small suggestion that came to my mind: perhaps modify the description of fully grown wendigos to specify that they are completely grown, so the player is aware of that and won't wait for them to grow any bigger:) |
Re: Endgame Diversity Mod - Lategame summons, released at last!
Is the wendigo supposed to actually change in size during the form progression? The hitpoints increase, but the size doesn't appear to increase (it starts at size 6 per the Son of the Fallen it's copystatted from, and stays that way.)
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Re: Endgame Diversity Mod - Lategame summons, released at last!
Balance ideas:
I think treants are too strong right now. Considering treelords are just one research level below (Ench 7, I'm using CBM), I think treants are too strong. Treelords are more expensive (40 vs 35), slightly easier to research (Ench 7 vs Ench 8), can't move, are better N mages but you already have good N mages to summon them in the first place, can't move, have terrible att/def, less attacks, can't move but can summon lots of vine ogres and the like. They also have 2 pitiful misc slots vs. the treant's many. I can't see why anyone would spend 40 gems summoning an immobile tree when he could wait a bit more and summon a treant. Of course, ench 7/8 is a big step, but I'd rather have the treant Ench 9 so they don't totally obsolete the treelords. Maybe the comparison between lords and ants is flawed because, apart from being trees, they have very different gameplay, but I think it's valid. Same remark for the Asynja and Cyclops: They're Conj 8. Why research Conj 9 + Thau 4 for tartarians? Tarts are harder to summon, slightly less expensive, often riddled with feeblemind, afflicted like noone else, can't even heal properly, burn down your temples, pillage the province you just teleported them into, and are pretty random. Asynja and cyclops just obsolete tartarians rather than replace them. The only good thing left for tarts is their 0 enc. which frees some slots. But then cyclops don't really need the body slot, so rainbow armors are almost a given for them (mr + reinvig, don't care much about protection). Ember lords are cool but the base attack may be slightly exaggerated? I mean they get a bonus from fire magic, and heat power means they're going to be even better in warm places. Grendelkins are ok, but I wonder whether they should be poor amphibians? It would make sense thematically. They aren't spell casters, so can't auto-buff, so I think given the paths needed and the price they are probably one of the most balanced high level summons. |
Re: Endgame Diversity Mod - Lategame summons, released at last!
Thanks for all the comments everyone, and for the kind compliments.
rdonj: I'd be interested if you still reckon the grendelkin is overpowered after playtesting. He's undoubtedly ridiculously fearsome, but then again he has no magic. Is he really better than a Tartarian? I could be persuaded to make him more expensive, but probably not to make him weaker. I want them to be the kind of thing where you think "Oh, no, my opponent's got a grendelkin! How on earth am I going to take him down?", but where the opponent has had to make some effort to get there. Same for the Ember Lord. So maybe he should be more expensive. Opinions welcome. Raiel: Wild Ettin being cheaper - seems sensible actually. I wouldn't mind if they became common, they're not desperately powerful without kit. Maybe 18 gems or something. The shishis were originally 0 enc, but I got rid of it on thematic grounds in the end - I wanted to emphasise that they're not really statues, they are living spirits which just happen to be aligned to air and made of stone. I don't think the firebird should have phoenix pyre - he just happens to look like a phoenix. The Russian myth was very bright and very lucky, but not immortal. Jarkko: I can't understand your comment unfortunately. Are you saying they should be cheaper or more expensive? Gandalf: Yes, dragons would be cool. It was that thought that led me to put the Zmey in actually, since I thought it would be a bit less generic than just sticking the other dragons in. I'm not sure whether I really want to add many more units though. I mean, at a stroke we've gone from just Tartarians to quite a few choices, it might be a bit much to have too many more choices in. Or at least, let's see how MP goes with these choices first. Though it would be very exciting to have all sorts of weird, wonderful and powerful beasties around in the late game, fighting each other. LDiCesare: The trouble with the Shedu is I think it looks funny. Gandalf again: I think that thing with #unique would probably work actually. LDiCesare again: It'll be interesting to see what people do with the Mechanical Giant. On the one hand he's kind of feeble in some ways. On the other hand he has high protection and immunity to all elements, so you're free to use his other slots quite creatively. I think they may never be true SCs but I bet people can make very nasty thugs out of them. Frozen Lama: Good suggestion. Amonchakad: Good thought. Stavis_L: Well spotted! That's the first bug report. Doubtless they'll be countless more. Yes, he's meant to start at size 2 and increase to size 6. LDiCesare: This is a helpful post, thanks. I think comparing the Treant to the Treelord is not quite right, because the Treelord is absolutely awful. I think the better approach would be: are nature nations going to be overpowered versus death nations now? Will Tartarians be able to kill these Treants? I think the Treant is still probably weaker than a decent Tartarian, but I could be wrong. Do you really think the Asnyja and Cyclops are better than Tartarians? Maybe I've inflated how powerful Tartarians are in my head. I actually thought the Asynja and Cyclops were a bit underwhelming. I certainly don't want to obsolete Tartarians. Tartarians should still be basically the most powerful SCs in the game, with the possible exception of Ember Lords and Grendelkin (I hope those three are roughly equal in power). I'll have a look at the Ember Lord's attack. Grendelkin were originally poor amphibians. But I imagine them living a Gollum-like life - they're in the dark, crouching in pools, always in the water - but they can't actually breathe in the sea. |
Re: Endgame Diversity Mod - Lategame summons, released at last!
Does anyone have any thoughts on the Roc? It is possible that he is a bit useless. But then I tried to give him some interesting stuff - A3, map move 5, big bonuses to patrol and sieging. So I am optimistic that he may be effective in some niches. He can definitely take PD down.
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Re: Endgame Diversity Mod - Lategame summons, released at last!
Llamabeast: I don't think grendelkin are as good as tartarians, no. They are not as versatile or do as much for you. BUT I think that, given their stats, it seems likely that your average grendelkin with a holy scourge and maybe some other minor gear should be able to wreck 90% of all tartarians. Naked they're already good enough to kill anything resembling a reasonable level of PD. Geared they should be some of the best SC-killers in the game, despite their lack of magic. I haven't really gotten a chance to play with them much yet, aside from knocking over some independent provinces in a test game. But I can easily see them shining.
The Asynja and Cyclops are nowhere near tartarians in ability. They're capable SCs, but they have nothing on tartarians for either magic or power level. They will definitely not render tartarians obsolete. I agree on the treelord treant comparison. Treelords suck, they serve almost no actual purpose in the game. Treants are designed to actually be useful, so of course they are better than treelords :). I also agree that treants are weaker than tartarians, though they do certainly have potential. The ember lord may have a really high base attack, but right now it's not nearly as good as it looks like. He's losing 7 of it from lack of ambidexterity with his length 5 whip and length 2 maw. He does have a lot of attack skill though, enough so that nothing is really safe from him if that malus goes away. He's pretty comparable to tartarians I'd say, with some nice built in abilities that pretty well justify his expense. Not as good magically still, but a very good option nonetheless. The mechanical giant is kind of meh imo. They're more or less fine... except for their magic resistance. You would have to completely load them down in mr gear for them to be usable at the current price, or else you are just asking to have them controlled away. They're also constructs, so there are plenty of nasty effects to choose from when trying to deal with them. All in all I think these are just overpriced. I think they would be better off priced similarly to the shishi (which are supremely cool by the way). I also think the wendigo could use a bit of a price decrease, given that it takes time for it to come into power. How much of one I'm not sure. Maybe try 25 gems? The roc is kind of an interesting one. It doesn't have great stats, but it should be enough for most PD raiding. It should also be able to kill thugs reasonably between high damage adn multiple attacks. And the siege and patrol bonuses give them useful things to do when they're not raiding. I can definitely see them being very useful. The true firebird is definitely the most niche summon. Solar brilliance can be nice, but hard to use and other than that the firebird is not that interesting in battle. |
Re: Endgame Diversity Mod - Lategame summons, released at last!
I would think that the maw attack on the bal.. I mean Ember Lord should be #bonus? Mostly I agree with rdonj though, except that he forgot that the wendigo is obviously intended to be the winedigo.
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Re: Endgame Diversity Mod - Lategame summons, released at last!
based on preliminary looks, the roc seems like he is pretty good. since he's only 25 gems, and A gems at that, he is a pretty cost effective raider and hits where you don't expect him
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Re: Endgame Diversity Mod - Lategame summons, released at last!
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In vanilla, this would be fine, but when we compare the Roc to the Aesir, well... I'll just be saving up another 10 gems before I spend them, thanks. If the price was about half that of the Aesir it would feel like a tougher descision. Alternatively, Conjuration 5 would make that a moot point for a few turns - it would instead be a matter of weighing immediate needs against the future advantage an SC like the Aesir will bring. |
Re: Endgame Diversity Mod - Lategame summons, released at last!
A question, purely thematic in nature: Why doesn't the Aesir have glamour?
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Re: Endgame Diversity Mod - Lategame summons, released at last!
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Regarding the tree-ants vs Tarrasque. Tarrasque is 25 gems, plus if you GoR him the price is 40 gems. Exactly the same price as the tree-ant. The tree-ant has magic, true, but he is prolly going to use that to buff so he gets some of the buffs the Tarrasque has for free. The tree-ant has more slots, but I am not quite sure *what* he should be equipped with; you won't use him as a combat-mage, as you'll have better mages to be able to summon a tree-ant (the possible two water randoms aren't really going to make a difference, are they?) while in pure melee mash-up you'd be way smarter to summon a Tarrasque (and give him an AMA and a burning pearl), and if you want a lab-mage you'd be much smarter to summon a tree-lord (unless the idea is that the tree-ant can summon a naiad who can then start summoning naiad warriors). In all, to me it seems the tree-ant is way too expensive for what it can do, compared with the other options nature has (and I think the tarrasque and tree-lord are overpriced as is, its just that I feel the tree-ant is an even worse deal than those two :eek:). |
Re: Endgame Diversity Mod - Lategame summons, released at last!
You really think that a unit that has innate vineshield, regen, and reinvig combined with 2 arms, 2 misc, and feet slots is weaker than a tarrasque?
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Re: Endgame Diversity Mod - Lategame summons, released at last!
Trumanator: The maw attack should be #bonus, you're right.
Raiel: I'm concerned that you're right. I was going to make the Roc cheaper, but then I thought that he is, after all, an A3 mage. If I make him much cheaper then people will just summon hordes of Rocs for Thunderstrike spam. I think making him easier to research may be a good idea. LumenPlacidum: Interesting question. The basegame Asynja doesn't have glamour either. Maybe because she's so big? I'd be wary of adding it - it might make her much more powerful. But I could do if people thought it would be interesting. Jarkko: Have you tried using the Treant rooted? A good approach is to give him "Change shape" as a first battle command. The rooted form is tougher, has boosted magic paths and has innate reinvig and regeneration. He can then cast Personal Regeneration, and becomes extremely hard to take down. Other possible buffs include: Strength of Gaia or whatever it's called Summon Earthpower Quickness Barkskin (a bit marginal) Mossbody Once rooted and with some of these cast, the Treant is easily an army killer, even without any kit. Now I don't have much experience with Tarrasques, but I reckon the Treant is probably quite a bit stronger. |
Re: Endgame Diversity Mod - Lategame summons, released at last!
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Well, it certainly has to be tested, but I seriously doubt he is even close to being worth the humongous cost of 40 gems. Notice, I would love to be proven wrong :) |
Re: Endgame Diversity Mod - Lategame summons, released at last!
Good point about barkskin and Strength of Gaia. What kind of a n00b would suggest casting barkskin? :o
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Re: Endgame Diversity Mod - Lategame summons, released at last!
Also rdonj, I appear to have somehow failed to reply to your very useful post. I'll try to do so later (at work at the moment!).
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Re: Endgame Diversity Mod - Lategame summons, released at last!
If you manage to get the gift of kurgi, a lot of those wastes of gems are quite nice. Ther's other artifacts like that to, such as amon hotep.
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Re: Endgame Diversity Mod - Lategame summons, released at last!
Don't understand sorry, BigDaddy - can you clarify?
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Re: Endgame Diversity Mod - Lategame summons, released at last!
If you get the gift of kurgi, you can put it on non-casters and get all their buffs any random summoned unit, like an iron dragon, which seems reasonable since you got the artifact. You might consider it a waste, in some ways, because you don't need the flying power of the gift.
The hotep makes your unit invulnerable and it think boosts its MR, so if it has 2 misc slots (a normal dragons slots), even, you can add 2 elemental invulnerabilities. The gift of kurgi makes them ethereal, so you want to put it on something with high protection to start with. It gives a bunch of other crap too. There's an off chance that some end-game summons might be considered too strong with certain combos or artifacts, but you might be better off waiting to have someone exploit them or just test them for fun while you're playing. My brother, though, said of the VQ (in Dom2), when he was invading, "The VQ can do whatever she wants." So, I think sometimes that's just how SCs are. My point, was simply that certain artifacts can be used to diversify your SC portfolio. |
Re: Endgame Diversity Mod - Lategame summons, released at last!
I still don't understand half of it. Sorry. :)
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Re: Endgame Diversity Mod - Lategame summons, released at last!
I was simply saying that when determining the value of an SC chassis, the items you have on hand are important to consider... especially with artifacts that give you novel powers in unusual slots.
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Re: Endgame Diversity Mod - Lategame summons, released at last!
This is probably expected but I'd like to point out that this mod is incompatible with CBM. In particular Claws of ShiShi and Warhorse Hoof use the same #weapon 710. There are probably others. Anyway, use a mod combining script when playing these together.
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Re: Endgame Diversity Mod - Lategame summons, released at last!
BigDaddy, in a MP game you can't really count on getting artifacts. In SP games, sure, but if in a MP one bases the strategy (or value of units/summons) on the use artifacts, there might be problems ahead (such as "Ooops, about six other players already got to Constr 8 before me").
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Re: Endgame Diversity Mod - Lategame summons, released at last!
Ack, well spotted pyg. I will certainly fix that for the next version.
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Re: Endgame Diversity Mod - Lategame summons, released at last!
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I could even see some fun with a mod that makes all pretenders available as summons if they are not used by players in the game. Might be a nice treasure trove to add nation-specific summons. Such as; Pangaea getting late-game summons of Carrion Dragon and Lord of the Wild (but only if it doesnt match their pretender choice). |
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Re: Endgame Diversity Mod - Lategame summons, released at last!
Isn't arcane bolt a missile spell? Those are pretty easy to shut down.
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Re: Endgame Diversity Mod - Lategame summons, released at last!
He probably meant "Opposition" which is prec 100.
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