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Old March 13th, 2010, 08:01 AM
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kennydicke kennydicke is offline
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Default Re: Cinggis Qayan, Wrath of the Khans 3 eras -- Update 5

Hail,

Globu
Quote:
Now for a monster of a sprite: the Mongolian Mammoth. (Ancient mammoth? Siberian Mammoth?)
While a mammoth might be a slightly better choice for the relative area, I chose to go with Mastodons - an animal uncovered in vanilla. Thanks for the sprite - I dig it!


Radio_Star
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The archer, particularly the attack sprite, is just darn awesome.
I agree; Globu outdid himself there.

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I've been following the progress of this mod for awhile now and have some feedback.
Thank you!

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Tenger (Hero) has 7A. Seems pretty high?
I forgot the boost variable - was supposed to be 3 - fixed.

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Shudkers in PD have no leaders and rout.
Oops, forgot to add death mage to PD - fixed.

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The description for the spell Kharash cuts off.
Fixed.

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MA starts with too large a gem income.
A holdover from spell testing - fixed.

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MA Ugadans are not priests, but seem like they should be?
I removed holy magic from them awhile back, I had meant to make them priestesses again - fixed.

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Khan cannot summon allies like I think he's supposed (#makemonster2 "Kheshig") to?
He used to, but now he won't - removed.

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Also, Erlik displays strange behavior with his domsummons. When in normal form, he domsummons soulless and everything's fine. In bear form, he domsummons spirits and a non-leader Grigori that's inactive in combat? It also generates multiple "The Grigori has disappeared in a puff of smoke" messages.
I woefully under-tested EA, sorry - fixed.

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Khan pretender also only summons 1 of the two listed domsummons. I don't think you can have more than one domsummon with the same value.
It seemed like it worked before, but it definitely doesn't work now - fixed.

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EA suffers heavily from having both domkill and domturmoil. I really don't think they're powerful enough to justify both, particularly the turmoil.
Agreed; they were more for flavor than anything - removed.

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Summon Shudkher is wickedly broken.
Upon further testing - agreed.

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10 slaves is a steal just for 5 RP. While you have to pay upkeep on it, it's a better deal than a lot of your other mages, depending on the era. Of course, you also get an 80% shot at a B3 mage, a 40% shot at a D3 and a one in three chance of a B3D3. As for the 10% that come out as total whittles? Well, someone has to lead the dozen kickarse Sholmoses you get as part of the deal. The spell would be a deal at probably three times the price and should also probably have a research level increase since you're getting a nice mage commander along with the troops.
Feedback reviewed, assimilated, and regurgitated - changes made.

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All in all, it's a really fun mod. I've been enjoying the horse-horde feel and think that there's a ton of goodness already present with more to come. Great work.
Thank you very much!


Redeyes
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Air has the path-number one, so I guess the idea was to give Tenger 1 of path number 7?
It was supposed to be A3 - a coding mistake on my part. I rush myself too much, and get sidetracked.

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I am a fan of your ideas Kennydicke and I will definitely take a closer look very soon
Thank you very much, too!


I'll upload the updated/fixed mod immediately after this post.

Later
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