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-   -   Mytheology 3.10 And 3.11 (http://forum.shrapnelgames.com/showthread.php?t=47839)

Soyweiser October 2nd, 2011 08:53 PM

2 Attachment(s)
10/04/2011. bugfix release 3.11

10/03/2011. Created an update for the Mytheology mod.

Mytheology is a mod originally created by Psientist, it adds a bunch of new pretenders, items, creatures, and spells to dom 3.

And because it looks like Psientist has not been at the board for some time now, and I liked some things is this mod. I tried to update them to the newest Dom 3 patch. A lot of bugs have been removed, and a lot of unbalanced things have been rebalanced. It still is not balanced, but at least some of the things are not way to strong anymore.

And while there are still a few issues, at least it is working again now. And as an added bonus. I moved the numbers around so it can now be used together with CBM 1.9 again.

Feel free to thank Psientist, or to mention any remarks or bugs.

And as I'm a non-native writer of the English language, please mention any mistakes.

Previous thread:
(Psientist version)
http://forum.shrapnelgames.com/showthread.php?t=40168
(3.9)
http://forum.shrapnelgames.com/showthread.php?t=45787

The zip file also includes a numbers.txt, a changelog.txt, and a holyspells.txt. Which contain, the numbers used for items/monsters etc, a changelog of all the things changed, and a list of all the removed holy spells. Because these are not working in the current patch.

These are the changes made in the 3.10 version:
Code:

3.11
- Fixed gold dragon bug.

3.10
- Moved Kraken to nature magic. Same with kraken king. Adding more underwater creatures to the water path wasn't useful.
- Menhirs have 2 ap (0, but that didn't work), stops them from being useful patrollers. Str 1, was 0 but that didn't work.
- Menhirs are made mindless
- Menhir of faith no longer copystats the Telestic Animate
- Menhir of Growth no longer copystats the Lord Of Fertility, as it didn't add anything. Increased the supply to 200 (150)
- Gave the carrion lord weapons the same weapons as a Ziz.
- Carrion lord cost reduced to 70 (110)
- Crabs now have tiny bites. Huge damage attack removed.
- Fixed pantokrators weapon
- Removed wraith king bug. Odd that nobody never found this.
- Yggdrasil now has high max and starting age.

Enjoy!

Note that this mod is now compatible with CBM 1.92 again. It is not compatible with the [MC] Skaven and Lizardmen mods.

Known bugs issues:
- Multiple Taoist masters show up.
- Soulblades might not work. (The icon appears, but the weapons do not actually get AN attacks)
- Sunwell might be a bit overpowered.
- Naming standards could use some work.
- Desire can only seduce males.
- Yggdrasil has no movement. (Yeah, oops).

Jiggymike October 2nd, 2011 09:27 PM

Re: Mytheology 3.10
 
Thanks to you and Psientist. I'm a fan of this mod for my SP games. Was not aware that it didn't work with 1.92 because I hadn't tried them together yet. Will let you know if something comes up next time I use it.

brxbrx October 3rd, 2011 11:26 PM

Re: Mytheology 3.10
 
I have a problem with my golden dragon pretender. The game says he's got too many points. What gives?

Soyweiser October 4th, 2011 08:04 AM

Re: Mytheology 3.10
 
That is odd. I'll look into it. Which age?

I can reproduce the bug. Fixed some others, but am baffled why it happens.

Soyweiser October 4th, 2011 08:33 AM

Re: Mytheology 3.10
 
It is somehow related that all 3 of the ages have different dragons, but point to the same toaist master as a shapechange.

That and the restricted nations mechanic.

brxbrx October 4th, 2011 09:49 AM

Re: Mytheology 3.10
 
Would you like me to upload the save file?

Soyweiser October 4th, 2011 10:13 AM

Re: Mytheology 3.10
 
Nope, I already reproduced it. I have a possible solution. But it will just use up two more monsternumbers. Thankfully I have those spare because I just claimed this is not compatible with two mods who have a lot of m#'s.

I will fix it. Hopefully later today.

Soyweiser October 4th, 2011 05:19 PM

Re: Mytheology 3.10 And 3.11
 
Bug has been fixed.

brxbrx October 4th, 2011 08:58 PM

Re: Mytheology 3.10 And 3.11
 
Great! Will this work on my saved game, or will I have to create a new pretender? Where can I download the fix?
Thank you so much, by the way

Soyweiser October 5th, 2011 10:12 AM

Re: Mytheology 3.10 And 3.11
 
You have to create a new pretender obviously ;). Fix is in the first post.

Admiral_Aorta October 6th, 2011 03:24 AM

Re: Mytheology 3.10 And 3.11
 
Wouldn't it make more sense for Cthulu's unit type to be great old one? Cthulu is his name, so it seems a bit odd to have "some name the Cthulu who radiates power". You could also do the same thing with Aku, call him a shape shifting master of darkness instead of his name.

Soyweiser October 6th, 2011 07:59 AM

Re: Mytheology 3.10 And 3.11
 
It does.

iceboy February 4th, 2013 04:12 PM

Re: Mytheology 3.10 And 3.11
 
Bug? I summoned a snow troll and it summoned Kong instead?

iceboy February 4th, 2013 07:00 PM

Re: Mytheology 3.10 And 3.11
 
Quote:

Originally Posted by iceboy (Post 816971)
Bug? I summoned a snow troll and it summoned Kong instead?

Also there are three taoist masters?

Soyweiser February 5th, 2013 05:10 AM

Re: Mytheology 3.10 And 3.11
 
I have not tested it latest patch, and yeah, it has been pretty buggy before. Will look at them. Thanks for telling me stuff was wrong.

Which other mods did you use?

Soyweiser February 5th, 2013 06:32 AM

Re: Mytheology 3.10 And 3.11
 
I'm guessing that a snow troll is a unit added by a mod. As it isn't in the base game or CBM. It really helps if you list any other mods you use.

Unit numbers of the different bugged monsters is even better. On the unit screen use "shift + I" to bring up the monster number information.

The snow troll and Kong problem is probably caused by a different mod also using Kongs monster number 2326, 2325, or 2324. As there are three variants. (one for each age) just knowing which one shows up would help a lot.

The three similar Toasist masters was a bug I heard about before, but cannot recall what caused it, or if I even fixed it.
Edit: check, yeah, that was a known bug. I should put some effort into fixing this.
Edit2: I can only get two of them to show up.
Edit3: I think I have fixed the multiple masters problem.

Gandalf Parker February 5th, 2013 10:26 AM

Re: Mytheology 3.10 And 3.11
 
I really love this mod. It is one that I play with regularly.
Can we get it hosted somewhere else please? As has been the offer since Dominions 1 I will host any Dominions thing on my server

Since our stuff seems to be needed for years and years we need to rehouse mods, maps, programs, and important conversations somewhere other than here (and somewhere other than Desura also)

iceboy February 5th, 2013 04:00 PM

Re: Mytheology 3.10 And 3.11
 
Quote:

Originally Posted by Soyweiser (Post 817002)
I'm guessing that a snow troll is a unit added by a mod. As it isn't in the base game or CBM. It really helps if you list any other mods you use.

Unit numbers of the different bugged monsters is even better. On the unit screen use "shift + I" to bring up the monster number information.

The snow troll and Kong problem is probably caused by a different mod also using Kongs monster number 2326, 2325, or 2324. As there are three variants. (one for each age) just knowing which one shows up would help a lot.

The three similar Toasist masters was a bug I heard about before, but cannot recall what caused it, or if I even fixed it.
Edit: check, yeah, that was a known bug. I should put some effort into fixing this.
Edit2: I can only get two of them to show up.
Edit3: I think I have fixed the multiple masters problem.

Thanks! The mods I use are:

CBM 1.94
BI Gold
Community Sprites Update
COE Summons
CPCS
CPSummons
Holy War LE
Llama Banners
Mythology
Nova Deus
OEM
SiteMod
Sombre Summons
Thematic Endgame
More Trolls
AICIM
Well Behaved Wizard
FW Thugs and Summons

And just figured it out that it is FW Thugs and Summons that is the problem.

Also I deleted one of the taoists from the mythology mod and that fixed the other problem as well. Yes only two show up but there were three listed in the mod.

Soyweiser February 5th, 2013 09:23 PM

Re: Mytheology 3.10 And 3.11
 
I'll look into alternative hosting.

Deleting the ones in the mod works, I just failed in correctly fixing the previous golden dragon bug. So chosing these pretenders as a MA LA tc nation will still cause an error message and will reset your pretender to nothing. (As is normal in the pretender cheat detection system).

Soyweiser February 6th, 2013 04:26 PM

Re: Mytheology 3.10 And 3.11
 
Because I can be an idiot at times, the first page now also lists a small selection of bugs.

Soyweiser February 15th, 2013 06:42 AM

Re: Mytheology 3.10 And 3.11
 
I did some work on a new version, but I still have a couple of open bugs that require more testing and work. So I'm not going to release a new version yet. But I did work on it.

Edit: work in progress changelog of the new version:
Code:

3.12
- Prodigal King pathcost reduced from 60 to 10. Thanks for the suggestion Pyg. The king used to be a strange pretender. Not really a SC. And not really a rainbow. The high pathcost was mostly given for thematic reasons. As you want the king to be a front line leader. But this just makes it a bit unusable. And more something suited for the various heroes in the game. With his special of battlecasting will of the fates. (Luck for all allies) it is going to be an interesting pretender choice. That isn't totally crippeling.
- Fixed gold dragon bug. Multiple toaist masters showing up.
- Fixed missmatched filenames (thanks Pyg).
- Various dragons got buffed to CBM standards +1 misc slot (2 -> 3). Enc 2 (3). Protection 22 (18). The golden dragon and the black dragon are now still probably better choices than the CBM dragons.
- Changed the golden dragon and black dragon magical paths. It now gets reduced magic in dragon form. The golden dragon gets earth 2 and magic -2, the black dragon gets astral and death 1 and magic -2.
- Changed the breath weapons of the new dragons to have ammo 5 and range str/2. (was ammo 15 range for black dragon and ammo 20, range 30, for the golden dragon)
- Black Dragon disintegration breath is now MR negates and a magical attack. (Don't worry. It still expands like a meat grinder on steroids).
- Black Dragon MR reduced to 18 (was 22), Gold dragon MR reduced to 18 (20).
- The Tarrasque, EA pangea god. Got some boosts. Enc 2 (4). +head and misc slot. (Basically it is an OP wyrm with less starting dom).
- Father of medicine now has healer 100 (50). Because healer < 100 sucks, and is certainly not an amazing skill.
- Several pretenders now have specific namelists. So the base type of Cthulhu is Great Old One, and his namelist contains only "Cthulhu". Yeah, this means players can give Cthulhu a different name than Cthulhu. But it solves the "Cthulhu the Cthulhu radiates with great power" Issue.
- Did the same for Dream, Desire, Aku
- Changed the description of Cthulhu a bit. Same with the other nametyped pretenders
- Desire of the Endless now has water and nature magic, as it says in the description.
- Sunwell pathcost increased to 40 (20) and cost increased to 100 (40). Startdom reduced to 3 (4). It was a bit OP as it also generates 4 astral gems each turn.
- Aku (master of darkness) now has a better fire breath attack 61 (225) in dragonform. darkvision 100 (50), Mr 18 (16), Darkpower 2 (0), and the normal shape gets a claws 666, attack not a fist attack. So it can do some damage. I don't know the lore about Aku, but his handclaws look dangerous. Dragon form also got claws not claw.
- And finally all his forms get spreaddom 2. A huge shapeshifting pretender god of darkness should spread some more dom, like the titans do.
- Cthulhu (Great Old One). Now has domspread 2 (0), dom 4 (3), fullslots + 1 misc (gained body and feet). It also gained a life drain tentacle attack, and a mind blast attack. So now perhaps the 270 points are worth something. Thanks Bernt
- Yggdrasil can now move. Oops. (2/16) And gets domspread 2 (0) startdom 2 (1), entangle, and domsummon vine men, vine ogres, dark vines and Mandragora. (sum 5, domsum 1, 20, 2)
- Kong now has animal awe 1 (0), is an animal, and fullslots +1 misc. And he casts quicken self to represent the ferocity of his attacks. Also got berserk 2 (0).
- Kong now also has forest survival.
- God-Kings cost has been reduced to 20 (45). It basically is a flying rainbow with b1 and 1 slave generation. Nothing special. Reduced his eyes to 2 (8), increased AP to 20 (8). (His magical transportation is fast, even when only hovering).
- Spiderking got a body slot. He has a fully formed upper body so why not?
- Ubbo spawn now get popkill 1 (did not work before). Thanks for fixing the bug Illwinter!


Admiral_Aorta February 20th, 2013 06:19 AM

Re: Mytheology 3.10 And 3.11
 
Quote:

Originally Posted by iceboy (Post 817013)

CBM 1.94
BI Gold
Community Sprites Update
COE Summons
CPCS
CPSummons
Holy War LE
Llama Banners
Mythology
Nova Deus
OEM
SiteMod
Sombre Summons
Thematic Endgame
More Trolls
AICIM
Well Behaved Wizard
FW Thugs and Summons

This is an insane amount of mods to be using all at once, of course you're going to get loads of conflicts. My 2 mods alone probably conflict, since iirc I used the first free MC monster slots in both of them.

iceboy February 20th, 2013 11:53 PM

Re: Mytheology 3.10 And 3.11
 
Quote:

Originally Posted by Admiral_Aorta (Post 817610)
Quote:

Originally Posted by iceboy (Post 817013)

CBM 1.94
BI Gold
Community Sprites Update
COE Summons
CPCS
CPSummons
Holy War LE
Llama Banners
Mythology
Nova Deus
OEM
SiteMod
Sombre Summons
Thematic Endgame
More Trolls
AICIM
Well Behaved Wizard
FW Thugs and Summons

This is an insane amount of mods to be using all at once, of course you're going to get loads of conflicts. My 2 mods alone probably conflict, since iirc I used the first free MC monster slots in both of them.

Thanks which two mods are both yours? The thugs and summons is the only conflict I have seen. Dont use that anymore nor do I use AICIM or Well Behaved Wizard as they cause the game to crash...

iceboy February 20th, 2013 11:54 PM

Re: Mytheology 3.10 And 3.11
 
Quote:

Originally Posted by Soyweiser (Post 817467)
I did some work on a new version, but I still have a couple of open bugs that require more testing and work. So I'm not going to release a new version yet. But I did work on it.

Edit: work in progress changelog of the new version:
Code:

3.12
- Prodigal King pathcost reduced from 60 to 10. Thanks for the suggestion Pyg. The king used to be a strange pretender. Not really a SC. And not really a rainbow. The high pathcost was mostly given for thematic reasons. As you want the king to be a front line leader. But this just makes it a bit unusable. And more something suited for the various heroes in the game. With his special of battlecasting will of the fates. (Luck for all allies) it is going to be an interesting pretender choice. That isn't totally crippeling.
- Fixed gold dragon bug. Multiple toaist masters showing up.
- Fixed missmatched filenames (thanks Pyg).
- Various dragons got buffed to CBM standards +1 misc slot (2 -> 3). Enc 2 (3). Protection 22 (18). The golden dragon and the black dragon are now still probably better choices than the CBM dragons.
- Changed the golden dragon and black dragon magical paths. It now gets reduced magic in dragon form. The golden dragon gets earth 2 and magic -2, the black dragon gets astral and death 1 and magic -2.
- Changed the breath weapons of the new dragons to have ammo 5 and range str/2. (was ammo 15 range for black dragon and ammo 20, range 30, for the golden dragon)
- Black Dragon disintegration breath is now MR negates and a magical attack. (Don't worry. It still expands like a meat grinder on steroids).
- Black Dragon MR reduced to 18 (was 22), Gold dragon MR reduced to 18 (20).
- The Tarrasque, EA pangea god. Got some boosts. Enc 2 (4). +head and misc slot. (Basically it is an OP wyrm with less starting dom).
- Father of medicine now has healer 100 (50). Because healer < 100 sucks, and is certainly not an amazing skill.
- Several pretenders now have specific namelists. So the base type of Cthulhu is Great Old One, and his namelist contains only "Cthulhu". Yeah, this means players can give Cthulhu a different name than Cthulhu. But it solves the "Cthulhu the Cthulhu radiates with great power" Issue.
- Did the same for Dream, Desire, Aku
- Changed the description of Cthulhu a bit. Same with the other nametyped pretenders
- Desire of the Endless now has water and nature magic, as it says in the description.
- Sunwell pathcost increased to 40 (20) and cost increased to 100 (40). Startdom reduced to 3 (4). It was a bit OP as it also generates 4 astral gems each turn.
- Aku (master of darkness) now has a better fire breath attack 61 (225) in dragonform. darkvision 100 (50), Mr 18 (16), Darkpower 2 (0), and the normal shape gets a claws 666, attack not a fist attack. So it can do some damage. I don't know the lore about Aku, but his handclaws look dangerous. Dragon form also got claws not claw.
- And finally all his forms get spreaddom 2. A huge shapeshifting pretender god of darkness should spread some more dom, like the titans do.
- Cthulhu (Great Old One). Now has domspread 2 (0), dom 4 (3), fullslots + 1 misc (gained body and feet). It also gained a life drain tentacle attack, and a mind blast attack. So now perhaps the 270 points are worth something. Thanks Bernt
- Yggdrasil can now move. Oops. (2/16) And gets domspread 2 (0) startdom 2 (1), entangle, and domsummon vine men, vine ogres, dark vines and Mandragora. (sum 5, domsum 1, 20, 2)
- Kong now has animal awe 1 (0), is an animal, and fullslots +1 misc. And he casts quicken self to represent the ferocity of his attacks. Also got berserk 2 (0).
- Kong now also has forest survival.
- God-Kings cost has been reduced to 20 (45). It basically is a flying rainbow with b1 and 1 slave generation. Nothing special. Reduced his eyes to 2 (8), increased AP to 20 (8). (His magical transportation is fast, even when only hovering).
- Spiderking got a body slot. He has a fully formed upper body so why not?
- Ubbo spawn now get popkill 1 (did not work before). Thanks for fixing the bug Illwinter!


Cool looking forward thanks for updating!

Admiral_Aorta February 21st, 2013 01:27 AM

Re: Mytheology 3.10 And 3.11
 
Quote:

Originally Posted by iceboy (Post 817648)

Thanks which two mods are both yours? The thugs and summons is the only conflict I have seen. Dont use that anymore nor do I use AICIM or Well Behaved Wizard as they cause the game to crash...

Coe summons and thematic endgame(which really needs an update) are both mine.

iceboy February 21st, 2013 08:17 PM

Re: Mytheology 3.10 And 3.11
 
Quote:

Originally Posted by Admiral_Aorta (Post 817651)
Quote:

Originally Posted by iceboy (Post 817648)

Thanks which two mods are both yours? The thugs and summons is the only conflict I have seen. Dont use that anymore nor do I use AICIM or Well Behaved Wizard as they cause the game to crash...

Coe summons and thematic endgame(which really needs an update) are both mine.

Ah thanks I will take out thematic endgame then...

Soyweiser February 22nd, 2013 03:57 AM

Re: Mytheology 3.10 And 3.11
 
Stop teasing me with irrelevant information. I get mails every time somebody posts here. This 'which mod is conflicting' stuff is a bit of a tease... more talk about mytheology! :P

Soyweiser February 26th, 2013 07:51 AM

Re: Mytheology 3.10 And 3.11
 
Update here: http://forum.shrapnelgames.com/showt...932#post817932


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