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July 5th, 2007, 02:47 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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Re: Mod: Mytheology (update v2.0)
Quote:
Saulot said:
Have to say, excellent and well-though post Endoperez. Your effort is appreciated, though I'd still like to hear from JK/KO, if they actually have a design & cost structure format. I have/saw somewhere a dom 2 modding guide for unit/commanders/mage costs, but something more comprehensive would be nice.
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AFAIK, there's no official pretender cost formula.
I'm glad that my quick formula seems to hold up. I just made some educated quesses and corrected it against few examples of various pretender classes, all directly to that post I made.
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July 5th, 2007, 04:25 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 (update v2.0)
Woot! I just got promoted to "sergeant".
Endo and all, check out my thread:
http://www.shrapnelcommunity.com/thr...b=5&o=&fpart=1
Hopefully I've created a consistent tool that incorporates your suggestions, plus a lot of additional detail.
I've used it to recost all my pretenders. i've also fixed all the bugs in the mod you guys pointed out. I think the 3.08 patch caused some new bugs (surprise), since the "messed up sprite" just showed up since 3.08, and had nothing to do with the actual Pretender's attributes.
Strangely, it seems to have something to do with some high-number pretender units that I think are in the new Tuatha nations, that seem to be "reserved" for some purposes.
For example, if I numbered my pretender's #shapechange alter to one of those numbers, the pretender wouldn't load. If, however, I changed the alter's unit number to something much higher... it would work. Even though the number is NOT in conflict with any other unit in my mod, and I don't have any other mods running.
Also, some pretenders would insist on showing that wierd titanic tuatha-looking warrior sprite no matter what until I changed the unit number for something very different. since it was a trial-and-error thing, it was very irritating to make it work.
At any rate, I also added a couple new pretenders and another new spell to my mod while I was going through the trouble, ending up with a pretty significant overhaul:

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July 5th, 2007, 04:59 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 (update v2.0)
Oh yeah, all my custom magic armors - which worked fine before - now cause crashiness. I have removed them for now. Will post the update shortly.
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July 5th, 2007, 07:08 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 (update v2.0)
Oh, by the way, here is the picture of the unknown dude who likes to substitute for my pretenders. As Endo hinted, alot of the problems were caused by when I tried to #copystat a new modded pretender... but not all of them.

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July 5th, 2007, 07:17 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 (update v2.0)
I've uploaded 2.01 (go to the first post in this thread to download). It includes the following fixes / changes:
- new spell, Sea of Scarabs.
- redone sprite for the Shah of Djinn and Ifritt (below), which I was never happy with before.
- new pretenders: Black Dragon, Gold Dragon, Shadowcat
- repaired pretenders (never worked): Carrion Lord
- fixed pretenders (broken by 3.08 patch): Monkey King, Great Egg, Thunderbird, Grim Reaper, Treelord (now Yggdrasil)
- Weakened Fallen Angel and Shah of Djinn and Ifritt, which were stacking up magic levels from the original unit I was copying.
- Re-costed and rebalanced ALL PRETENDERs.
- Repaired Shards of Hastur... made it stronger (more battlefield affected), and fixed transposition which made it a water spell instead of astral. Oops.

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July 5th, 2007, 11:46 PM
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Sergeant
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Join Date: Apr 2004
Location: Tampa Bay, Florida, USA
Posts: 327
Thanks: 5
Thanked 33 Times in 11 Posts
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Re: Mod: Mytheology (update v2.02)
Hey, I'm on a roll. Found another small bug due to "reserved" numbers, fixed it, and added five new spells which I think will add some interesting dimensions to the game: Runestone of Fortune, Runestone of Courage, Runestone of Faith, Runestone of Growth, Runestone of Peace (all self explanatory, pretty much).
Maybe if I come up with some great ideas, I'll add to the list of potential standing stones, and maybe give them some slightly different shapes so they start looking sort of like a stonehenge in your army lineup!
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July 6th, 2007, 03:35 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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Re: Mod: Mytheology (update v2.02)
What do the runestones do? Fortune - prevents misfortune as a Fortune Teller, or generates good events as Lady of Luck/Jade Emperor? Peace - Order?
I guess Faith increases dominion like Juggernaut, Growth increases Growth and Courage has a huge Standard effect.
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July 6th, 2007, 04:30 AM
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Sergeant
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Join Date: Dec 2003
Location: New York City
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Re: Mod: Mytheology (update v2.02)
I just tried downloading v2.02 from the first post, and somehow I got v2.00 again.
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