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March 16th, 2007, 06:09 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
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Re: Mod: Mytheology Pretenders (update v1.4)
Quote:
Sombre said:
Although Wish is hardly a huge balance consideration is it?
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Depends on map size, victory conditions, and availability of magic sites. If there's a lot of time for research and building up clams, and enough territory per nation to provide the gem income to bootstrap the clam machine... if it's a much better deal than wishing for a Seraph, there's a potential issue.
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
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March 20th, 2007, 07:01 PM
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Sergeant
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Join Date: Apr 2004
Location: Tampa Bay, Florida, USA
Posts: 327
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Re: Mod: Mytheology Pretenders (update v1.4)
I'll make some adjustments on the next update.
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April 10th, 2007, 01:21 PM
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Sergeant
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Join Date: Apr 2004
Location: Tampa Bay, Florida, USA
Posts: 327
Thanks: 5
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Re: Mod: Mytheology Pretenders (update v1.52)
Latest update.
Version changes:
- price balancing for the Pantokrator and Grim Reaper
- new spells!
Lure Visitor (Blood): summons a Visitor (unique)
Diabolic Brigade (Blood): summons a small troop of imps.
Feeding Frenzy (Water): underwater equivalent of "swarm"
Summon Man O' War (Water): underwater equivalent of
"raise dead", really
Shards of Hastur (Astral): area-effect paralyze
- Tweaks for previously mentioned Pretender summon units for Gift-Of-Reason surprises.
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April 10th, 2007, 01:22 PM
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Sergeant
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Join Date: Apr 2004
Location: Tampa Bay, Florida, USA
Posts: 327
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Re: Mod: Mytheology Pretenders (update v1.52)
Also, a graphic of what the Fallen Archangel pretender looks like. Custom modification of one of the default graphics.
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April 10th, 2007, 10:38 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Re: Mod: Mytheology Pretenders (update v1.52)
That looks niiiiice.
Forgive me if the moslist is a bit behind right now. Busy busy.
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April 12th, 2007, 01:17 AM
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First Lieutenant
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Join Date: Jan 2007
Location: Tampa, FL
Posts: 687
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Re: Mod: Mytheology Pretenders (update v1.52)
Don't want to install it yet, still having fun "cheating" with the old Panto  What were the major changes to him, I see you raised the cost to 300 which is good, anything else?
Love the spells listed, anyone try shards yet? Overpowered? What's the AOE?
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April 12th, 2007, 12:39 PM
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Sergeant
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Join Date: Apr 2004
Location: Tampa Bay, Florida, USA
Posts: 327
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Re: Mod: Mytheology Pretenders (update v1.52)
AOE: 665
I"m sure I had a reason for that in playtesting. Feedback always welcome.
Here are some gifs of my next spell summon; I thought that blood magic could benefit from being able to summon at least one amphibious demon type, so here is my custom sprite graphic for a demon-toad! He'll be built into the next version of the mod, and I envision his strength somewhere in the ballpark of the Heliophagii.
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