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January 25th, 2011, 08:29 AM
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BANNED USER
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Join Date: Nov 2007
Location: San Francisco, nr Wales
Posts: 1,539
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Re: Endgame Diversity Mod - stable version (v1.1) released
You also need to make sure to exit Dominions, as new mods won't appear on the mod selection list until the game is re-started.
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January 25th, 2011, 05:59 PM
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Sergeant
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Join Date: May 2010
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Re: Endgame Diversity Mod - stable version (v1.1) released
btw, thoughts about zmey:
i know the ember lord is waay better for F gems, but he does take a lot of gear to make his awesomeness optimal. zmey on the other hand need no gear to be fairly cheap raiders. if you want to give them an AMA or something you can, but gearless, they can kill any amount of pd pretty much. also, they're pretty hard to counter-raid and actually kill since they have 3 forms, they cant be killed as fast, and once they lose two heads they usually run away. btw, 1 head is still able to raid as long as the pd isnt like 20. I've used a lot of them, and really like the results so far. of course i have a lot of F gems and not a lot of S and other gems
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March 17th, 2011, 03:54 PM
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BANNED USER
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Join Date: Nov 2007
Location: San Francisco, nr Wales
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Re: Endgame Diversity Mod - stable version (v1.1) released
Llama, will you be releasing an updated version of EDM as a standalone? (as I know the recent CBM's have seen updates to the EDM section)
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March 17th, 2011, 07:46 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
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Re: Endgame Diversity Mod - stable version (v1.1) released
Yes! Well reminded.
New version is attached to the first post. Here is the changelog:
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.
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The Following 2 Users Say Thank You to llamabeast For This Useful Post:
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March 18th, 2011, 05:01 AM
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Corporal
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Join Date: Nov 2009
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Re: Endgame Diversity Mod - v1.2 released
Thank you llama!
Roc's change are very interesting, I'd eager to see what it can do as thug/anti-sc thug. Perhaps reduce some of its siege&patrol bonus in exchange?
Zmey's price balance is great! Though zmey is a really good raider, it is still inferior to Iron angel with gears of 15 gems, not to mention grendelkin. E gems are precious, but can not be used to mass ember lord later anyway.
But why increase mechanical giant's cost? It's 12 base mr makes it easy prey to spell like disintegrate, opposition or control, I cant help but compare it with marble oracle....
Cyclops should be increased like this, after all, it's a E3 mage. Though I still think that make it E2F1?FE100% would be better.....
Grendelkin....well, we've talked quite a lot about it, I still think it shoul cost 45 as marble oracle in vanilla or 50 as that of a elemental royalty.
Asynjas and Kraken now have one or more 50% picks, isn't it a little luck dependent for a costy summon? Other changes are really good, hopefully ettin and Kraken will be much more common in the battle field
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March 22nd, 2011, 06:14 PM
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Corporal
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Join Date: Jun 2007
Location: France
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Re: Endgame Diversity Mod - v1.2 released
I played with and against Ember Lords in a few games and I noticed that a massive part of of their opponents became blind. I am looking at the .dm file and I'm wondering whether the line:
"#copystats 1384 -- Solar Disc, to get high heat"
is the reason for this. Maybe the Solar Disc does possess this hidden feature?
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March 22nd, 2011, 06:53 PM
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Colonel
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Join Date: Nov 2008
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Re: Endgame Diversity Mod - v1.2 released
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March 22nd, 2011, 07:09 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
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Re: Endgame Diversity Mod - v1.2 released
Gnargh, how have I never noticed this before?
Okay, it's on the bug list. Should be possible to find some kind of way round it.
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March 30th, 2011, 05:16 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
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Thanked 855 Times in 291 Posts
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Re: Endgame Diversity Mod - v1.2 released
Just updated the mod in the first post to 1.21.
Changes:
- Attacking an Ember Lord no longer causes blindness.
- Rejigged nation ID usage to reduce the chance of conflicts.
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July 11th, 2011, 08:26 AM
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Corporal
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Join Date: Jul 2009
Location: Cambridge, MA
Posts: 173
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Re: Endgame Diversity Mod - v1.2 released
Is there a document or a web page that lists all of the summonable creatures' stats? I understand I can create a test game with the EDM nation but perhaps someone has done the work for me?
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