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June 18th, 2004, 12:19 AM
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Second Lieutenant
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Re: MP Game - Modded nations only
You can remove the Moloch's Imp problem in a mod? How do you do that (for his sake and for the others as well)? Can you add auto-generation (per turn, not per battle) to a Pretender as well?
And if anyone wants to use my Blood Arco mod, Graeme, will you allow it?
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June 18th, 2004, 12:34 AM
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Re: MP Game - Modded nations only
Quote:
Originally posted by Scott Hebert:
You can remove the Moloch's Imp problem in a mod? How do you do that (for his sake and for the others as well)? Can you add auto-generation (per turn, not per battle) to a Pretender as well?
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You remove the imps by using the #clear command and then rebuilding the stats of the Moloch. I don't think there is any way to add auto-generation per turn or with a "summon allies" command currently.
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And if anyone wants to use my Blood Arco mod, Graeme, will you allow it?
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I'd have to have the mod itself, but if it just changes the 2 astral on the mystics to 2 blood then it's definetly a worthwhile candidate.
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June 18th, 2004, 01:10 AM
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Second Lieutenant
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Re: MP Game - Modded nations only
Quote:
You remove the imps by using the #clear command and then rebuilding the stats of the Moloch. I don't think there is any way to add auto-generation per turn or with a "summon allies" command currently.
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Ah, neat. So you can solve all of the 'Pretender problems' with mods. Interesting. But don't you find the Moloch to be a little _too_ powerful without the Imp drawback?
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I'd have to have the mod itself, but if it just changes the 2 astral on the mystics to 2 blood then it's definetly a worthwhile candidate.
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It does the following:
1. Switch out Astral on Mystic for Blood.
2. Switch out Nature on Priestess for Blood.
3. Lower 3 Random on Mystic to 2 Random, fix Random picks in one field.
It should be able to be used with either theme. I could also switch out Orokestes's Astral with Blood, if you want.
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Scott Hebert
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June 18th, 2004, 01:20 AM
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Re: MP Game - Modded nations only
Quote:
Originally posted by Scott Hebert:
But don't you find the Moloch to be a little _too_ powerful without the Imp drawback?
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The Moloch is SUPPOSED to be that powerful, given his chassis cost. The Imps are supposed to be a BENEFIT, but due to the vagaries of the system, have instead become a drawback. Somewhere, Illwinter is laughing.
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June 18th, 2004, 01:50 AM
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Re: MP Game - Modded nations only
Quote:
Originally posted by Scott Hebert:
But don't you find the Moloch to be a little _too_ powerful without the Imp drawback?
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He's more expensive than the prince of death, and has better stats, but also has a base encumbrance of 1.
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3. Lower 3 Random on Mystic to 2 Random, fix Random picks in one field.
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I'm not sure about this one, since only kings of the deep normally get that benefit.
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It should be able to be used with either theme. I could also switch out Orokestes's Astral with Blood, if you want.
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That would be good.
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June 18th, 2004, 01:54 AM
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Shrapnel Fanatic
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Re: MP Game - Modded nations only
doesnt PoD have a massively higher fear rating?
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June 18th, 2004, 02:25 AM
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Second Lieutenant
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Re: MP Game - Modded nations only
Quote:
Originally posted by Graeme Dice:
He's more expensive than the prince of death, and has better stats, but also has a base encumbrance of 1.
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There are ways you can do point-to-point, but I'm much more afraid of the Moloch than the PoD.
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I'm not sure about this one, since only kings of the deep normally get that benefit.
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Well, we can go back to the statistics, but the removal of 1 random pick does hurt, even before you look at the statistics. From my experience playing the mod, it doesn't change much.
All right. Do you recall if Daidolos gets Astral? I don't think so, but I need to double-check.
The only other modification is to replace the starting sites with sites for 1 gem of each elemental type (only 4 total). That would also remove the Astrologer and the Heart Companion, and all of the Golden Era Capital troops (IIRC).
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Scott Hebert
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