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End game diversity mod
The "vote" thread got me thinking (unusual)..
I really like the new end game diversity mod. It's been out long enough that others may have comments too. Suddenly decent mid/late game summons for non-death nations. My experience is still early. Anyone gone late game with it? How did it compare to the classic tart factory end game? ssj |
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it has added a whole new dynamic to the lategame i would say. for example in the Troubling Times game on the faerun map, several nations have or could have tarts, but they are only one aspect to their arsenal, and are comparable to ember lords as sc, but shishis, zmeys, wendigos, and asynja are all seen across the map. its a very intersting game. i think the EDM is one of the best mods to come out in terms of improving gameplay since.... well cbm i guess
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I love the idea of the mod, since one of the main draws of Dom3 for me was the promise of '1000+ units!' and then it turns out only about 20 of them get used in the end-game. So having more diversity is a great thing!
The only problem is, I really dislike the sprites :p |
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My complaint is that it moves the game even more towards summons; national troops, and even independents, are underutilized.
I'm still out on if it's well balanced or not, but I really think it adds to the game. |
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Well it is an EndGame mod. The Dom game was meant to go from armies to magic. But I dont worry about balance or game "fixes" . I like that it adds to the game. BTW There is also an earlier Elementals EndGame mod.
I like playing solo games with SingleAge, Mytheology and Immortal Pretenders and Nova Deus (more gods), Worthy and Epic (more heroes), CPCS (more spells) the Magic Sites mod (more sites), Elemental End Game and End Game Mod (more bigger monsters). And then maybe fill the nation slots from 73-95 with modded nations. AND THEN RUN THRU THE CHAOS PROGRAM MUHAhahahahahaa! |
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Ooh cool, a feedback thread!
I'm very pleased that a lot of people seem to like the mod and it's become quite widely used. Oddly I feel that I haven't heard that much about people's experiences with it, so any feedback is very welcome. Balance thoughts are great, but I'd also love to hear any little stories people have about using the summons. Even "I summoned a Zmey, and it did a great job of killing Helheim's armies, until finally he took it down with a specially kitted Hangadrott" or something is really lovely to read for a modmaker! :) |
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The mod is pretty cool, but tbh there will never be a replacement for tarts until/unless they are no longer the most efficient way to diversify. Reducing the paths on Asynjas, Krakens, Cyclops, and Rocs was a step backward IMO, as in order to truly provide an alternative to tarts, the summons need to at least provide some diversity.
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I've also used several cyclopses quite economically. Same game and blessing, shrouds of the battle saint + messenger boots, then send them out with earthpower + fireshield + phoenix pyre, they're pretty darn nasty at clearing non-scs. Waded through a bit over a thousand LA Ermorian undead with 3 or 4 of them, though disintegrate spam did ruin my day a few turns later. |
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Agree with Conway.
Judging from the reduction of paths on the EDM stuff, I think the intention isn't actually to provide an alternative to tartar endgame but rather just to give more options for mid - midlate games, and choices for non-D gem summonable SCs. Content wise, more options and outlet for other gem type is a great thing, even if they can't compete with tarts. Tartars are a one size fit all answer, they have huge toughness to SC, but most importantly their godly pathing, they can SC, ritual, forge, battlecast with equal aplomb and versatility. Whereas EDM summons are usually focused on SCing, their light focused magic path is designed to give them just enough to self buff and SC, and even the higher end EDM SCs can't beat the many viable combat pathed (much deeper pathing) tartarians, or either lack their mobility. Looking at it from the angle that EDM's isn't about giving competitive alternative to Tarts but possible options for other gem types, it's a great mod. |
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The problem for me is that I think that Tartarians are too cheap and should not be used as reference.
For me this mod feels like if we had "resolved" the gem generators problem by modding (if it was possible) more of them so each player can make lots of them with whatever gems/path the got. I Think that elemental royalty and other uniques should be the base inspiration for SC chassis: if it is non unique, make it eitheir weaker, or cost more (50+ gem for a correct SC chassis) Such a mod would means increasing the cost of tartarians *greatly*. The problem is that the spell is so cheap because it is supposed to take into account the problems with tartarians: - shattered soul - start with afflictions - you get one random unit among several, you cannot choose the one you really need or want - often start as a unit, so you need to cast Gift of Reason to get a commander The last one if one of the main problems: with GoR, you need to add a N gems cost to the tartarian (as well as the mage-time of the caster), so the SC cost more. The starting afflictions can be a pain, but if you happen to have the chalice or Gift of Health cast, it donesn't matter anymore. The other problems start to fade into nothingness when you realise that you can summon them in great numbers thanks to their base cost, and even a simple units they are great for the cost if massed. Some possible solutions (we might need to use several of them): - cost increased to 40+ D gems, this would make the spell hard to mass as much, it would still be usefull, but you would be more likely to look first for alternatives if you can. - make the spell always summon a commander (and increase the cost), or make it always summon a simple unit, so the need to cast GoR is garanteed and the spell cost can take it into account What I would like would be for the late game to be around a few SCs, lots of thug, and some national units, instead of a race for who can get the most SCs. |
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How 'bout this one, I summoned a Zmey, sent it against Jotun PD of about 10, there was a bane (which was a site summon, non commander) and the Zmey got torn into shreds?
I really like the other stuff doe, pretty much all except Shinsyas or whatever they're called. EDIT: Also Llama, I had a Zmey die from BoT, I think they should have a little bigger age limit than 50. :) |
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Mind Hunt could only cut one head of Zmey.And their mobility is good.When Abysia summon lots of Zmey,the war is hard to defend.
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I've been using the mechanical giant a lot, I found that they're very effective raiders against astral nations due to mind hunt+magic duel immunity.
My favorite setup so far is to give him boots of quickness+flying carpet so he can bring along some henchmen like mechanical men or statues, plus whatever weapons and shield fits the bill. Against undead chaff for example I used herald lance and charcoal shield so he could cast quickened solar ray spam from behind statue bodyguards and then soak up the rest with the fire shield. Zmeys I used in my latest game. From what I heard they would die fast so I was surprised when they proved both extremely effective and survivable. I used them as army support rather than raiders, with lycan ammy and luck pendant set to attack monsters to take down tough enemies on the battlefield. Wendigo is just awesome, super cheap for a w4d4 mage/SC. Especially considering it's water gems. I simply make a "farm" province to let them eat and send them out when fully grown. load up with gear and go Soul vortex/quickness/kick ***. It's a bit weird that it's cheaper than Kokythiads, IMO the wendigo could be upped to 35 gems or so and still be a great deal. Shishis are ok raiders and anti SC (against undead), but quite situational now after the nerf. They were in the right spot power wise from the start IMO, though I do agree with dropping to A2. But the stats should have been kept as was I think. Grendelkin and treeants I haven't used myself but my opponent in Warthog spams them at me. So far not impressed at all. I've killed them off easily with Risen oracles and GoR:ed Umbrals, but I suspect this is more due to their lack of proper equipment and poor deployment than any problem with the summons themselves. I'm looking forward to see what i could make of them if I planned a strategy around them. As it stands now though, I could hardly justify getting a Grendelkin over two wendigos, or a treeant over GoR:ing two of something (like gargoyles etc) Never got to try or even meet a Ember lord yet, but I'm looking forward to it. |
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For big battles have some fairly cheap mages buff them and stick 5-10 gems worth of whatever resistance/immunity is appropriate. You can also stick a fear helm + lantern shield (or implement axe) for a substantial fear aura (+15) which nicely combos with a golden shield. Their hps are so high that having one with jacked up MR is a great lightning rod if you expect to need one. For anti-SC duties give them some gladiator gloves and quickness and there's not really anything with a prayer of living through that assault - that's 12 attacks at 41 damage! And it's not like there's much that can kill them fast enough to keep the pummeling from happening... |
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I agree, Grandelkin are just nasty bastards when it comes to using them as anti SC.
He doesn't even need many items. Just something to pound with, like the gloves, and a regeneration item. I'm pretty sure any unaware SC that ran into his path would get slapped around. Oh, and the Mechanical Giant is very nice as a raider or a support thug to an army, very cost effective. |
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I like Grendelkin as well (though most of the comments I've seen haven't been impressed with them). A couple things I'd add to what has been mentioned above is that those high HPs come without an undead/demon/magic being tag (and the counters those tags open up). And that Grendelkin have darkvision 75, meaning they won't have their attack/defense cut in half when Darkness is cast, like so many non-undead/demon summons do.
But Wendigo do sound interesting - I'll have to take a closer look at them. I really like Treants but I've only summoned one. I just can't justify spending N gems on them instead of forging gear, fueling globals, GoRing SCs. |
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EDM is indeed a very nice mod. On Something Awful, where I play most of my games, it's actually probably more popular than CBM.
If anything needs a bit of work it might be wendigo, treants and ettins. Wendigo might do with losing a few intermediate forms or starting more powerful. I could use them, but they're awfully annoying to get going and I'd rather spend W on grendels instead. Treants I don't really know, I can't find them a proper role. They'd be fine as damage sponges if they weren't so hard to make invulnerable with their slots. I can't think of a solution for them, it would be nice maybe if they had more diverse magic (3 or 4 paths?). The problem with ettins is I always end up ignoring them. I think ench 7 is too far up the tree for them, they'd do fine with a HP nerf (45 to 60?) at ench 5, but once you're at ench 7 you have much better things to spend gems on than vulnerable thugs. It isn't like Conj 6 or Thau 6 where you can hit those levels for other spells, Ench higher than 5 you go for a good reason or not at all. |
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For those that don't know, Valarius has a cool twist on the tart and elemental royalty summons in Momentum3 (unsure if it has been done quite like this before). Nice attempt to blend those modded summons with EDM. See lead post in
http://forum.shrapnelgames.com/showthread.php?t=46129 -ssj |
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i've been rather disappointed in Asynja, and only ever bother to hire them for the chance at a RoS caster, since its marginally better than just chain-summoning tarts.
Really, in general i find the magic diversity provided by tarts to be more important than the SCs, and EDM doesn't really do much to alleviate that demand for tarts. |
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Firstly, just thought I'd let everyone know that I read this thread (and others like it) about ten times per day, literally. Unfortunately (both for my job and for my dom3 responsiveness), that checking is while I'm at work, where it's difficult to reply. I don't have so much time in the evening.
This feedback, and the stories a couple of you kindly posted, are awesome! Thanks very much. I was very worried that Zmeys and Grendelkin were too weak. It sounds like people have at least found uses for both of them, which is great. Perhaps Zmeys are still too weak - more feedback needed I think. And yes, Zmeys should have a higher #maxage. I think perhaps the Shishis need a bit more attack skill. A number of people have said that I overnerfed them. Glad to hear people have been using the Cyclops (Baalz) and the Mechanical Giant (Fantomen) - people almost never mention them! Mixed opinion on Wendigos probably means they're about right I guess! Shame if the Asynja's not very good. Titans are not that amazing really. Maybe she should be cheaper, I'll check the price again. Has anyone ever successfully used a Treant? In my testing I found them pretty powerful, but I have not heard much about people using them. Has anyone ever used an Ember Lord? Any good? |
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Ember lords seem quite good, though the large model can make it difficult to select nearby commanders in the strat map screen.
The problem with Trants I think is A- their role is somewhat difficult to figure out, and B- they cost N gems, one of the most valuable in the game. |
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Well, Treants have high hp, especially in its second shape, a minimum of 20 protection, and a splash of reinvig/regen (more if in a forest), plus it entangles both when attacked and when attacking. They're guaranteed 3n mages, so they can cast personal regen and get a pretty decent benefit from it. Plus easily cast elemental fortitude, so natural 50 resist to cold and lightning damage, effectively. The ones with earth have 2 earth if shifted, so summon earthpower gets them to 3, and they can self buff iron will if desired for additional mr on top of their starting 18. The ones with water randoms can cast personal quickness, breath of winter, or if they like they've got the paths and resistance to make a natural foul vapors caster. A treant with summon earthpower in a forest has a reinvigoration of *ten* which is pretty awesome for buffing and general spellcasting, and can allow them to serve as SCs and mages in the same battle without being completely insane. And with a single gem they can cast things like weapons of sharpness, quickening, army of gold... etc, etc.
Treants seem to be mostly suited for defensive purposes I think. Let's say you have a fort that you want to protect. A treant is pretty much ideal for blocking the gates, or serving as a generic damage sponge. Give it some cheap gear (AMA, fire resist ring, and lead or gold shield seem like no brainers), some enchant and alteration buffs and they should be ready to weather nearly any magical or physical assault. It also turns out they have pretty high strength and attack skill, so should be able to rip most things up in melee. I admit I have absolutely 0 MP experience using the EDM summons, but I can definitely see uses for the treant. And of course, for additional fun, try prophetizing one with dom 10 and an e8 bless. I do think that it would be nice if they had recuperation though :P |
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I suppose i can give more complete feedback:
Grendelkin - great for army support/anti-SC. I am not comfortable with them as SCs because they lack magic for buffing, and so feel too vulnerable. Cyclops - I actually get a lot of use out of these guys for AoG/L casters and other army buffs. Don't really SC with them. With CBM 1.7 and a new earth booster, i can see using them as Earth Attack casters. Wendigos are almost certainly too good relative to Streams from Hades. It doesn't take that long to max one out. The correct solution may well be to make Streams from Hades cheaper... On Asynja - honestly, if they all had E2 they'd be great =). Maybe just another random? As it is, they're in the weird place of making a good raiding thug (don't need much gear, really), but they cost like an SC - but sometimes you get one with exactly the right randoms to be more useful. Treants - they use N gems. I never have N gems to use for summons like the Treant. Ember Lord - nice in Heat dominion. Not very good in cold dominion. So situationally useful, but definitely SC material. And one of the best uses of F gems i know of. (Also, trivially a FftS caster, which has its uses). Kraken - mostly useless since you made them E1B1 instead of X2 sorceries. I tried using them as bloodhunters one game, since they cost W instead of N (where Lamia Queens were my other option, cost N, and weren't guaranteed B) - but quickly switched over to VLs after I had enough slaves. |
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Regarding Treants.
Nature gems are badly needed for lots of stuff. Treants are summoned with nature gems. You simply don't get enough bang for the bucks when you summon treants. Nature gems are better spent elsewhere. Perhaps, just *perhaps*, treants would be worth it if they had recuperation and they did autocast elemental fortitude at the start of battle, or they did autosummon bugs/pixies/whatever at the start of the battle (for some weird reason I see those pixies living in the hair of the treant) so that they would have time to cast the self-buffs, or *something* else that they really truly would make you consider using the nature gems on them. As it is, I for one think it is better not spend the rare N gems on treants. |
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Maybe treants can be used in lategame as tough N bf casters. Especially with E they have access to Gaia Blessing, and Mass regen+Relief are both important for big armies with several SCs, while equipping N boosters on lowhp n2 human mages (national or indy) seems rather risky (taking into account various remotes cast onto such armies and consequences of losing the buffer before the battle). Usually I used N tarts for that role but they are unpredictable and stopping the whole army due to craziness of one key caster makes me sad.
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Regarding your approach of magic diversification,
I understand that you do not want to create new Tartarians, and probably these should be nerfed. However what about creating some kind of summonable, non-SC random multi-path mage with astral gems? While you created competitors to Tartarians in terms of SC / raiding use, this would create a competitor to their magic diversification use, and making it Astral is logical flavour-wise. An immobile manifestation of the Astral Plans? A Gate, an Enchanted Mirror of the Plans easy to break but with powerful magic? Like 4 S + two or three random paths x2 or x3, maybe with a focus on Sorcery. Or maybe an Astral-Death summon equivalent of Tart for failed ranbow pretenders? An undead Archmage, Enchanteress, etc. It would need to be balanced against Spectral Mages, but at conj. 9 and with severe limitations like immobile and very weak, or why not immobile + the dominion reduction effect (that is a Godly spirit after all, with a much more powerful spirit than the Tartarians who are combattant pretenders, and thus had less magic when designed) why not? A "Tartarian Mage" somehow. If you don't like thess concepts anyway, the point is to suggest a magic diversification solution, with no use as raider/SC and severe limitation, based on Astral. |
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I echo the Mech Giant praise. With modest equipment one took out the indy Vampire lord with nary a scratch. I didn't realize they have magic 10 leadership.
I really like the look of the Ember Lords (think Balrog). No big battles with him yet. Will post. -ssj |
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I have never played the game with EDM... I think it would be nice for SP games. Stomping the comp with powerful dudes is fun every now and then. For MP games i'm afraid that the mod would drag the game at direction where i would not like it to go. And that is towards more SC's. I mean this mod could simply be called SCEM (SC Endgame Mod) :p
I know the next thing that you all will tell me is that the game is already just about SC's in the end. I challenge anyone who thinks that way to build tart SC that i can't take down with commander devils (yes the ones that come with imps) that are equipped with holyscourges/ flamberges and quicknes boots using less gems (gems = gems but slaves = money) :D I mean that in vanilla late game everyone uses tarts but they are easy to countter because of that undead tag. Whitout gemgens other SC are rare enought not to dominate the game. And their cost is high enought that they can be killed with many countters using fewer gems. Changes that i would like to see in game is more troop summons. Like spell that would give me group of non commander sleeppers or ether knights (Ether warriors on etherial unicorns with grazy stats). Maybe also changing some of the current spells to give more troops. Like legion of wights. And changing the hidden in sand spell to use fire magic/gems :D Anyway im probaply wrong person to talk anything about the late game. I usually play smaller games where the vanilla game works quite well anyway. I like the strategy side of the game and i like theorycrafting. I also like to see all my nice theories crumble to dust in the harsh reality of MP games :D When players have reseached everything in the game the strategy is pretty much used allready and all that is left is grinding the resource war. Maybe im just bit over pessimistic and should still give this one a try someday ;) |
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I'm a little confused here:
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1.7 makes Zmey better I think, since it's a low equip out the box chaff eater, its cost effectiveness has improved against other thug/SC requiring more gears to be effective. I haven't otherwise ran into them in MP much to say more...
I think Shishis are okay. As is they are cheap low equip out the box mini-thug and air caster for 30A, the mobility, anti-chaffness (mistform), native weaponry, native-armor and a bit of anti-demon power gives them a very good value. One of them can even add to a wall def a bit. I've even gotten 3A ones sometime... I think the low att is a good touch (and its not as if 12 is "low", like gargoyle, golems and the like...), and gives them the weakness of high def troops / thugs with magic weapons. Compare 15A per to 12D bane lord for their different utility and I think it's mostly balanced. I also like the choice of picking at most 3 out of some standard: AMA, Luck, burning pearls, warrior ring and girdle. Cyclops are nice, as is mech giant with their balance of great advantages and weaknesses. What's said has been said before on them. Great kraken, Asynja and Ettin I think is meh. I'll just go into Ettin ... After looking at it some, Ettin suffers from costing N gems and not having enough base SC attributes. No fear, no paths, little innate prot, has incumb, no resist, imperfect MR (the golden 18), no flight, naked (compare it to say bane lord, single digit hammer gems worth of gear is enough to make it effective)...etc, its almost like a naked giant 3 handed human with a lot of hp. Basically it's something requiring more gear to reach effectiveness then many others. It's 3 hand slots allow interesting things, but losing misc kind of equals it in my eyes (I don't even count the extra head, its a trap for overspending!). Treant I don't have much experience on. They look pretty good actually, I think its the N cost that's cramping their usage. God knows there's never enough N for the globals, fairy queens, GoRs, staple gears...etc. |
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You have good eye for details ;)
Instead of talking about vanilla i should have said non EDM :doh: I'm mixing my mods here :re: The games i play in vanilla are usually so small that gemgens won't brake the game or have no gemgens as houserule. I still think that dom is at its best played 1 vs 1 on large map :) |
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I guess it seems like the ettin and treant would be a lot better off if they took a price decrease, I think that is probably the best buff they could get at this point and would make more people willing to consider using them.
Also, ettins are anti-thugs, not thugs in and of themselves. 3 swords of swiftness + boots of quickness... mm. Gate cleaver/midget masher and a shield. 3 scutata volturnus and 2 spirit helms? :) |
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There are more cost effective anti-thugs solution then decked out ettins. Sure you can make them work, but at a larger gem cost then other alternatives, they are just not an efficent choice gem-wise (N too!).
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Since I have joined 2 EDM MP and its all 60-70 turns now, here's my feed back:
Zmey:they are very good raiders in mid games. They can easily take down 20+ pd, they can fly, and spell like mind hunt or soul slay have to success 3 times. Even a teleport sc may be tear down before he/she cast self buff. "May be", though, so I wont risk them in late games, following army as thugs would be enough. In one game TC have summoned about 12 zmeys but been hunted down by abysia one by one. Shishi can kill a tartarian titan! But in other occasion, it is not so impressed. Cyclops: It may be a good sc, but seems people who summon it would prefer to use it as E3 mage to cast armies of XX or earthquake Wendigo: As sc, it is not as powerful as many other summons. But it is eventually a D4 mage! D4=cheap tartarian summoner! 24W is so cheap that you can even mass it as life drain/skelly spam/undead mastery caster Asynja: Very powerful raider of cause, but i have to say i'm disapointed when three of them been swarmed by devils, summer lions and even Scorpion beasts.....Anyway, not a good sc doesnt means its not a good A mage. With a high chance to be A3, it is an excellent BE caster for non air nations. Grendelkin: It is a surprise that they can be so powerful. True, they dont perform well as raiders, but followed with an army, they are excellent anti-sc OR SC. give them some anti sc weapons, few sc could stand against their strength, while give them a midget smasher, and buff quickness, its.....terrible. In one game two player summoned about half a dozen each and going to throw them to each other. But on the other game, one player summoned at least a dozen as raiders, yet many been killed by ghost riders..... Treants are too costy, few people would spent 40N on them. But if you are rich in N while have little difficulty in tartarians(like me in one game, at the brink of destruction), summon them would give you a surprise. Sure they are good raiders when in forest, but following an army they are more powerful, thanks to its multiple weapons. give them a fire brand and a sword of quickness, they can cut down sc like Asynja easily. Oh, did I mention that if you give it a flying carpet, it will able to move while rooted? A bug of cause, which saved a command"change shape" Will add ember lord and others later |
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Awesome feedback sajuuk, thanks! :)
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The flying carpet makes perfect sense! You just put it under the soil its rooted in. :]
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That would be a huge carpet lol
Why I can't edit my post? Anyway, ember lord, its amazing, perhaps too powerful combined with some tricks:a hydra skin armor for regenaration and a earth boot for summon earth power and invulnerability,or a rime hauberk for cold immune even after cast stone skin, and a "ice&fire" aura for double fatigue damage, or something give it berserker so that it won't rout before its pheonix pyre fully utilized....A obvious effect is it greatly improve the priority of eternal pyre, in one game 3 players try to control it, though in the end it was replaced by a maelstrom. It costs 60 gems, less than 2 zmey, so if not in desperate condition people will surely same gem for them rather than summon dozens of zmey like TC in one game. Poor tc, his enemy abysia now have 7 fully geared ember lords, and able to summon 2 every 3 month due to a site. mechanical man: Seems nobody construct them except ma agartha——80 HP makes it worth trying. However, his giants were cutted into pieces by hundreds of samurai along with some marble oracle. I dont know if it is because he didn't equip them well. 12 mr is also a deadly flaw when someone try to use opposition, control or disintegrate against it Ettin: 3 weapon with 6 ambidextrous, relatively high attack and considerable strength, it would be an excellent anti sc while quicken, but it seems hard to survive swarm of chaff when try to get close to enemy sc. Or we can give it 3 shield and a boot of behemoth, but a trampler can hardly be useful when you have reach enchantment 7...Maybe someone have summoned one or two just in case, but others just ignore it. I summoned one in one game, but so far only give it a crown of ivy king AND a ivy crown to summon vine man free chaff as ivy lord 3..... true fire bird: I don't know if some one have it. maybe only those who have too many F or really need free solar brilliance will summon it. roc: I use to think it is much less useful compare to shishi, but actually its seige and patrol bonus alone worth more than 18 gems.....flying and deep striking seige engines can tear down your multiple castles in one turn...... kraken: so far no real feat done by them..... |
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Speaking of magical diversity, just a summon provide diversity will be too easy comparing tartarians——tartarians need not only luck on path distribution but also luck on creature type,difficulty in getting high D and N path as well as gem incom, and hardest of all, possess goh or chalice. Otherwise you can only pray that the next tart are not feebleminded.
One solution I have suggested before is tarts cannot be healed, or at least much harder to be healed so that no overwhelming advantage for those who control GOH or chalice. Now I have a new idea inspired by djinn: An artifect that cost highly(25 or 40gems for instance) .It functions like magic lamp that must be equiped and "summoned", and get a mage with random path, or one of several mages with different random paths. The artifect are unique but the mages are not, so when the mages been summoned, the artifect can be forged by anyone again. Or it can also be a item of construction 6 rather than artifect, costly and maybe even cannot recieve forge bonus if modded availible. When summon from this item, only a chance to get a diverse-pathed mage, otherwise it summons useless chaff. Another idea is inspired by rlyeh void gate and a mod I used to see: A GE, or a unique summon which is immobile, pathless, or an artifect. Anyway, its name is "summoning portal" or whatever, and while GE is active,or the summoned "portal" is alive and performing its own order(like summon allies), or the artifect is equiped and performing the order it provide(like opening gate), then mages of random path will constantly/occasionally show up in your capital. This method is harder to get mages than previous one. Or expand the summoned unit idea: Its a non unique pathless immoble unit called "summoning portal" which also have chance to summon mages of diversed path, but the "portal" itself will be "closed" any turn just function like a doom horror disappears |
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Mech giant has 40 hp or close to it, Agartha (MA) has a golem aura that gives constructs a hp bonus under its dominion (like prophet / gift of health, higher the better, that drains away slowly outside of its dominion), so things like gargoyles and mech giants has greatly enhanced hp there, could it be that? Indeed, it has great weaknesses along with its great strength.
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Re: End game diversity mod
I have used Ettins in SP only. What with no hammers and bad starting equip and high enc. they are serviceable but don't shine. Perhaps a tad expensive for what you get. Which is not necessarily bad for not all magic variants should be the same (i.e. Fire shines in evo. Death in summons etc).
I saw Shishis in action in MP. They are right on the mark. SC wise they're a glass cannon. i.e. can kill a SC but OtOH die to numbers of lesser units (like GR). They serve to fill a much needed lack in this niche. No idea re. the rest, never had the chance to see or use them. |
Re: End game diversity mod
What paths are needed for the Grendlkind?
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Re: End game diversity mod
[opens dominions 3, starts game with EDM, goes to research menu, finds "Call Grendelkin" and looks at paths required]
OH **** LOOK WHAT I JUST DID! |
Re: End game diversity mod
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The answer to Grudgebringers question: Water3, Earth3. It is an Enchantment8 spell. |
Re: End game diversity mod
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good point..... oh wait. it's actually even FASTER to click about 3 times and get to the EDM mod thread on this forum and look on the first post. what a thought |
Re: End game diversity mod
Well, isn't this qute. First Sombre shows up to troll this thread, then Frozen Lama follow. Didn't both of you mention you would never again get to these forums? You should ask the admins to let you have your old accounts back, no need to hide behind silly alts, is there? Or if you can't be bothered to do that, may I please ask you two to stop spewing your bile here? You can, after all, swim in your own more sombre poison pit as much as you want.
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Re: End game diversity mod
I don't think you're right Jarkko. In any case your posts have been far more unpleasant than theirs. People on most forums tend to point out when a question could have been easily answered by the questioner. Not that it wouldn't have been more helpful to just answer, but I think you're overreacting.
Anyway, please let's not let this thread get off topic. Any further comments people have on the EDM are extremely welcome. QM is planning to release a new version of CBM quite soon, and we will work together on any changes to the included version of CBM. So if anyone has any thoughts or suggestions on changes or balance, now is the ideal time (I will probably be making notes on comments and considering changes in the next few days). |
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But indeed, enough of this poo. Good to hear a new version of EDM is coming with CBM, hopefully the nature summons become worthwhile then :) |
Re: End game diversity mod
I'm Sombre? I like to think I'm rather happier than that poor fellow.
Comment on EDM: For the most part it seems the purpose of the summons is more in line with utility/light thugability rather than true SCing. The only summon really capable of being a tart-level SC is the Ember Lord, which is quite good. Other than that, they seem to be much more useful in combination with armies, or as forging/ritual/siege support. The Asynja is decent as a light raider and occasional RoS caster, and the treelord has some promise if it cost less/other gemtype. |
Re: End game diversity mod
Well, we've passed turn 60 in the game I'm playing with EDM, so I guess I have enough of a sample size to provide some feedback.
Roc: Too expensive and not powerful enough to use in battle, I think his role is limited to mobile sieger. (And patroller when you happen to not be sieging anything.) He's less efficient gem-wise than Gate-cleavers, but without the hammer discount the difference is small, and sometimes you just have more air gems lying around. Also, you don't have to choose between using a useful unit for the sole purpose of carrying the gate cleaver, or giving it to someone expendable, who might die from an earthquake or other battlefield-wide effect. I summoned one to help with a siege, then promply lost him to an AI Niefelheim counterattack while he was flying over. :D Shishi's: The cheapest teleport capable raiders you can get, and strong enough to clear out any amount of PD. Also beefy enough and capable of inficting a decent amount of damage to use as part of bigger armies. I have not seen them fare well against other thugs though, even being pounded into the dust time and again by Raksharaja's, who, as demons, should be their prefered targets. (Note that the Raksharaja's were fully kitted out though, so probaly represented a bigger gem investment than a Shishi, on top of their gold cost.) Asynja's: I haven't seen them get much love, but I like them. (Allthough it might have something to do with being a sucker for air magic, while not really enjoying most of the heavy-air nations in the game, so any summon with air magic gets my vote.) Those with at least 1E can be used as heavy duty SC's/bruisers with all the earth and air buffs, or, alternatively, teleporting RoS casters. Possibly with the use earth boots. Those with at least one extra air pick can form the core of army-busting "Wrathful skies + a few heavy duty bruisers" squads. I see less use for those who only get blood and/or death picks, unless you need to break into blood magic. With enough boosters A/B gets you a Robe of the Magi though. Ember Lords: In one word: Awesome. They carry a hefty price tag, but they're the kings of the battlefield. Give them earthboots (not mandatory, but recommended in many situations) and enough reinvigoration and script Phoenix Pyre, earthpower, iron will (if needed) and invulnerability (or a less fatiguing iron skin if you're not afraid of lightning.) With appropiate resists they'll survive anything. Zmey: Not very impressed. Too expensive for chaff clearing, and while they might be able to kill a medium-level SC it's very hit and miss and they're vulnerable to SC's themselves so I wouldn't use them in an anti-sc role unless you're desperate. Mostly conjecture and watching other peaples Zmey's performances though, didn't use them myself in MP. Firebird: No opinion for now. Wendigo: Excellent for their price. (Which obviously take into account the wait for them to grow up.) With quickness and Soul-Vortex can do lots of damage to both strong targets or masses of troops depending on their equipment. They are somewhat vulnerable to heavy hitters though. I lost one to a Zmey, and another to Lankan Sacreds. Can also take over the Kokyatids W gem to D mage conversion role if you're not pressed for time. Grendelkin: They look good to me on paper, but allthough I have summoned a few they haven't seen heavy action yet. They look perfectly suited to accompany armies, both to take out opposing SC's (Gloves of the Gladiator!) and as damage sink. Kraken: Not used yet. I'll withhold judgement untill I'm ever involved in an underwater war and have to decide if I want to spend my W gems on them or something else. Mechanical Giant: Pronounced strengths and weaknesses, and as such somewhat situational. Stay away from anyone capable of casting opposition, but useful if either you or your opponent want(s) to dominate the battlefield with the mass-elemental damage enchants. Low hit points will allways make their use risky, but they are cheap. I used mine fully equiped, (and they died, after doing some nice stuff and some sucky stuff) but am now wondering about using them as disposable thugs with minimal equipment. Early pseudo-SC for people rushing for artifacts. If MA Agarthan Dominion works as reported the hp hike takes them into true SC levels, as long as you stay away from opposition. (the spell that is) Cyclops: I sank a ton of earth-gams into gate cleavers and even siege-golems for a remote-distance campaign, so haven't tried them yet. I haven't quite figured out what to use them for yet. Ettin: No natural armor, no resistances, no magic, and lowish MR. They'll die to something whatever you do. 3 arms, high strength and decent attack skill seem to indicate a role of anti-SC, but they lack the teleportation to catch them on their own, and if you use them in an army they'll die whatever you do. (Possibly after killing thier target, but they will die.) Gem-sink for the unwary, stay away. (Regardless of cost decrease. Make them free, and the gems to equip them for SC-killing would probably still make them not worth it.) Treant: As most others have said before: don't have spare nature gems, haven't used. |
Re: End game diversity mod
C'mon PM, no sense in dogpiling, I actually expect more from you.
Conway/Sombre/whoever...We got into it within 2 weeks of me joining this community and I told you then I didn't need your type of help, sarcastic, demeaning, and mostly full of S***. I honestly still feel the same way now, so jump somebody else. And your sure welcome to ban me from the other forum if you feel up to it. I have not played the endgame diversity mod as I have been on the wagon so to speak for a while. I thought the Grindle was kinda neat and wanted to read up about it, but honestly didn't know know how/where/etc. If you think they are beneath you, or you don't have the time, or perhaps just don't want to...THEN DON'T ANSWER THE F******* QUESTION!! Let others who feel more inclined to help do it. Thanks Jarkko, it is/was much appreciated. PM, you know I don't mess about with computers much, and I need to ask questions to get directed in the right direction. It kind of suprised me you responed like that. |
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