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  #51  
Old April 13th, 2007, 07:51 PM
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Default Re: Mod: Mytheology Pretenders (update v1.60)

OK, I decided to rush the next version, since I realized that some of the spells in v1.52 were still set in "playtesting" mode (e.g., dirt cheap).

Version 1.60 fixes the spell research, fatigue and casting levels for Trap Visitor and Shards of Hastur. It also adds the Blood spell (and unit) "Bind Toad Demon" (per my previous post).
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  #52  
Old April 15th, 2007, 01:30 PM
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Default Re: Mod: Mytheology Pretenders (update v1.60)

Just a suggestion: You might consider naming him something a little more "latiney" instead of just calling him a "demonic cane-toad" just to give it that extra demon-feel. Not that there's anything wrong with "demonic cane-toad", it's just a bit anti-climactic, maybe?
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  #53  
Old April 15th, 2007, 03:31 PM
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Default Re: Mod: Mytheology Pretenders (update v1.60)

lol, I considered that, but was drawing a blank. Since the demon toad isn't a strong unique like the heliphagii or the archdevils, I thought a "generic" name (e.g. "fiend") would be sufficient. If inspiration strikes, I'll rename!
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  #54  
Old April 16th, 2007, 11:17 PM

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Default Re: Mod: Mytheology Pretenders (update v1.4)

Although I haven't tested this, looking at the TGA files in the most recent update many of them don't have magneta shadows and aren't on black background. Do they actually show up properly in dom3? I would have thought that a white background would make them look like walking 2d paintings.
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  #55  
Old April 17th, 2007, 06:18 PM
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Default Re: Mod: Mytheology Pretenders (update v1.4)

well, as long as the sprites have been properly alpha masked, the only difference the background would make is what the foreground edges were antialiased against (and even then, not so much depending on how the masking was done). I like to use grey as a neutral background so that it gives minimal artifacts against either white or black or color terrain backgrounds, but I guess it's up to the players to let me know if my theory worked.

As to the shadows... I purposely left out the ground shadows on a couple of units, but I might have just missed some by error I guess. My default method for the shadows is to not have any foreground color for them, but just a 50% alpha mask where the shadow is supposed to be, so that whatever the terrain background is gets partially darkened. Again, that was my theory, it seemed to work out in the few tests I specifically looked for it. Let me know if not though.
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  #56  
Old June 30th, 2007, 02:20 PM
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Default Re: Mod: Mytheology (update v2.0)

OK, I've uploaded major update to my Mytheology mod. Changed the version # to 2.0, because the latest version includes a whole bunch of new spells and a bunch more new gods. The game notes / description are all up on the beginning of this thread, as well as the file for download.
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  #57  
Old June 30th, 2007, 02:39 PM
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Default Re: Mod: Mytheology Pretenders (update v2.0)

Special special thanks to DrPraetorius for his spell bitmasking efforts. His work made most of my mod possible.

At any rate, here are some gifs of a couple of the new pretenders added in v2.

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  #58  
Old June 30th, 2007, 03:29 PM

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Default Re: Mod: Mytheology Pretenders (update v2.0)

Simply an excellent mod -thumbsup-
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  #59  
Old June 30th, 2007, 03:41 PM
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Default Re: Mod: Mytheology Pretenders (update v1.4)

Monkey King, and probably many other old pretenders, have two heads. This is due to a bug whose effects were noticed (halved head protection), but the fix only worked to make the problem more apparent. You'll have to rework the bodyslots numbers to fix this.

Also, at least for me, the Monkey King (of MA Bandar Log and LA Patala) has wrong graphics. It seems to use the attack sprite of one of the new units in 1800s. It is also missing its description. Tarrasque of EA Marverni is also using the same mis-sprite, but it appears to have its description intact. The bug/problem appears to be linked to copying player-made units. Also affected are MA Caelum Great Egg and Thunderbird.


Some pretenders are horribly overpowered. Fallen Angel of LA Marignon has F4D3S3B3 AND Holy 2. It costs just 150 points... Giving Baphomet the same levels of magic costs 62 points MORE, and Baphomet is immobile and starts with two of the four paths Fallen Angel has... And Baphomet isn't flying, immortal flier with all slots available either! Not to mention that the Fallen Angel can bless itself! Symbol of Unchallenged Victory indeed! And the Djinn... Any pretender that can give Marignon five level 9 blesses is overpowered. F9A9S9E9 X9 takes all your points, but it shouldn't be possible. You can have F9A6E4S4 with an awake pretender and net positive scales!
On the other hand, Desire is useless. 18 hp on a seducer/assassin unit ensures her death. I didn't check out her summons, or if she has a temporary second form but she CAN'T be used as a seducer as per her primary form's stats. It'd be suicide.

Speaking of suicides, I gather Lord of the Plague Wind is supposed to only be used as either dormant or imprisoned...



EDIT: Also, the mod descriptions doesn't work because several pretenders use #description instead of #descr. The latter is for monsters, the former for the whole mod. #description works, because Dominions interprets it as #descr, some unnecessary stuff, "description of the unit" AND #description "description of the unit" at the same time.


EDIT2:

I'd like to add that I like some pretenders. Pantokrator might not be balanced, but I like the idea, and the outcome isn't too far from what I'd imagine myself. The Great Egg is excellent. It's just that there are many, many problems with the mod...
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  #60  
Old June 30th, 2007, 04:07 PM

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Default Re: Mod: Mytheology Pretenders (update v1.4)

Love this mod,

Can't wait to try out the spells (which all sound great btw)

Yes there may be probs (haven't tried out this new version yet), but all in all its a fantastic mod. I'd love to see a version balanced for MP eventually as well.

I'll update when I get a chance to test it out.
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